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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Falmingkitter</id>
	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-04-06T02:40:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=147576</id>
		<title>Remote shielder</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=147576"/>
		<updated>2024-07-07T02:07:58Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: /* Summary */  figured out image formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=General. Mechanics}}&lt;br /&gt;
{{Image wanted|reason=Ability gizmo icon}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Remote shielder&lt;br /&gt;
| image = Health item prosthetic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = &lt;br /&gt;
| description = An implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.&amp;lt;br/&amp;gt;Placing a shield at a distance requires a substantial amount of energy. It can be used to save a mech at a critical moment.&amp;lt;br/&amp;gt;This implant can be self-installed in the same way as the mechlink.&amp;lt;br/&amp;gt;This implant can be installed up to 3 times to increase its range and shield energy.&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Powerfocus chip&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = &lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue  = 1200&lt;br /&gt;
| thingCategories = BodyPartsMechtech&lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
'''Remote shielders''' are [[artificial body parts]] and upgrades to a [[mechanitor]]s [[Mechlink]] added by the [[Biotech DLC]]{{BiotechIcon}} that allow a mechanitor to remotely create a shield around their [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Remote shielders can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Shield mechanics - see [[Shield belt#Summary]] for example of necessary detail/information}} &lt;br /&gt;
[[File:RW1.5_mech_remote_shield_icon.png|left|100px]]{{Quote|''Remotely project a personal defense shield onto a mech. The shield stops incoming damage, but also prevents shooting out, so this can be useful even when cast on enemies. The mechanitor must continuously focus on the mech in order to maintain the shield.''|&amp;quot;Remote Shield&amp;quot; ability description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Having at least 1 remote shielder installed gives access to the ''Remote Shield'' ability; it has no warmup time, no direct resource cost other than your mechanitor's full attention, and when the shield is broken, expires, or is cancelled has a {{Ticks|300}} cooldown which starts as soon as mechanitor stops projecting the shield.&lt;br /&gt;
&lt;br /&gt;
Up to 3 remote shielders can be installed in each mechanitor's brain. Each installed shielder increases shield range and energy as follows:  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Num.&amp;lt;br&amp;gt;Shielders !! Shield range&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt; !! Shield energy !! Damage capacity &lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 7.9 ||  75 || {{#expr:75/3}}{{Check Tag|Verify|Does this work the same as shield belts?}}&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 13.9 || 150 || {{#expr:150/3}}{{Check Tag|Verify|Does this work the same as shield belts?}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 19.9 || 225 || {{#expr:225/3}}{{Check Tag|Verify|Does this work the same as shield belts?}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The shield itself is nearly identical to the shield from a [[Shield belt]] equipped by a pawn in that it blocks incoming projectiles and prevents damage at a rate of 3.3 energy for every 1 point of damage{{Check Tag|Verify|I took this off the shield belt page with no further verification}}, prevents the mech from shooting outward, is disabled by an EMP (which will stun the mech at the same time), and prevent the mech from being staggered. Unlike the shield belt it recharges extremely slowly but makes up for it with the ability to be quickly recast after a short cooldown and it's overall large capacity- at level one it's slightly lower than a poor quality shield belt but at level 2 it is comparable to an excellent belt, and at level 3 it compares to a legendary shield belt. The single-size bubble is much larger to visually accommodate larger mechs.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
&lt;br /&gt;
Unlike most medical implants, the remote shielder is not installed via an [[operation]] and instead can be painlessly self-installed by a conscious mechanitor in about 2 seconds. Simply right click on the item on the ground and click &amp;quot;Implant remote shielder&amp;quot; or &amp;quot;Upgrade remote shielder to level X&amp;quot; if one has already been installed. A max of 3 can be installed on any one mechanitor and cannot be uninstalled. If the mechanitor dies by any means and is resurrected all upgrades will be preserved, but if the mechlink is extracted to be installed in another pawn, all upgrades to the Mechlink will be lost.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Increased the health of the mechanitor's remote shielder ability to 75/150/225 {{Check Tag|From?|What was the value before the change?}}&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>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Remote_repairer&amp;diff=147574</id>
		<title>Remote repairer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Remote_repairer&amp;diff=147574"/>
		<updated>2024-07-07T02:23:00Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: add ability icon, brought page to parity with remote shielder page. will work on it more after I've worked on the shielder page, if needed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=General. Mechanics}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Remote repairer&lt;br /&gt;
| image = Health item prosthetic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = &lt;br /&gt;
| description = A neural implant which allows the mechanitor to repair from a distance. The user links to the mechanoid and uses their own brain to psychically guide the self-repair mechanites.&amp;lt;br/&amp;gt;This implant can be self-installed without surgery.&amp;lt;br/&amp;gt;This implant can be installed up to 3 times to increase its range.&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Powerfocus chip&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = &lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue  = 1200&lt;br /&gt;
| thingCategories = BodyPartsMechtech&lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
'''Remote repairers''' are [[artificial body parts]] added by the [[Biotech DLC]] that allow [[mechanitor]]s to repair their [[mechanoids]] from a distance. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:RW1.5_mech_remote_repair_icon.png|left|100px]]{{Quote|''Remotely repair a mech. The mechanitor links with the mech and uses their brain to provide detailed guidance for its self-repair mechanites beyond its own psychic capacity. This allows the mech to make progress in rapidly healing damage.''|&amp;quot;Remote Repair&amp;quot; Ability description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Having at least 1 remote repairer installed gives access to the ''Remote Repair'' ability. &lt;br /&gt;
&lt;br /&gt;
Remote repair is analogous to regular repairing, just from a distance.{{Check Tag|Verify|Is remote repair ''exactly'' the same repair?}} A mechanitor must have line of sight in order to initiate the repair, but it can be sustained through walls. Both the mechanitor and the mech are unable to shoot or use abilities during remote repair. The mech can move freely, but must stay in range to remain repaired.&lt;br /&gt;
&lt;br /&gt;
Up to 3 remote repairers can be installed in each mechanitor's brain. Each installed repairer increases repair range as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Num.&amp;lt;br&amp;gt;Repairers !! Repair range&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt; !! Increase from prev.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 7.9 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 13.9 || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 19.9 || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
&lt;br /&gt;
Unlike most medical implants, the remote repairer is not installed via an [[operation]] and instead can be painlessly self-installed by a conscious mechanitor in about 2 seconds. Simply right click on the item on the ground and click &amp;quot;Implant remote shielder&amp;quot; or &amp;quot;Upgrade remote shielder to level X&amp;quot; if one has already been installed. A max of 3 can be installed on any one mechanitor and cannot be uninstalled. If the mechanitor dies by any means and is resurrected all upgrades will be preserved, but if the mechlink is extracted to be installed in another pawn, all upgrades to the Mechlink will be lost.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&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>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&amp;diff=147555</id>
		<title>RimWorld Wiki:To-do</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&amp;diff=147555"/>
		<updated>2024-07-05T23:00:00Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: /* Butchery project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with {{t|Stub}} to make our job a bit easier.&lt;br /&gt;
&lt;br /&gt;
If you want to suggest something that needs to be done, '''sign your post with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])&lt;br /&gt;
&lt;br /&gt;
==Pages that need rewrites, creation, content, or updated/more images==&lt;br /&gt;
=== Pages to be rewritten ===&lt;br /&gt;
{{#ask: [[Category:Pages to be rewritten]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages to be rewritten]] | format = count}}''' designated as in need of rewrites. For a complete, see [[:Category:Pages to be rewritten]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Image(s) wanted===&lt;br /&gt;
{{#ask: [[Category:Pages that need images]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages that need images]] | format = count}}''' designated as in need of images. For a complete, see [[:Category:Pages that need images]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pages wanted ===&lt;br /&gt;
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please perform 10 edits to be autoconfirmed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while.''&lt;br /&gt;
* [[Granite]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Limestone]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Marble]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Sandstone]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Slate]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Smoothed granite]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Smoothed limestone]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Smoothed marble]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Smoothed sandstone]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Smoothed slate]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Collapsed rocks]] (Exists but needs TLC and to match whatever format is chosen for the rest.)&lt;br /&gt;
* [[Compacted steel]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Ore]] pages (Ore page may need to be expanded into super page)&lt;br /&gt;
** [[Silver ore]] (Exists as redirect, but should be own page)&lt;br /&gt;
** [[Gold ore]] (Exists as redirect, but should be own page)&lt;br /&gt;
** [[Uranium ore]] (Exists as redirect, but should be own page)&lt;br /&gt;
** [[Compacted plasteel]] (Exists as redirect, but should be own page)&lt;br /&gt;
** [[Jade]] (Ore is named the same as the page, needs suitable alternative name)&lt;br /&gt;
** [[Compacted machinery]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Raised rocks]]&lt;br /&gt;
* Ideology pawns page ala [[Mercenaries/Pawns]] et al.&lt;br /&gt;
* Biotech pawn pages/updates&lt;br /&gt;
* [[Monument]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Monument marker]]&lt;br /&gt;
* [[Work site]] (Section exists on [[Quests]], but should be own page)&lt;br /&gt;
* [[Burning power cell]]&lt;br /&gt;
* [[Burnout low-shield]] {{IdeologyIcon}}&lt;br /&gt;
* All the [[terrain]]s&lt;br /&gt;
&lt;br /&gt;
==== Biotech ====&lt;br /&gt;
Be sure to add the biotech banner to these pages with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Biotech}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[ancient mech gestator]]&lt;br /&gt;
* [[ancient large mech gestator]]&lt;br /&gt;
* [[ancient basic recharger]]&lt;br /&gt;
* [[ancient standard recharger]]&lt;br /&gt;
* [[ancient toxifier generator]]&lt;br /&gt;
* [[ancient band node]]&lt;br /&gt;
* [[crashed mechanitor ship]]&lt;br /&gt;
* [[megaspider cocoon]]&lt;br /&gt;
* [[megascarab cocoon]]&lt;br /&gt;
* [[spelopede cocoon]]&lt;br /&gt;
&lt;br /&gt;
==== Anomaly ====&lt;br /&gt;
[[Bliss lobotomy]]&lt;br /&gt;
&lt;br /&gt;
===Stubs===&lt;br /&gt;
{{#ask: [[Category:Stubs]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Stubs]] | format = count}}''' designated as in need of additional content. For a complete, see [[:Category:Stubs]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pages that need fact checking or details ===&lt;br /&gt;
{{#ask: [[Category:Pages that need fact checking]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
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 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages to be Moved===&lt;br /&gt;
{{#ask: [[Category:Pages to be moved]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
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 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages to be Merged===&lt;br /&gt;
{{#ask: [[Category:Pages to be merged]]&lt;br /&gt;
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 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages to be Recoded===&lt;br /&gt;
{{#ask: [[Category:Pages to be recoded]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages to be recoded]] | format = count}}''' designated as in need of recoding. For a complete, see [[:Category:Pages to be recoded]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages using duplicate arguments in template calls===&lt;br /&gt;
{{#ask: [[Category:Pages using duplicate arguments in template calls]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
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 | default = This [[:Category:Pages using duplicate arguments in template calls|category]] is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pages with wrong property definitions ===&lt;br /&gt;
{{#ask: [[Has improper value for::+]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Has improper value for::+]] | format = count}}''' designated as in need of recoding. For a complete, see [[Property:Has improper value for]].''&lt;br /&gt;
 | default = This category is currently empty. Good work! {{Check}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unverified articles ===&lt;br /&gt;
{{#ask: [[Category:Unverified_articles]]&lt;br /&gt;
 | limit = 10 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#10''' pages out of '''#{{#ask: [[Category:Unverified_articles]] | format = count}}''' that have not been [[Template:Verified|verified]]. For a complete, see [[:Category:Unverified_articles]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
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=== Category checks ===&lt;br /&gt;
==== Page category check ====&lt;br /&gt;
{{Main|Template:Page category check}}&lt;br /&gt;
The following pages (ordered by ''Modification date'') only have a maintenance category defined and lack a content category:&lt;br /&gt;
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{{#ask: [[:+]] [[Modification date::&amp;gt;21 January 2024 02:10:00]]&lt;br /&gt;
 | limit = 500 | format = template | template = Page category check | link = none&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | ? = page&lt;br /&gt;
 | ?Category = Category&lt;br /&gt;
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 | sort = Modification date&lt;br /&gt;
 | offset = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The last checked page has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}&lt;br /&gt;
&lt;br /&gt;
==== File category check ====&lt;br /&gt;
{{Main|Template:File category check}}&lt;br /&gt;
The following files (ordered by ''Modification date'') don't have a file category set:&lt;br /&gt;
{{#ask: [[File:+]] [[Modification date::&amp;gt;10 February 2024 20:30:50]]&lt;br /&gt;
 | limit = 500 | format = template | template = File category check | link = none&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | ? = file&lt;br /&gt;
 | ?Category = Category&lt;br /&gt;
 | ?Modification date = Date&lt;br /&gt;
 | sort = Modification date&lt;br /&gt;
 | offset = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The last checked file has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[File:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}&lt;br /&gt;
&lt;br /&gt;
=== Copyright checks ===&lt;br /&gt;
==== No license ====&lt;br /&gt;
{{Main|Template:Copyright check}}&lt;br /&gt;
The following files (ordered by ''Modification date'') don't have a license template:&lt;br /&gt;
{{#ask: [[File:+]] [[Modification date::&amp;gt;10 December 2022 01:53:28]]&lt;br /&gt;
 | limit = 500 | format = template | template = Copyright check | link = none&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | ? = file&lt;br /&gt;
 | ?License = License&lt;br /&gt;
 | ?Modification date = Date&lt;br /&gt;
 | sort = Modification date&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The last checked page has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[File:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}&lt;br /&gt;
&lt;br /&gt;
==== Incomplete license ====&lt;br /&gt;
{{Main|Property:License incomplete}}&lt;br /&gt;
The following query returns up to '''#10''' out of '''#{{#ask: [[File:+]] [[License incomplete::true]] | format = count}}''' random files that have a license template but with incomplete information:&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[File:+]] [[License incomplete::true]]&lt;br /&gt;
 | limit = 10 | order = random&lt;br /&gt;
 | default = There are currently no files with incomplete license information. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==General To-do List==&lt;br /&gt;
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)&lt;br /&gt;
* Changelogs imply mech commanders can be summoned when the mechanoid faction is disabled. Confirm and add to pages.&lt;br /&gt;
* Combat Power on mechanoid pages. automate column on mechanoid hive&lt;br /&gt;
*'''Defs''': Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. [[Colonist]]). I've only covered a small amount of defs (see [[:Category:Defs]] for a list), and that was ''a year ago''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC) &lt;br /&gt;
&amp;lt;!-- Can always just consider these ideas for now, which can be thrown out --&amp;gt;&lt;br /&gt;
* '''Properties''': Need to have descriptions added to pages - some of the older ones have unknown purposes and some documentation, even if it appears obvious, would be good. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 01:07, 14 October 2021 (UTC)&lt;br /&gt;
* ''Chair super page'': As above but for &amp;quot;sitting furniture&amp;quot;. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:05, 14 March 2022 (UTC)&lt;br /&gt;
* '''Animal Combat Power''': Major only because of the scope, Combat power should be added to the infobox, and the combat power of each animal should be added so it can be called. Atm the only way to find that info is the xmls and thats not useful for a lot of non-tech savvy player. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 11:52, 15 June 2022 (UTC)&lt;br /&gt;
* '''Goodwill template:''' Some way of expressing the variabliltiy of goodwill gains due to their scaling that can be easily linked in-line. The need for this arises out of the scaling for changes that brings them closer to their neutral position whether that be hostile or not. So if a player is relying on a good action getting their ally from 80 to 100, then they might do the action on the wiki's recommendation and then only get part of what they expect. Part of the issue is that this system is not fully understood/detailed on the wiki. Can't explain, or even decide what needs to be done, when you don't understand yourself. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:37, 17 October 2022 (UTC)&lt;br /&gt;
* ''Insectoid pollution stimulus:'' effects need to be added to the relevant insectoid pages, and possible [[ailments]].  - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:24, 12 November 2022 (UTC)&lt;br /&gt;
* '''Deathrest building default text:''' A default spiel for every deathrest building covering the shared mechanics of deathrest buildings. How they bond, connection distance, deathrest capacity limitations, bonding etc. Ideally it can be placed in a template ala [[Template:Apparel_Social_Impact_Note]] so it can standard across all pages and updated all at once.&lt;br /&gt;
* ''Lifestage and gendered names for animals:'' Lots of animals have different names at different life stages e.g. a baby [[cat]] is called a [[kitten]]. They need to be documented in the intro of the page, bolded for their first use as with the animal name, and ideally a redirect to the page from the alternate names. Some are complete, but not all. Similarly, some names are gendered - in RW, the [[cow]] species has female [[cow]]s and male [[bull]]s. These should be included similarly - afaik these are all done, but any missing ones noticed while adding the lifestages should be added. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:21, 18 March 2023 (UTC)&lt;br /&gt;
* ''Pyromaniac mood boosts'': different firey objects add stacks to a moodlet for [[pyromaniac]]s. these stacks should be noted on the individual pages.&lt;br /&gt;
&lt;br /&gt;
== Updates and maintenance needed on the Wiki ==&lt;br /&gt;
* &amp;lt;s&amp;gt;Add an [[RimWorld Wiki:Admin noticeboard|Admin noticeboard]]&amp;lt;/s&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;DONE&amp;lt;/code&amp;gt; by Pangaea&lt;br /&gt;
** Not properly integrated or accessible from the rest of the wiki and thus of limited use. More work is likely needed [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 08:10, 29 April 2021 (UTC)&lt;br /&gt;
* Add Community portal to the Sidebar (and maybe re-order it slightly? See Wikipedia's system)&lt;br /&gt;
* Update some of the default footer pages, as they seem outdated currently --&amp;gt; &amp;lt;code&amp;gt;Partially done&amp;lt;/code&amp;gt; by Pangaea&lt;br /&gt;
* Given a fitting license, borrow content from other wikis and improve and expand our Help sections&lt;br /&gt;
* Add articles for each technology and skill, with fitting templates&lt;br /&gt;
* &amp;lt;s&amp;gt;Purge outdated SMW entities: (see [[Special:Statistics|Statistics]])&amp;lt;/s&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;DONE&amp;lt;/code&amp;gt; by Hypolite&lt;br /&gt;
* Edit or make new screenshots without (so many) UI elements, as seen for instance in the [[Events]] page&lt;br /&gt;
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the &amp;quot;c_01&amp;quot; values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats  native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (UTC)&lt;br /&gt;
* Finish the page [[Help:Templates#Creating_a_template]].&lt;br /&gt;
&lt;br /&gt;
== Suggestions ==&lt;br /&gt;
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Extension:LinkSuggest LinkSuggest]: Useful for new users to easier create links without knowing the ins and outs of the page names.&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Extension:RandomSelection RandomSelection]: This can be neat on the main page for various gameplay tips and such, which then get randomly selected. Not sure if there would be a good use for it with this game, but I have seen it used to good effect on other wikis, such as [https://witcher.gamepedia.com/Witcher_Wiki Witcher 3].&lt;br /&gt;
&lt;br /&gt;
==Large projects==&lt;br /&gt;
The following page groups need to have a standardized format with adequate detail decided, have that standard applied over the entire group, and then brought up to quality. These are all relatively large, multi-page jobs, many including many pages that aren't just non-standard but outright stubs, but it can be done piecemeal. The important part is getting a suitable standard first.&lt;br /&gt;
&lt;br /&gt;
I'm not sure anyone will take this on, but I'd appreciate any help, even if its just adding suggestions to the suggested standards below [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:50, 3 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Adding contributors for volunteers to sign up with. There is no pressure to take on the entire project but if you add your name, I'll know to ask your opinions/keep you apprised, and help you in any way to get these projects moving. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:54, 19 March 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Page type !! Suggested detail/sections !! Contributors&lt;br /&gt;
|-&lt;br /&gt;
| Categories/All || The grand recategorization and retyping - checking all page types and categories and reordering them in the same pattern as the stockpile/bills menu. Requires recategorisation, page moves, new categories etc||  Contributors&lt;br /&gt;
|- &lt;br /&gt;
| Plants || &lt;br /&gt;
Plants need a consistent format standard that applies to all pages - plantables and non plantables, crop plants, decorative plants, wild plants, special plants eetc.&lt;br /&gt;
This also involes ensuring every page has a variant gallery and has all the stats in the infobox&lt;br /&gt;
Some suggestions (more needed):&lt;br /&gt;
* For plantables: Growing section using [[Template: Grow Table]] &lt;br /&gt;
* For plantables: Economy - Proper analysis on their production compared to other producers of the same type (e.g. Food or Wood plants), as well as economic concerns - profitabiltiy with and without crafting, work/product, work/silver, tiles/product/day, tiles/silver/day etc.&lt;br /&gt;
* Production strategies, e.g. how worth each is to put in hydroponics, greenhouses, whether to wall in, esp relevant for devilstrand&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Animals || &lt;br /&gt;
* Trainability, diet, habitats, combat skills and analysis (seriously lacking atm), production economy, stragegies for combat/acquisition/use&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Drugs ||&lt;br /&gt;
See [[Go-juice]] for an example.&lt;br /&gt;
* Acquistion/crafting information standardized&lt;br /&gt;
** Include note on whether it uses [[Drug Synthesis Speed]] or [[Drug Cooking Speed]]&lt;br /&gt;
* Summary&lt;br /&gt;
** Instanteous effects e.g. recreation +X% is instantaneous, but the mood buff and other hediffs are long term and have a duration.&lt;br /&gt;
** High effects &lt;br /&gt;
** Tolerance and Severity gains &lt;br /&gt;
** Addiction effects&lt;br /&gt;
** Withdrawal effects&lt;br /&gt;
** Effects for mtb to chemical damage etc.&lt;br /&gt;
* Analysis &lt;br /&gt;
** Effectivness for use (e.g. combat buff for Yayo and Go juice, mood buffs for social and hard drugs etc.)&lt;br /&gt;
** Comparison of production compared to other drugs in the same class as part of above&lt;br /&gt;
** Comparison of economies, like is currently available for [[Flake]] and [[Yayo]], but for all drugs. If you're only selling it, you don't need to assume psychoid plants are the only thing you can grow - needs analysis per pawn work (inc. sowing, harvesting, and crafting work), per unit time, and per tile of grow space.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|Weapons|| Largely have a functional standard following the traditional Acquistion/Summary/Analysis/Quality Table method, but pages are all out of date and in need of massive updates. &lt;br /&gt;
|-&lt;br /&gt;
|Production facilities || Workbenches like the smithy, tailoring becnh etc.&lt;br /&gt;
* Acquisition - self evident&lt;br /&gt;
* Summary - general information about it use, with both the use of [[Template:Recipe List]] to what is produced there (except when theres only 1 thing produced there) and a list of bills as not everything is a recipe for that list.&lt;br /&gt;
* Analysis - how vital is it to get, and comparison between fueled/hand version vs electric. &lt;br /&gt;
* [[Template:Building Stats Table]]&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Diseases||&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Recreation|| Standardized recreation comparison - tables with time to recreate etc.&lt;br /&gt;
|-&lt;br /&gt;
| Traps || IEDs and spike traps. Standardisation and comparisons - see [[Security]] table for start.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sculpture || [[Sculpture]], [[Small sculpture]], [[Large sculpture]], [[Grand sculpture]], [[Terror sculpture]]&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Factions]] ||&lt;br /&gt;
*Lore&lt;br /&gt;
*Variants&lt;br /&gt;
*Ideologies&lt;br /&gt;
*Pawns (from pawn tables where needed)&lt;br /&gt;
*Faction Bases&lt;br /&gt;
*Raid &amp;quot;rewards&amp;quot; (raid leaders will often carry silver, drugs, jade, resources etc as a reward, this is dependent on the faction)&lt;br /&gt;
*Caravans?&lt;br /&gt;
*Reinforcements?&lt;br /&gt;
*Raid types and constitution? &lt;br /&gt;
And then add other sections and subsections as needed.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Artificial body parts]] || Almost all of them need a dedicated summary section of their mechanics&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Illumination area|| Add similar images in style/quality/content to [[Standing lamp#Illumination area]] by [[User:SyntaxTerror]] to all items that put off light. Torch lamp, sun lamp, wood fired generators, mech nodes, the ancient lamps from ideology, etc.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''Maintenance'' || Not a set of pages, but for things that occasionally break down and need a component to fix. A standardized format for the Summary sections is needed as well as an entry on [[Component]]. I actually can't immediately find any mentions of this mechanic on the wiki, so either its not described or its poorly interlinked/SEO'd. &lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Materials, resources, and Ore || Materials and crafting resources have a rough standard with Acquisition/Summary (where necessary)/Usage/Analysis however there are nonstandard mat pages, and there is a lack of standardisation in Usage beyond the use of [[Template:Ingredient List]]. There also is discussion needed on how to display stuffables on stuff pages. Its possible that another template similar to Ingredient List but for stuffables (Talk to [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) if interested) is needed to display all items that can be stuffed with the material in question. Materials don't just occupy one or the other e.g. some recipes require Gold and others require any metal including gold. Ore pages also need to be split off from their materials.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ruins || Needs a standard format to be created to be dropped onto all the ancient items. Some hwve some interesting stat combinations, but generally they just need a copy paste spiel developed to place on all of them. Occurence is the one trip up - it might occasionally be relelvant but how items spawn isn't clear. &lt;br /&gt;
&lt;br /&gt;
Notable things format has to account for:&lt;br /&gt;
* Some have additional effects [[Ancient lamp]] is a perpetual light source, [[ancient bed]] is a bed. &lt;br /&gt;
* Some spawn in specific places or in specific patterns - e.g. [[ancient lamp]]s in complexes, mechstrider bits only on the starting map, [[ancient nav beacon]] in the shape and presence of a landing pad, war walker parts together etc.&lt;br /&gt;
* Some are copies/variants of existing things e.g. [[ancient nav beacon]] and [[Ship landing beacon]]&lt;br /&gt;
* Some are quest related or are interactable: [[Ancient terminal]]s, [[Ancient exostrider midsection]], [[Ancient enemy terminal]], [[Ancient comms console]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Psycasts&lt;br /&gt;
| Pages have been created and the basic infobox is on each page, as is the version history relating to each cast. But the mechanical details need to be filled out, the remaining &amp;quot;caster must be capable of violence &amp;quot; parameters need to be set, the [[Template:Acquisition]] section for it needs a rewrite and the analyses need vetting and expansion. Once the parameters are finished, the table on [[Psycasts]] needs to automated (likely partial ownly due to effect details) including links to the relevant pages&lt;br /&gt;
| [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Butchery project == &lt;br /&gt;
There are a factors to butchering that need to be verified '''by actual in-game testing''' (not just assumptions, word of mouth, or trusting current page information and/or version histories) '''in the current version''', have their specific mechanics determined,  and then disseminated to the various relevant points including:&lt;br /&gt;
* [[Butcher spot]]&lt;br /&gt;
* [[Butcher table]]&lt;br /&gt;
* [[Animals#Slaughtering]]&lt;br /&gt;
* [[Corpse]]&lt;br /&gt;
* [[Meat Amount]]&lt;br /&gt;
* [[Leather Amount]] &lt;br /&gt;
* [[Malnutrition]] (Maybe, see below)&lt;br /&gt;
* [[Butchery Efficiency]] (Only if the factors affect the pawn stat)&lt;br /&gt;
&lt;br /&gt;
The following are the things to be checked - don't delete wrong issues, mark them with a {{Cross}}. Feel free to add issues you think need to be checked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Issue !! Issue Confirmed !! Mechanics !! Mechanics Confirmed&lt;br /&gt;
|- &lt;br /&gt;
| Difficulty affect butchery yield || {{Check}} || By default only Blood and dust (80%) and Losing is fun (90%) have values lower than 100%. Custom difficulties can change it from 0-500% || {{Check}}&lt;br /&gt;
|- &lt;br /&gt;
| The 66% multiplier for damaged corpses applies to both meat and leather || {{Check}} || ''As stated in issue'' || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;euthanize by cut&amp;quot; [[operation]] doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) || {{Check}} || ''As stated in issue'' || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| The throat cutting done when an animal is tagged for hunting and downed but not dead doesn't cause 66% multiplier for damaged corpses if the animal was downed by some non-damaging means (such as a [[psychic shock lance]] that does not cause a brain burn) || {{Check}} || ''As stated in issue'' but also what methods for causing that downing without damage and if any of them aren't damage but do cause it? || ?&lt;br /&gt;
|-&lt;br /&gt;
| The Animal Sacrifice ritual {{IdeologyIcon}} doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) || {{Check}} || ''As stated in issue'' || {{Check}}&lt;br /&gt;
|- &lt;br /&gt;
| Malnutrition causes lower meat returns || {{Check}}, so do missing limbs and body size || Multiplier scales linearly between 0% at 0% malnutrtion up to 40% at 100% malnutrition is 40% || {{Check}}; linear scale, 6% less meat &amp;amp; leather for every 10% of malnutrition, up to 60% less yield at 100% malnutrition&lt;br /&gt;
|-&lt;br /&gt;
| If above is correct, does Malnutrition also affect leather yield || [[File:ex.png|24px]] || ''As stated in issue'' || All(?) animals have a base yield of 40 leather All(?) humans have 75 leather base, which is directly modified by missing limbs and body size (larger animal species, young). See below for &amp;quot;Multiplier for missing body parts&amp;quot; stat. &lt;br /&gt;
|-&lt;br /&gt;
| Lost body parts reduce meat yield || {{Check}} || What are the mechanics of this? Is it body part coverage based? || &amp;quot;Multiplier for missing body parts&amp;quot; stat, used by both meat &amp;amp; leather yield. Each body part has it's own % of total meat/ leather. A human missing a leg (+foot) = -14% leather and meat yield, an arm (+hand and all fingers) = 9%. Internal organs (1 lung = 3%) and eyes (both = 1%) contribute to both meat and leather yield. Artificial limbs are considered missing entirely, for all intents and purposes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Tl;dr there is conflicting reports scattered around the wiki. We need to collate them, check them, and then disseminate them to all the relevant places. Potentially templatize them if necessary.&lt;br /&gt;
&lt;br /&gt;
== Pawn stats ==&lt;br /&gt;
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Updated || Stat || Source&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Hunger Rate Factor]] || Stats_Pawns_General.xml&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Anomaly DLC ==&lt;br /&gt;
&lt;br /&gt;
Need nav for entities - all entities, pawn and non pawn, and then on pawn pages, icnlude animals nav as well.&lt;br /&gt;
&lt;br /&gt;
== Post 1.5 release versions ==&lt;br /&gt;
&lt;br /&gt;
They need to be hunted down and added both as individual pages but also here for implementation.&lt;br /&gt;
&lt;br /&gt;
== Version/1.5.4062 ==&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - &lt;br /&gt;
&lt;br /&gt;
=== New stuff - base game === &lt;br /&gt;
&lt;br /&gt;
==== Mechanoid water emergence and slag chunks ====&lt;br /&gt;
* Mechanoids can now emerge from bodies of water to attack your colony.&lt;br /&gt;
* Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)&lt;br /&gt;
&lt;br /&gt;
==== Crawling ====&lt;br /&gt;
* When downed, humans still capable of manipulation can now crawl on the ground instead of being fully incapacitated.&lt;br /&gt;
* Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Enemies can crawl too.&lt;br /&gt;
&lt;br /&gt;
==== New wanderers after a “game over” ====&lt;br /&gt;
* When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony.&lt;br /&gt;
* This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game.&lt;br /&gt;
* This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.&lt;br /&gt;
&lt;br /&gt;
==== UI and art ====&lt;br /&gt;
* Added a search tool (default hotkey: Z) which allows searching visible areas on the map for items, buildings, plants, creatures, and more.&lt;br /&gt;
* Added an option to make colonists’ moods on the colonist bar much more visible. They change color and glow when below mental break thresholds.&lt;br /&gt;
* Added silhouette highlighting when the camera is zoomed out to make pawns more visible. This can be customized in the game’s settings.&lt;br /&gt;
* Added a 12 / 24 hour clock option.&lt;br /&gt;
* Added a zoom to mouse option where the game zooms in towards the position of your mouse, instead of the center of the screen.&lt;br /&gt;
* Redesigned the prisoner tab.&lt;br /&gt;
* Redesigned the health tab.&lt;br /&gt;
* New and improved weapon art.&lt;br /&gt;
* Improved plant art and added immature and leafless variants.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* Added “Clean room” command for colonists.&lt;br /&gt;
* Added &amp;quot;Mine vein&amp;quot; designator. This command orders colonists to mine out all connected mineral of a single type with one click.&lt;br /&gt;
* Added separate &amp;quot;smooth walls&amp;quot; and &amp;quot;smooth floors&amp;quot; designations to structure and floor architect tabs.&lt;br /&gt;
* Added a bionic jaw prosthetic.&lt;br /&gt;
* Added the organ decay disease.&lt;br /&gt;
* Added auto rebuild option on firefoam poppers.&lt;br /&gt;
* Added the ability to dismiss traders.&lt;br /&gt;
* Added new options on the world map to easily send caravans.&lt;br /&gt;
* Added new SFX for animals eating.&lt;br /&gt;
* Added new jungle night ambience SFX. This removes the old high-pitched noises.&lt;br /&gt;
* Added new warm up SFX for psychic shock lances, psychic insanity lances, psychic animal pulsers.&lt;br /&gt;
* Added and updated SFX for melee &amp;amp; ranged hit impacts.&lt;br /&gt;
* You can now dismiss messages by right clicking them.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - base game ===&lt;br /&gt;
==== Pawns ====&lt;br /&gt;
* Ensure humanlikes are fed first in caravans.&lt;br /&gt;
* Allowed capturing carried pawns.&lt;br /&gt;
* Ascetics ignore &amp;quot;Ate without table&amp;quot; thought.&lt;br /&gt;
* Improved construction hauling.&lt;br /&gt;
* Ensure beggars never show up with the requested item in their inventory.&lt;br /&gt;
* Confused wandering has a max duration of 2 days.&lt;br /&gt;
* Non-player faction animals with no lord eventually leave the map.&lt;br /&gt;
* Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and other equivalent equipment.&lt;br /&gt;
* Increase target prone accuracy modifier from 20% to 50%.&lt;br /&gt;
* Bionic stomachs reduce the chance of getting food poisoning by half.&lt;br /&gt;
* Added north and south facing artwork for all dessicated animals.&lt;br /&gt;
* Death-on-downed chance now applies to several non damage health state changes. (Heatstroke, hypothermia, tox gas, lung rot)&lt;br /&gt;
* Rebalance brawler trait to offset skill more than mood.&lt;br /&gt;
* Tending to non-hostile factions improves goodwill.&lt;br /&gt;
* Killed leavings are deterministic instead of random on death.&lt;br /&gt;
* Invisible pawns no longer block hostiles from pathing through them.&lt;br /&gt;
* Added “pyro used fire weapon” thought.&lt;br /&gt;
* Improved firefighting so colonists prioritize putting out nearby fires.&lt;br /&gt;
* Teetotaler vs chemical interest opinion now only applies to teetotaler trait, not idelogion.&lt;br /&gt;
* Starting colonists have a chance to spawn with possessions related to their traits.&lt;br /&gt;
&lt;br /&gt;
==== UI and art ====&lt;br /&gt;
* Improved research UI.&lt;br /&gt;
* Improved policy UI.&lt;br /&gt;
* Changed visuals for tainted apparel&lt;br /&gt;
* Added a corpse color modifier and changed rotting corpse colors.&lt;br /&gt;
* Display progress on research projects in project tooltip.&lt;br /&gt;
* Research benches display research speed factors on the inspect pane instead of work speed.&lt;br /&gt;
* Clicking the &amp;quot;Need research&amp;quot; alert opens the research tab.&lt;br /&gt;
* Draw the light radius of torches, braziers and lamps in yellow when placing or selected.&lt;br /&gt;
* New pawns will always be placed to the right side of the colonist bar.&lt;br /&gt;
* Allow targeting via the colonist bar.&lt;br /&gt;
* Adjust stat names slightly so they fit better in tooltips.&lt;br /&gt;
* Zones are renamed by the button on the inspect pane instead of by the gizmo.&lt;br /&gt;
* Add thought title to thought tooltip in case it's too long for the needs card.&lt;br /&gt;
* Food now shows its ingredients in the tooltip in caravan/trade dialogs.&lt;br /&gt;
* Ingredients in menus are now sorted from highest quantity to lowest.&lt;br /&gt;
* Added research project info to research bench inspect panes.&lt;br /&gt;
* Egg box has a &amp;quot;select contained thing&amp;quot; gizmo.&lt;br /&gt;
* Replaced X button texture with trash can for all &amp;quot;delete&amp;quot; instances.&lt;br /&gt;
* List &amp;quot;efficiency&amp;quot; of added parts in point form like other hediff effects.&lt;br /&gt;
* Relabel misc injury to &amp;quot;wound&amp;quot;.&lt;br /&gt;
* Remove &amp;quot;shot by X&amp;quot; in tooltips if the pawn is player controlled and not drafted.&lt;br /&gt;
* Draw subtle background over main menu links to prevent bright backgrounds rendering them invisible.&lt;br /&gt;
* When using a techprof persona core, bring up the research completed window.&lt;br /&gt;
* “Select contained thing” gizmo now displays the thing as the icon.&lt;br /&gt;
* Update Ludeon logo on main menu links.&lt;br /&gt;
* Reorganized some buildables on the furniture architect tab.&lt;br /&gt;
* Hide meditation focus radius ring from torches and braziers.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* Allow creating storage groups for single shelves by clicking the &amp;quot;rename&amp;quot; button on the inspect pane.&lt;br /&gt;
* Show message when various abilities' cooldown ends.&lt;br /&gt;
* Undergrounder trait description mentions pawns will be unhappy outdoors.&lt;br /&gt;
* Added an option to increase/decrease the number of autosaves the game will keep (1-25)&lt;br /&gt;
* Infestations now refund/minify any buildings they destroy.&lt;br /&gt;
* Update bridges to be the same color as wood floors.&lt;br /&gt;
* Moved natural hair ColorDefs to Core from Ideology.&lt;br /&gt;
* Meteorite strikes will no longer hit monuments.&lt;br /&gt;
* Fires produce light.&lt;br /&gt;
* Things to load into transport pods can now be changed at any time.&lt;br /&gt;
* Numpad enter can now be used in dialogs the same way that return can.&lt;br /&gt;
* Scale damage to buildings from fire/burn damage by their flammability.&lt;br /&gt;
* Removed some spot building exploits.&lt;br /&gt;
* Foam turret activation cooldown is paused while repressurizing and unpowered.&lt;br /&gt;
* Gas now dissipates slower in roofed areas.&lt;br /&gt;
* Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.&lt;br /&gt;
* Adjusted some backstories to align with universe canon.&lt;br /&gt;
* Improve descriptions of hediffs for prosthetics.&lt;br /&gt;
* Rephrased grid excess/stored inspect string for clarity. Now &amp;quot;Grid excess: X (Y stored)&amp;quot;.&lt;br /&gt;
* Improved lighting for roof eaves.&lt;br /&gt;
* Updated flame damage to scale with building flammability.&lt;br /&gt;
* Added &amp;quot;resources to make&amp;quot; stat entry for buildables.&lt;br /&gt;
* Created an &amp;quot;ingredients&amp;quot; stat entry for craftable ThingDefs.&lt;br /&gt;
* Added a duplicate area button to the area management window.&lt;br /&gt;
* Added new Core tips.&lt;br /&gt;
* Tinctoria now has a lifespan of 12 days.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Royalty ===&lt;br /&gt;
* Bestower and guards exit the map more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Ideology ===&lt;br /&gt;
* Ideoligion pawn column is not drawn in Ideology disabled mode.&lt;br /&gt;
* Styling stations now display favorite and ideoligion colors with a small icon.&lt;br /&gt;
* Trader inventories try to use the styles available for their primary ideoligion.&lt;br /&gt;
* Update drug policy records when pawn leaves biosculptor pods.&lt;br /&gt;
* Moral guide abilities now wake up sleeping pawns.&lt;br /&gt;
* &amp;quot;Unlocked by X&amp;quot; -&amp;gt; &amp;quot;Origin X&amp;quot; for building styles from memes in precept edit dialog.&lt;br /&gt;
* Reliquary has a “select contained thing” gizmo.&lt;br /&gt;
* Loudspeakers and lightballs can now be switched on and off.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Biotech ===&lt;br /&gt;
* Adjusted wastepack incident to consider pollution.&lt;br /&gt;
* Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.&lt;br /&gt;
* Slightly reduce the mass of sashes.&lt;br /&gt;
* Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.&lt;br /&gt;
* Remove reference to damage over time in acid spray gene description.&lt;br /&gt;
* Added toxalope corpse artwork.&lt;br /&gt;
* Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
* Displayed a stat entry for turrets attached to pawns, such as heavy mechs.&lt;br /&gt;
* Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
* Displayed when a mechanitor is required to start the next cycle in gestator inspect strings.&lt;br /&gt;
* Updated fire spew LOS highlighting.&lt;br /&gt;
* Berserk and similar psycasts no longer work on bosses.&lt;br /&gt;
* Apocriton is ultraheavy weight class mech.&lt;br /&gt;
* Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
* Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
* Babies in caravans now ignore drug policies like they do on map.&lt;br /&gt;
* Added float menu option to take baby to a safe location.&lt;br /&gt;
&lt;br /&gt;
=== Dev tools ===&lt;br /&gt;
* Added “Start game with dev palette on” settings option.&lt;br /&gt;
* Only show names for official mods in incident chances debug output.&lt;br /&gt;
* Added more columns to incident chances debug output.&lt;br /&gt;
* Added tools for unfogging and refogging rects of the map.&lt;br /&gt;
* Improvements to the &amp;quot;change style&amp;quot; tool. Allow changing colors of hair and apparel instantly in dev mode. Allow changing style of dead or otherwise unspawned pawns.&lt;br /&gt;
* Added debug tool for spawning pawns of a specific lifestage.&lt;br /&gt;
* Added tool for tending all bleeding hediffs.&lt;br /&gt;
* Added &amp;quot;destroy part&amp;quot; option to apply damage dev tool.&lt;br /&gt;
* Added pinnable &amp;quot;add hediff&amp;quot; debug action.&lt;br /&gt;
* Dev palette entries no longer re-cache their labels.&lt;br /&gt;
* Added &amp;quot;None&amp;quot; option for &amp;quot;Set faction&amp;quot; dev tool.&lt;br /&gt;
* Added an editor window for authoring SimpleCurve objects.&lt;br /&gt;
* Added contents in braces to &amp;quot;add hediff&amp;quot; debug table for hediffs with names shared by another.&lt;br /&gt;
* Smooth surface applies instantly if in godmode.&lt;br /&gt;
* Fires are now spawnable with the &amp;quot;Spawn thing&amp;quot; tool. Spawning fires on top of existing ones will increase the size.&lt;br /&gt;
* Added &amp;quot;Recalculate threat points&amp;quot; debug action. &amp;quot;Current threat points&amp;quot; output recalculates before logging.&lt;br /&gt;
* Added “Music debugger”&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
* Rewrote pawn rendering to use a parent/child node system. This allows for animations and visual dynamic parts to be added/removed easily (technical document link).&lt;br /&gt;
* Implemented asset hot-reload for developer/modder ease.&lt;br /&gt;
* Added support for maps which don’t have a corresponding world tile.&lt;br /&gt;
* Added new virtual relationship record system. Maintains relationship information without bloating save files.&lt;br /&gt;
* Pawn rendering is now multithreaded.&lt;br /&gt;
* Added a new super-fast dynamic thing culling system.&lt;br /&gt;
* Added support for wall attached buildings.&lt;br /&gt;
* Added infection pathway system. These allow for the easy tracking and explanation of infection for the purposes of hediffs and incidents. Only used for some Anomaly content, does not change how base game infection works. Infection pathways can optionally require a source pawn kind attached to them for extra detail.&lt;br /&gt;
* Added a new music system which can change between songs based on current game state.&lt;br /&gt;
* Optimizations to various alerts.&lt;br /&gt;
* Small optimizations to beauty calculations.&lt;br /&gt;
* Optimize food searching for animals in pens.&lt;br /&gt;
* Minor performance improvements for tending WorkGivers.&lt;br /&gt;
* Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map. &lt;br /&gt;
* Add dev gizmo to manually toggle building power. &lt;br /&gt;
* Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.&lt;br /&gt;
* Damage effect pawn tinting is done in material property block instead of copying a new material.&lt;br /&gt;
* Tick equipment on pawns.&lt;br /&gt;
* Removed redundant burning stump spawn check.&lt;br /&gt;
* Small optimization for gas section layer setup. &lt;br /&gt;
* Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.&lt;br /&gt;
* Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.&lt;br /&gt;
* Skill gains/possessions from traits and backstories have a custom xml loader which reduces xml config.&lt;br /&gt;
* Replace BackstoryDef's &amp;quot;baseDesc&amp;quot; with Def's &amp;quot;description&amp;quot; field.&lt;br /&gt;
* Made xpGainAmount from skilltrainers configurable.&lt;br /&gt;
* Removed CompProperties_Neurotrainer and CompNeurotrainer, replaced them with existing skill/ability gaining comps.&lt;br /&gt;
* Gas rendering now sends density values to the shader and color and texturing is resolved there.&lt;br /&gt;
* Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.&lt;br /&gt;
* Hediffs can now override the skin shader.&lt;br /&gt;
* Disabled work types use a cached value instead of recalculating every call. &lt;br /&gt;
* More control over flecks/motes via XML.&lt;br /&gt;
* Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().&lt;br /&gt;
* Renamed classic -&amp;gt; classicExtraMode and hiddenIdeoMode -&amp;gt; classicMode.&lt;br /&gt;
* Removed Biotech MayRequire from MeleeDamageFactor stat.&lt;br /&gt;
* If a customizer is defined, rule selection for &amp;quot;p=&amp;quot; acts like priority instead of weight.&lt;br /&gt;
* Increased float range serialization precision.&lt;br /&gt;
* Allowed areas are now per map.&lt;br /&gt;
* Reduce the base maxRemembered value of history events to alleviate some save file bloat.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix: Meteorites leaving stone change terrain after save/load cycle.&lt;br /&gt;
* Fix: Many pawns in a small space can cause heat to build up forever.&lt;br /&gt;
* Fix: Checking/unchecking pregnant animal slaughter inconsistent with checking/unchecking slaughter bonded with animals total.&lt;br /&gt;
* Fix: Auto-slaughter attempting to slaughter youngest animals and pregnant first.&lt;br /&gt;
* Fix: Psychic suppressor constantly being reapplied at edge of range on world map.&lt;br /&gt;
* Fix translation issue: Wrong surgery outcome texts without Biotech.&lt;br /&gt;
* Fix: Lodgers can farskip and enter ancient complex shuttles.&lt;br /&gt;
* Fix: Several issues with pollution clearing.&lt;br /&gt;
* Fix: Neurotrainers not including aptitudes in message.&lt;br /&gt;
* Fix: CompPollutionPump uses Find.CurrentMap for artificial building check.&lt;br /&gt;
* Fix: Out of bounds error when looking for a meditation spot.&lt;br /&gt;
* Fix: Mineable steel generation in tutorial.&lt;br /&gt;
* Fix: Smeltable thing filter allowing wooden apparel to be smelted.&lt;br /&gt;
* Fix: Unfogging working incorrectly for large buildings.&lt;br /&gt;
* Fix: Ink black hair not rendering the correct color.&lt;br /&gt;
* Fix: Nudists trigger “need warm clothes” alert.&lt;br /&gt;
* Fix: Error getting null target for throne/bedroom requirements alert explantation.&lt;br /&gt;
* Fix: Whitespace on claw injury label.&lt;br /&gt;
* Fix: Gatherings could select invalid organizers.&lt;br /&gt;
* Fix: Team skills showing disabled skills.&lt;br /&gt;
* Fix: Duelists interacting while in ritual. &lt;br /&gt;
* Fix: Mech bosses can be called one after the other within a 2 second window.&lt;br /&gt;
* Fix: Consumable items can appear as relics.&lt;br /&gt;
* Fix: Installation blueprints render behind things.&lt;br /&gt;
* Fix: Ancient fences and wire not deconstructible.&lt;br /&gt;
* Fix: Hediff iteration not correctly accounting for hediff removal.&lt;br /&gt;
* Fix: Targeting circle not displaying above some thing overlays.&lt;br /&gt;
* Fix: Prevent wall raise from being used on indestructible things.&lt;br /&gt;
* Fix: If a pawn dies while jumping, their corpse (and held item) is not spawned.&lt;br /&gt;
* Fix: Melee trap damage/ap stats display as 5x as high, despite being spread over 5 hits.&lt;br /&gt;
* Fix: Precept_Role.apparelRequirements potential NullReferenceException.&lt;br /&gt;
* Fix: Organ traded/sold/installed thoughts have &amp;quot;organ harvested&amp;quot; label.&lt;br /&gt;
* Fix: Drugs being considered with the fresh filter.&lt;br /&gt;
* Fix: Don't send fuel node messages if the fuel node was destroyed.&lt;br /&gt;
* Fix: Learning rate being applied on tech print XP bonus.&lt;br /&gt;
* Fix: Error when looking for a spectate cell.&lt;br /&gt;
* Fix: Error when mining smoothed wall for door blueprint.&lt;br /&gt;
* Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.&lt;br /&gt;
* Fix: Error when creating xenogerm in certain circumstances. &lt;br /&gt;
* Fix: Incorrect stack count when looking for food to train animals&lt;br /&gt;
* Fix: Ensure duelists drop their weapons if the duel is called off/canceled.&lt;br /&gt;
* Fix: Remove wake up trigger if lord or pawns don't exist.&lt;br /&gt;
* Fix: Exception getting growth points for dead pawn.&lt;br /&gt;
* Fix: Saved references to destroyed relic/removed ideo/precept.&lt;br /&gt;
* Fix: Spectators can reserve altar interaction spots during rituals.&lt;br /&gt;
* Fix: Pawns no longer analyze items at unpowered research benches.&lt;br /&gt;
* Fix: Duel not ending if a fighter starts a mental break.&lt;br /&gt;
* Fix: Setting the drug policy of imperial troops makes them drop their drugs required for their xenotype.&lt;br /&gt;
* Fix: Notifications are sent about guests that are leaving the map.&lt;br /&gt;
* Fix: Trying to save discarded pawn reference in BattleLogEntry.&lt;br /&gt;
* Fix: Rounding shows resistance at 0.0, but recruitment isn't available yet.&lt;br /&gt;
* Fix: Slaves are unable to attack in duels without having an aggressive reaction set.&lt;br /&gt;
* Fix: Gender specific apparel does not show gender in their info tab.&lt;br /&gt;
* Fix: Ritual opportunity letters now prefer pointing to altars and ideograms before ritual spots.&lt;br /&gt;
* Fix: Empty caskets aren’t claimable.&lt;br /&gt;
* Fix: Research bench &amp;amp; techprints don't respect allowed area.&lt;br /&gt;
* Fix: Ability cooldown text cutoff in windowed mode.&lt;br /&gt;
* Fix: Deathresting pawns don't display life threatening hediff alerts.&lt;br /&gt;
* Fix: Firefoam pop pack: Wrong stat name and description.&lt;br /&gt;
* Fix: Mech rechargers don't count as artificial.&lt;br /&gt;
* Fix: Colonist backstories getting generated on any pawns.&lt;br /&gt;
* Fix: Pen marker nutrition calculation not working in some circumstances.&lt;br /&gt;
* Fix: KillThirst persona weapon thought not translatable.&lt;br /&gt;
* Fix: Column style variants are visually squished.&lt;br /&gt;
* Fix: Pawns can hack even with hacking stat disabled.&lt;br /&gt;
* Fix: Dates on history tab can be cut off if too long.&lt;br /&gt;
* Fix: Multicell things beauty counted once per cell.&lt;br /&gt;
* Fix: Float menu error if construction is blocked by trees marked for extraction.&lt;br /&gt;
* Fix: Desired color not saved if apparel has not been colored before.&lt;br /&gt;
* Fix: Goodwill from guest average mood not being applied. &lt;br /&gt;
* Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.&lt;br /&gt;
* Fix: Targeting gizmos now deselect any active designators.&lt;br /&gt;
* Fix: Headgear apparel doesn't check canBeGeneratedToSatisfyWarmth flag.&lt;br /&gt;
* Fix: Prisoners can start social fights with non-prisoners.&lt;br /&gt;
* Fix: Unable to strip prisoners that were quest lodgers.&lt;br /&gt;
* Fix: God Mode Toggle causing issues selecting Pawns in the Top Bar.&lt;br /&gt;
* Fix: Simple meal gizmo doesn't display correct texture.&lt;br /&gt;
* Fix: Pawn name changes spacing on biosculptor pod when zooming camera in and out.&lt;br /&gt;
* Fix: Inconsistencies with random graphics when installing minified buildings&lt;br /&gt;
* Fix: Empire hostile to beggar temp factions.&lt;br /&gt;
* Fix: Exception feeding a baby which died during feeding.&lt;br /&gt;
* Fix: Randomized graphics not maintained across blueprint -&amp;gt; frame -&amp;gt; building&lt;br /&gt;
* Fix: Line color inconsistency between drum/campfire link and light ball/speaker link.&lt;br /&gt;
* Fix: Art bench: The word &amp;quot;make&amp;quot; is missing for ideoligion sculptures.&lt;br /&gt;
* Fix: Error trying to breastfeed a baby inside a gene extractor.&lt;br /&gt;
* Fix: Mech cluster mortars can be roofed over without any penalty.&lt;br /&gt;
* Fix: Sanguophage meetings sometimes skip implantation.&lt;br /&gt;
* Fix: Red error attempting to plant held Gauranlen pod.&lt;br /&gt;
* Fix: DeleteSpawnedPawns() in Autotests_ColonyMaker missing null check.&lt;br /&gt;
* Fix: Gather for childbirth gizmo showing on beds when ritual has already started.&lt;br /&gt;
* Fix: Sanguophages don't know how to react to hunters being captured.&lt;br /&gt;
* Fix: Line connecting pawn under combat command goes off map.&lt;br /&gt;
* Fix: Minor typo in ThreatReward_Manhunters_ItemPod.&lt;br /&gt;
* Fix: Fixed pawns praying during labor interrupting the ritual.&lt;br /&gt;
* Fix: 'Push heat' debug command doesn't do increments; all options do the maximum.&lt;br /&gt;
* Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied.&lt;br /&gt;
* Fix: Errors when social fight interrupts dyeing clothing.&lt;br /&gt;
* Fix: Prevent colonists from eating at a fogged table.&lt;br /&gt;
* Fix: Colony mechs ignore mortar shell settings.&lt;br /&gt;
* Fix: Doctors now ignore medicine restrictions when draft tending with medicine from their inventory.&lt;br /&gt;
* Fix: Hyperlinks on research screen drawn out of bounds, causing performance impact with larger unlock lists.&lt;br /&gt;
* Fix: Lesson giving reservation bug.&lt;br /&gt;
* Fix: Prisoner interaction mode is reset upon being released.&lt;br /&gt;
* Fix: Traders spawn with incorrect food need value.&lt;br /&gt;
* Fix: Collapsing from exhaustion no longer throws error if the pawn can't reserve the cell.&lt;br /&gt;
* Fix: Berserk warcalled animals will not attack hostile turrets.&lt;br /&gt;
* Fix: Fire spew can shoot through walls.&lt;br /&gt;
* Fix: Error when recalculating ideoligion diversity on a save that had other expansions added after the start.&lt;br /&gt;
* Fix: Filters not applied correctly on ingredients/products in recipe tooltip.&lt;br /&gt;
* Fix: Invalid spectate cells can be picked when the ritual room is too small.&lt;br /&gt;
* Fix: Recalculate product counts more reliably.&lt;br /&gt;
* Fix: Fence gates now prefer to connect to fences.&lt;br /&gt;
* Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed.&lt;br /&gt;
* Fix: Shooting projectiles phase through walls if the distance to target is less than 5 tiles.&lt;br /&gt;
* Fix: Perfect immunity doesn't block gut worms or muscle parasites.&lt;br /&gt;
* Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
* Fix: Favorite/ideoligion color thoughts not occuring with exactly 60% colored apparel.&lt;br /&gt;
* Fix: Off loudspeakers are now counted correctly when determining ritual quality.&lt;br /&gt;
* Fix: Blueprints now maintain the correct random graphic when being installed.&lt;br /&gt;
* Fix: Error during archonexus quest.&lt;br /&gt;
* Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.&lt;br /&gt;
* Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one. &lt;br /&gt;
* Fix: Error trying to execute colonists after banishing them. &lt;br /&gt;
* Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.&lt;br /&gt;
* Fix: Power conduit frames appear below walls.&lt;br /&gt;
* Fix: Gene loss shock is healed before scars and injuries when using healing serum.&lt;br /&gt;
* Fix: Cannot release wild man after arrest.&lt;br /&gt;
* Fix: Various high tech research projects missing research bench requirements.&lt;br /&gt;
* Fix: Prisoners who were former colonists still follow what was set on their schedule tab.&lt;br /&gt;
* Fix: Ancient danger/ruins spawning positions were based on top left corner instead of center. Spawning these should be more consistent.&lt;br /&gt;
* Fix: Auto selected caravan food not clamping to mass limit.&lt;br /&gt;
* Fix: Some ThingDefs, including meals, didn't display correct &amp;quot;created at&amp;quot; stat entries. These ThingDefs also display ingredients stat entries now.&lt;br /&gt;
* Fix: Error on pawn hatching from egg on caravan.&lt;br /&gt;
* Fix: Breastfeeding not clearing idle tag.&lt;br /&gt;
* Fix: Lines not being drawn between facilities. Caused by correcting red line drawn between potentially supplanted facilities.&lt;br /&gt;
* Fix: Pawns other than the bestowing target can be set as the target. They are able to leave and cause the bestower to stay until they collapse.&lt;br /&gt;
* Fix: Double checking for heat stroke and hypothermia in bestowing ceremony lord.&lt;br /&gt;
* Fix: Spray attacks can't target open door cells.&lt;br /&gt;
* Fix: Acid and foam spray affected cells don't take into account leaning past cover.&lt;br /&gt;
* Fix: Colonist is given a random faction when carried and then Farskipped to the same map tile.&lt;br /&gt;
* Fix: Making baby food at campfires ignores work restrictions.&lt;br /&gt;
* Fix: Dessicated squirrel corpses have north/south graphics flipped.&lt;br /&gt;
* Fix: Mechanoids on caravans may throw an &amp;quot;out of bounds&amp;quot; error when trying to automatically shutdown on arrival if the landing zone is crowded.&lt;br /&gt;
* Fix: Draw quest info minimized in character card if it would stack to 3 lines.&lt;br /&gt;
* Fix: Temporary factions not in map attack target cache.&lt;br /&gt;
* Fix: Unrecruitable pawns from slave purchases can join as colonists.&lt;br /&gt;
* Fix: Colonists unable to mine walls while standing on furniture. Inconsistent with other work givers.&lt;br /&gt;
* Fix: Fix error when projectile tries to hit a pawn that has just changed map.&lt;br /&gt;
* Fix: Wrong save mode for inSignalsRemovePawn.&lt;br /&gt;
* Fix: Medicineless hemogen extraction recipe brings blood loss up to 65%.&lt;br /&gt;
* Fix: Light mechs have sensors and arms described as &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;, even though they don't have multiples.&lt;br /&gt;
* Fix: Priority work not clearing for hauling&lt;br /&gt;
* Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
* Fix: Pawns can die from going from extreme -&amp;gt; serious toxic buildup due to consciousness differences.&lt;br /&gt;
* Fix: Exception while recalculating various thoughts for passing ship pawns.&lt;br /&gt;
* Fix: Hemogen farm does not take into account brain damage consciousness reduction.&lt;br /&gt;
* Fix: Hemogen extraction done without medicine has less blood loss than extraction done with industrial medicine.&lt;br /&gt;
* Fix: Handle scenarios where items set to load are null&lt;br /&gt;
* Fix: Seek safe temperature jobs don’t respect a pawn’s allowed area.&lt;br /&gt;
* Fix: Rot stink gas doesn't cause lung rot without Biotech.&lt;br /&gt;
* Fix: Uncaptured pawns now have the “No meds” medical care setting.&lt;br /&gt;
* Fix: Dev quickstart adds factions that are supposed to be replaced by others. Eg pirates by pirate wasters.&lt;br /&gt;
* Fix: Default faction type doesn't set faction if it was replaced by another. (eg. Pirate waster can replace pirate)&lt;br /&gt;
* Fix: Waster pawn kinds default to normal pirate faction.&lt;br /&gt;
* Fix: Frame version of shelves missing copy and paste settings.&lt;br /&gt;
* Fix: Error when changing a sanguophage to a baby on scenario setup.&lt;br /&gt;
* Fix: Mech slag not maintaining graphic index over saves.&lt;br /&gt;
* Fix: Public Execution Ritual error.&lt;br /&gt;
* Fix: Incorrect execution part selected. Deathless pawns have their brains targeted.&lt;br /&gt;
* Fix: Abilities are used during duels.&lt;br /&gt;
* Fix: Error when trying to generate a quest with no colony.&lt;br /&gt;
* Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.&lt;br /&gt;
* Fix: Can tend to temporarily hostile refugees.&lt;br /&gt;
* Fix: Caravan errors if pawn can path but animal cannot.&lt;br /&gt;
* Fix: &amp;quot;Herder&amp;quot; childhood backstory doesn't have any animal skill.&lt;br /&gt;
* Fix: Animal pen auto cut not working in some circumstances.&lt;br /&gt;
* Fix: ShootBeam was updating the current path when trying to draw highlights, which would cause a beam ability to change direction mid-fire.&lt;br /&gt;
* Fix: Dev palette error with mental breaks on the bar and no colony.&lt;br /&gt;
* Fix: Non optional materials selectable in bill details. Eg. components.&lt;br /&gt;
* Fix: The &amp;quot;run wild&amp;quot; mental break can occur on unwaveringly loyal pawns, causing them to be tameable.&lt;br /&gt;
* Fix: Error with custom mechanoids with talking ability attempting to give/receive lessons without skills component.&lt;br /&gt;
* Fix: Shuttle fly distance inconsistent between calling from caravan vs calling from map.&lt;br /&gt;
* Fix: Pawns participating in duels can equip weapons they are otherwise unable to do so (bladelinked, biocoded, bonded, etc).&lt;br /&gt;
* Fix: Charged abilities can be cast via queuing into negative charges.&lt;br /&gt;
* Fix: Error with mechanitor corpses causing gizmos to be hidden.&lt;br /&gt;
* Fix: Secondary use item targets are reserved when first ordering usage.&lt;br /&gt;
* Fix: Herd migration ignoring pollution.&lt;br /&gt;
* Fix: Wardens with nil suppress rate get stuck suppressing.&lt;br /&gt;
* Fix: Can't force target mortar without shell.&lt;br /&gt;
* Fix: Pawn duty being cleared during childbirth.&lt;br /&gt;
* Fix: Add appropriate work to make tox packs.&lt;br /&gt;
* Fix: Fire spew ability not leaning like other ranged attacks.&lt;br /&gt;
* Fix: Required hediffs and traits of thoughts not working together causing thought to not be present when it should be.&lt;br /&gt;
* Fix: Wearing human leather apparel thought not properly nullified by ideoligion precepts.&lt;br /&gt;
* Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
* Fix: Error when trying to construct a watermill generator with water check cells out of bounds of map in god mode.&lt;br /&gt;
* Fix: Drafted pawns now respect forbidden doors.&lt;br /&gt;
* Fix: Disallowed filters are now checked before allowed filters.&lt;br /&gt;
* Fix: Hostile pawns can no longer be placed in beds.&lt;br /&gt;
* Fix: Speakers now show connection lines to lightballs.&lt;br /&gt;
* Fix: Faction goodwill not giving full reward.&lt;br /&gt;
* Fix: Name of Ideo ritual room keeps randomly changing from default to ideo worship room name.&lt;br /&gt;
* Fix: Hungry pawn undrafted on map edge can throw out of bounds error for ingest job.&lt;br /&gt;
* Fix: Non-fresh corpses no longer count towards days of food calculation in caravan dialog.&lt;br /&gt;
* Fix: Cast ability job fails if ability goes on cooldown.&lt;br /&gt;
* Fix: Potential error during throne speech.&lt;br /&gt;
* Fix: Stone bill menu text cutoff.&lt;br /&gt;
* Fix: Resurrected stillbirth thought remaining.&lt;br /&gt;
* Fix: Error placing hostile baby in bed.&lt;br /&gt;
* Fix: Extract skull job isn’t ended if designation is removed.&lt;br /&gt;
* Fix: Show disabled option if pawn is incapable of hauling to shuttle.&lt;br /&gt;
* Fix: The “leader” role for ideoligion in the “ideoligion system inactive” playthrough is not capitalized in the bio.&lt;br /&gt;
* Fix: Duplication of &amp;quot;sold slave&amp;quot; opinion offset if Ideology is active.&lt;br /&gt;
* Fix: Warcall animals not hostile to all threats.&lt;br /&gt;
* Fix: Error when placing a blueprint near the edge of the map.&lt;br /&gt;
* Fix: An animal being rescued / carried by a pawn cannot be assigned to a bed.&lt;br /&gt;
* Fix: Pawns cause 10 jobs in one tick when recovering from downed and trying to recover a dropped weapon that's currently on fire.&lt;br /&gt;
* Fix: Error when apocritons jump.&lt;br /&gt;
* Fix: Issues reserving spots for gatherings.&lt;br /&gt;
* Fix: Vitals monitor blueprint rotates backwards.&lt;br /&gt;
* Fix: Fences on the edge of the map cause an error when attempting to link out of bounds.&lt;br /&gt;
* Fix: Warning when reserving stack of food.&lt;br /&gt;
* Fix: Duels and misc ritual saving/loading.&lt;br /&gt;
* Fix: When a pawn that’s incapable of fire fighting is ordered to extinguish a fire, no right-click option shows up.&lt;br /&gt;
* Fix: Deliver food causing reservation errors rarely.&lt;br /&gt;
* Fix: Designations on minified things are maintained once they have been installed.&lt;br /&gt;
* Fix: Need meditation spot notification typo.&lt;br /&gt;
* Fix: Temporary factions can be selected for some quests.&lt;br /&gt;
* Fix: Mechs are able to open hermetic crates if multiple pawns are selected.&lt;br /&gt;
* Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
* Fix: Missing Ideology check for Beggars PawnKindDef.&lt;br /&gt;
* Fix: If there is no storage space for eggs in an egg box, there's no 'empty' option on the float menu at all.&lt;br /&gt;
* Fix: Empire hussar cataphracts for quests come with no go juice.&lt;br /&gt;
* Fix: Trader Kind things debug output appears incorrect.&lt;br /&gt;
* Fix: Springer of trap counts as instigator of explosion.&lt;br /&gt;
* Fix: Hide stack count warning when creating a caravan.&lt;br /&gt;
* Fix: Allow players to order colonists to take medical drugs from their inventory.&lt;br /&gt;
* Fix: Needs power overlay now respects draw offset.&lt;br /&gt;
* Fix: Assigned pawn is maintained on throne reinstall.&lt;br /&gt;
* Fix: Ideoligion presets with a single &amp;quot;random&amp;quot; style option don't adhere to normal style selection rules.&lt;br /&gt;
* Fix: Quest lodgers don't have their apparel locked properly.&lt;br /&gt;
* Fix: Disable work and add On Duty thought to helpers for raid reward quest.&lt;br /&gt;
* Fix: Pawns aren't dropped when TakeToBed job is interrupted.&lt;br /&gt;
* Fix: Error when an animal gives birth on a caravan.&lt;br /&gt;
* Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held.&lt;br /&gt;
* Fix: Pawn can't reserve bench next to another.&lt;br /&gt;
* Fix: NRE uninstalling loudspeaker.&lt;br /&gt;
* Fix: Pawns sometimes ignore manual work priorities, and will switch to lower-priority work mid-job.&lt;br /&gt;
* Fix: Pawns sharing seats on interaction cells.&lt;br /&gt;
* Fix: Clear designator selected area when changing map.&lt;br /&gt;
* Fix: Caravans set to rest are considered idle.&lt;br /&gt;
* Fix: Prisoner is forbidden after ritual finished and captured again.&lt;br /&gt;
* Fix: NullReferenceException when trying to print replant blueprint.&lt;br /&gt;
* Fix: Quest states 'the pigs will not do any work'. Pigs here referred to members of the pigskin faction.&lt;br /&gt;
* Fix: Hide the “tend without medicine” float menu option if the pawn is being carried.&lt;br /&gt;
* Fix: Teaching not giving passion thought.&lt;br /&gt;
* Fix: Hide allow fresh on butcher config.&lt;br /&gt;
* Fix: Stacking red error on bugged birth that won't end.&lt;br /&gt;
* Fix: Huge lag spikes due to skygazing.&lt;br /&gt;
* Fix: Transport pod crash refugees sometimes aren't downed.&lt;br /&gt;
* Fix: Prevent colony faction prisoners from participating in childbirth.&lt;br /&gt;
* Fix: Outdoor lighting in base generation doesn't follow the faction’s ideoligious style.&lt;br /&gt;
* Fix: If a pack animal's inventory is emptied when it's asleep, its sprite doesn't update until it wakes up.&lt;br /&gt;
* Fix: GenDrop trying to place things on filled cells.&lt;br /&gt;
* Fix: Shadows not affecting trees.&lt;br /&gt;
* Fix: 'Conversion resentment' gives separate instances instead of stacking.&lt;br /&gt;
* Fix: You can influence pawns during mental breaks by changing how they react to nearby enemies.&lt;br /&gt;
* Fix: Potential error while using comms console.&lt;br /&gt;
* Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.&lt;br /&gt;
* Fix: Slaves in mental states (not rebelling) display &amp;quot;X is rebelling&amp;quot; on ideoligion ritual dialog.  &lt;br /&gt;
* Fix: Cancel jobs upon load if item forbidden.&lt;br /&gt;
* Fix: Rare music error when choosing a new song.&lt;br /&gt;
* Fix: Prisoners getting unsafe hemogen bill.&lt;br /&gt;
* Fix: End wick if explosive thing is despawned.&lt;br /&gt;
* Fix: Quest lodgers no longer count towards idle colonist count.&lt;br /&gt;
* Fix: Dev toggles on pawn log ITab display in large font.&lt;br /&gt;
* Fix: Beggar tense incorrect for &amp;quot;have accepted&amp;quot; gift.&lt;br /&gt;
* Fix: “Reduce will” not using the correct interaction.&lt;br /&gt;
* Fix: Mech gestators spawning mechs early.&lt;br /&gt;
* Fix: Blood loss doesn't show up in a colonist's health tab when viewed from the caravan embark setup.&lt;br /&gt;
* Fix: Marking carried animals for slaughter throws an error.&lt;br /&gt;
* Fix: Float rounding pawn generation error.&lt;br /&gt;
* Fix: Hediff_ChemicalDependency doesn't override CopyFrom().&lt;br /&gt;
* Fix: Boomalope struck by lightning causes several errors as a corpse.&lt;br /&gt;
* Fix: Pawn doesn't get interrupted to join the marriage ceremony.&lt;br /&gt;
* Fix: Cleansweeper pathing to destroyed things on load.&lt;br /&gt;
* Fix: Skull and deathrest capacity serum have duplicate CompForbiddable.&lt;br /&gt;
* Fix: Fix death acidifier applying chemical burn to missing part.&lt;br /&gt;
* Fix: Torch blueprint fire size incorrect.&lt;br /&gt;
* Fix: Error on tox gas death.&lt;br /&gt;
* Fix: Can order pawns to consume food that's outside their allowed area.&lt;br /&gt;
* Fix: Option is given to have a pawn haul corpses reserved by wild animals for eating; clicking it does nothing.&lt;br /&gt;
* Fix: Arrested refugee joins faction upon release.&lt;br /&gt;
* Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
* Fix: Pawns with royal permits can't trade/complete trade requests.&lt;br /&gt;
* Fix: Complexes not spawning terminals.&lt;br /&gt;
* Fix: Ideoligion persona weapon relics misnamed on thought label/description.&lt;br /&gt;
* Fix: Ship part crash incidents will still attempt to fire, causing error, if the mechanoid faction has been removed from the world.&lt;br /&gt;
* Fix: Errors on beginning conversion ritual.&lt;br /&gt;
* Fix: Animal flaps have a faint line in the center when open.&lt;br /&gt;
* Fix: &amp;quot;Traits sampled&amp;quot; debug output not discarding generated pawns, causing warning spam on save/load.&lt;br /&gt;
* Fix: Beards don't layer properly on thin head shapes.&lt;br /&gt;
* Fix: Ideoligion relic installation quest generated with errors.&lt;br /&gt;
* Fix: Monument building quest spawned with several red errors and broken details.&lt;br /&gt;
* Fix: NREs from colonists who don't need to eat.&lt;br /&gt;
* Fix: PawnFlyers disappear on load.&lt;br /&gt;
* Fix: Sandbags have a small pixelated border around them.&lt;br /&gt;
* Fix: Sunlamps do not have perfect area of effect leading to rotting crops.&lt;br /&gt;
* Fix: Direction arrow is on the wrong layer, gets covered by shadows, zones, and fog.&lt;br /&gt;
* Fix: Unfinished power line blueprints under walls go invisible once materials are delivered.&lt;br /&gt;
* Fix: Missing &amp;quot;create fluid&amp;quot; translation key.&lt;br /&gt;
* Fix: Prison breaking prisoners can be selected to be carried to biosculpters.&lt;br /&gt;
* Fix: Error when trying to reserve the same bed for resting.&lt;br /&gt;
* Fix: 'Destination' line is visible connecting to the bed of sleeping pawns.&lt;br /&gt;
* Fix: Paramedic mechs cannot tend to colonists in caravans.&lt;br /&gt;
* Fix: Adding temperature-specific clothes to a pawn does not check age, so modded child warm apparel can be given to adults, causing an error.&lt;br /&gt;
* Fix: Hidden faction information visible on inspect pane.&lt;br /&gt;
* Fix: Loading a save during public execution causes an error, ritual never completes.&lt;br /&gt;
* Fix: Pawns incapable of firefighting can be prioritized to fight fires.&lt;br /&gt;
* Fix: Reference collection not scribing nulls.&lt;br /&gt;
* Fix: Psycast meditation ending abruptly.&lt;br /&gt;
* Fix: Chemical dependency hediff severity cannot be edited via dev tools.&lt;br /&gt;
* Fix: Hair is partially layered beneath stockpiles.&lt;br /&gt;
* Fix: Gene extraction can be exploited via save/load.&lt;br /&gt;
* Fix: No PawnKinds example for raid quests.&lt;br /&gt;
* Fix: Bestowing quest broken if pawn unspawned.&lt;br /&gt;
* Fix: Hemogen packs trigger 'ate non-cannibal food' for sanguophage with cannibal precept.&lt;br /&gt;
* Fix: Bestower Ceremony Error - tried to add pawn to lord but this pawn is already a member of another.&lt;br /&gt;
* Fix: Error when a pawn is playing with a baby in some circumstances.&lt;br /&gt;
* Fix: Blackboard facility should have only three allowed max connections as learning logic allows only three blackboards to boost a school desk.&lt;br /&gt;
* Fix: Cannot search for creative reward names with spaces in them.&lt;br /&gt;
* Fix: &amp;quot;DEV: Complete&amp;quot; command doesn't work on unfinished things in some scenarios.&lt;br /&gt;
* Fix: Pawns digging out of map when they should not during kidnap duty.&lt;br /&gt;
* Fix: Interceptor shields break, causing long recharge, when hit by EMP damage instead of stunning them.&lt;br /&gt;
* Fix: Apparel covering just eyes does not count as &amp;quot;headgear&amp;quot; for pawn generation purposes.&lt;br /&gt;
* Fix: Hoopstone and horseshoe differ in sight capacity requirement.&lt;br /&gt;
* Fix: Sudden light level change at midnight at north pole colonies.&lt;br /&gt;
* Fix: Pawns may meditate with max joy and no psylink.&lt;br /&gt;
* Fix: Installing an archotech eye is seen as a surgical violation.&lt;br /&gt;
* Fix: Group loading horses into drop pods will assign more weight to one drop pod.&lt;br /&gt;
* Fix: “Take to stockpile” bill option resetting in certain circumstances.&lt;br /&gt;
* Fix: GauranlenPodSpawn incident uses OnOffCycle, which does not work properly if onDays or offDays changes.&lt;br /&gt;
* Fix: Constructing buildings sometimes has pawns facing the wrong direction.&lt;br /&gt;
* Fix: Stacked animals loaded into transport pod trigger error and won't be loaded.&lt;br /&gt;
* Fix: Downed mech can cause a mech raid site to stay active.&lt;br /&gt;
* Fix: BabyTalk not generated correctly for text with non-ASCII characters.&lt;br /&gt;
* Fix: Exception when trying to validate the “give birth” ritual gizmo with no beds present.&lt;br /&gt;
* Fix: Pawns at the map edge who get hit and tween towards the view rect edge disappear for a small duration.&lt;br /&gt;
* Fix: Increment time debug action causes errors for ended sustainer.&lt;br /&gt;
* Fix: Gibbet cage description mentions they are made of &amp;quot;steel&amp;quot; but can actually be made of any metal.&lt;br /&gt;
* Fix: Text size not reset after drawing inspect pane title for pawns with no inspect pane elements.&lt;br /&gt;
* Fix: Load stack count is incorrect for caravan ITab when there is only one thing in the transferable and the player isn't taking the whole stack.&lt;br /&gt;
* Fix: Error on corpse destruction when completedObligations is null.&lt;br /&gt;
* Fix: Pawns are able to take drugs from inventory if they have an ideoligion which prevents it.&lt;br /&gt;
* Fix: Plants dying to polluted terrain induce &amp;quot;died due rotting due to being left unharvested&amp;quot; message.&lt;br /&gt;
* Fix: Missing graphic in “begin ritual” window without ideology active.&lt;br /&gt;
* Fix: Firespew ability can't target walls.&lt;br /&gt;
* Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
* Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
* Fix: Refugee pod quests don't affect charity-loving ideoligion members.&lt;br /&gt;
* Fix: Removed wastepack incident from occurring randomly.&lt;br /&gt;
* Fix: Prevent duplicate entries in precept tooltip.&lt;br /&gt;
* Fix: Hide &amp;quot;max satisfied title&amp;quot; on drugs without nutrition.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3704 ==&lt;br /&gt;
* [[Version/1.4.3704|1.4.3704]] - Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
* [[Version/1.4.3704|1.4.3704]] - Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
* [[Version/1.4.3704|1.4.3704]] - Fix: Pawns leaving map have their assignments reset. - ''&amp;quot;Does this relate to beds and caskets and such?&amp;quot; - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]])&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3682 ==&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - The bestowing ceremony lord will now be removed once the last pawn has left the map.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Update previous passion values if a child growth moment picks a skill with passion dropped by gene.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Pawns that generate with passion-dropping genes will no longer generate with passion for those skills.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Ranged weapons that don't do bullet damage don't display &amp;quot;Headshot&amp;quot; text on head hit.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3641 == &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any. &amp;lt;!-- this needs to he verified in game before putting it up on the page - does this apply only before the join offer or at all times? --&amp;gt;&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Colonists can now put unadopted babies born to prisoners in cribs.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Ageless gene stops aging progress at 18.5 instead of 18.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Added an alert for babies from other factions which have no local caregivers and can be adopted.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: UI scale resetting to higher numbers for monitors with height below expected values. (eg 1280x720)  &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Colonist in labor letter doesn't have look target set. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Generated immediate family relationships unable to generate. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Mech global work speed is affected by darkness. Inconsistent with move speed. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Beard and genes offset incorrectly based on rotation in some situations. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Growth stat appearing on humans. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix typo &amp;quot;crytosleep&amp;quot;. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix typo: &amp;quot;means that so&amp;quot; &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix typo &amp;quot;forth body ring&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3613 ==&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Shuttles trying to land on a map that was despawned will fallback to using one of the player's home colonies instead.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Xenotype name is locked when loading custom xenotypes from gene assembler.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Removed duplicate stat entry RestFallRateFactor.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Power consumption on inspect string incorrect when using a consumer with idle power consumption.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: AI trying to use tox gas on immune targets.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Some recipes missing ingredients in tooltip.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Colonists with pending bestowing ceremony quest in caravans don't have hediffs ticked.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Babies and children added onto total population for shuttle mission quests. Ensure that at least one adult pawn can be left behind before generating quest.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Pawn lend quests only take into consideration children and babies when determining colonist count when generating.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fixed issues dealing with betrayal and refugee quests around recruiting of refugees: Refugees are properly removed from extra faction lists when they are recruited. Recruiting a refugee will immediately fail the betrayal quest.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3580 ==&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Display genes regrowing duration on gene extractor float menu options if available.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Check if region has deadly danger before giving nature running learning.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Show rejected float menu option for slaves attempting to use non-slave medical beds.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Archonexus quest generates &amp;quot;Caravan lost&amp;quot; letters for any pawns left behind.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Furskin_Average3 head uses the wrong graphic.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Cannot absorb xenogenes from target if target has custom xenotype and selected pawn is baseliner.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Tattoos render below heavy brow.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Traits selected during growth moments don't modify skills.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Child not allowed to enter shuttle called via permit. &lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Typo &amp;quot;worshiped&amp;quot;.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Children cause the &amp;quot;anima linking ready&amp;quot; alert to be active when no adults can link&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Embryo and growth vat embryo insertion command tooltips display incorrect gestation duration.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Inconsistencies with psychic bond distance between a pawn in a suspended container and a spawned pawn.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Deathless pawns who have the deathless gene removed don't have their health updated.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Searching for gene in create xenogerm dialog doesn't highlight selected genes.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Some buildings able to overlap zones where nonsensical.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Exception trying to visit sick pawn with neversleep gene.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Wrong description and tooltip shown for custom xenotype pawns&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Biostats calculate incorrectly for xenogerms created with 3 of the same gene.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3563 ==&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Update rewards for OpportunitySite_AncientComplex. Higher value rewards can now occasionally appear, along with genepacks, archite capsules, and deathrest capacity serums.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Hospitality refugee uses the same system to determine refugee count as for beggars.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Inconsistent psychic bond torn when one partner is in a suspendable building.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Hemogen wasted when refueling deathrest buildings.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Food restrictions now respect eg &amp;quot;Allow vegetarian food&amp;quot; for instances of food and not just based on def.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: &amp;quot;Slept in cold&amp;quot; and &amp;quot;Slept in heat&amp;quot; memories don't take into account gene-related comfortable temperature offsets.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3558 ==&lt;br /&gt;
* Reworked how many beggars show up depending on colony population.&lt;br /&gt;
* Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3557 ==&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Dependency genes override other drug-related genes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix: 100% chance for tattoos if pawn has no ideoligion.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix: Banishing colonists doesn't recalculate faction ideoligions.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix: Skin or hair color xenogenes are able to be passed onto children in niche circumstances.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix: Exception when attempting to feed arrested patient via right click menu when only food source is nutrient paste dispenser.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3555 ==&lt;br /&gt;
=== Changes since unstable ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Removed xenotype sets from existing MemeDefs.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a stat entry for humanlikes which displays their current age rate multiplier.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Chemically-dependent xenotypes can take their desired drug by right-clicking it, even if their ideoligion forbids it.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a positive &amp;quot;child not in growth vat&amp;quot; thought to &amp;quot;Growth Vats: Prohibited&amp;quot; precept.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Update the description for &amp;quot;child not in growth vat&amp;quot; to make it clearer that it relates to the colonist's child, not just any child.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Slightly reduce the impact that player mechanoids have on raid points.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Update non-combatant debug view to not draw timer on pawns which are permanently combatants.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Children attempting to draw on the floor of areas with dangerous temperatures.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Pollution goodwill loss during Archonexus questline.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Ultraheavy boss mechs are never targetable by lances.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: 'Missing ideo building' debuff after reforming an ideo, even if the building is present.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: New joiners can spawn as the children of colonists who grew up in the colony.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Impossible relationships appearing with custom xenotypes.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Animals use human child and adult age rate multipliers.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Growth points are gained during deathrest when learning need is frozen.&lt;br /&gt;
&lt;br /&gt;
=== Big new stuff ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a new category of precept: Preferred xenotypes.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Single-xenotype NPC factions have a chance to generate with Preferred Xenotypes about themselves. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== Smaller new stuff ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added social thoughts for giving a lesson to a child and the child receiving a lesson.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - If a child is unarmed and hasn’t participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those “porkchop hiding in the shed” stories and might create some rimworldy strategies.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added more varieties of yttakin pawn kinds. This means more variety of yttakin raiders and traders.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Display recipe ingredient counts on recipe float menu option tooltip.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Increased the availability of gene packs from various traders.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - We now allow the kind trait to apply in addition to other violence-related genes.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - We now display market value on colony mechs’ inspect pane.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally don’t need them) and so will look cooler.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.&lt;br /&gt;
* Display recipe ingredient counts on recipe float menu option tooltip.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a &amp;quot;(disliked food)&amp;quot; parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Player is given the choice to set mechs to escort when a mechanitor leaves a map.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - If player sends a pregnant colonist on a “pawn lending” quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a thing category for mechanitor body parts (used on stockpile config etc.)&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a toggle for the glower color picker to disable the darklight-related UI elements for modders that want to re-use the dialog for other things. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Show birth letter for babies born from lent colonists in a PawnLend quest.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Display conditional stat affecters from ideoligions in stats page.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Add dev tool to add ideology development points.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added description to &amp;quot;force xenogerm implantation&amp;quot; command.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Bringing babies to a safe temperature jobs can now be interrupted.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added an alert which displays deathresting pawns who can be safely woken.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Custom xenotypes show up with relationships that make no genetic sense.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Hair color genes have a chance to not be passed on.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Genes requiring other genes can be skipped for child genes generation.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3542 ==&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Missing ideology check when drawing dietary type stat.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3541 ==&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Disallow baby food and hemogen packs for chemfuel creation recipes.  (Check if this means outright prevents their use or just that they're disabled by default before adding - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]))&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Adjusted power info text for deathrest buildings.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Mech debris can spawn on the anima tree.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: A colony mech that is abandoned at a tile will still consume bandwidth.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3534 ==&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Reduced volume and frequency of yttakin sounds.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Added 'humans only' option for bills.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Abandoning home doesn't unlink deathrest buildings.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Mechanitor buildings are considered &amp;quot;natural&amp;quot; by natural meditation sources.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Thrall reinforcements can be passive in certain circumstances.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Genes can be given to children who do not have prerequisite gene.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Unwaveringly loyal sanguophages will offer to join your colony after the quest.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Ranged enemies come into melee range consistently when shooting positions are available.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3531 ==&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Clarify that the implant genes ability overwrites the target's xenogenes in the tooltip.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3530 ==&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Reduce growth points of generated children by ~25%.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fertility stat is no longer capped at 100%.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Deathrest buildings drain hemogen enough to empty over the course of 10 days of deathrest.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - &amp;quot;Genes regrowing&amp;quot; hediff from gene extraction lasts 12-20 days. (Down from 25)&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Don't display pick up options for drugs that the pawn will drop immediately anyways.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Remove addictions when adding chemical dependency genes.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Minor adjustments to pigskin and impid pawn kinds. Force them to use faction xenotype set.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Babies that have fallen asleep in someone's arms no longer immediately wake up.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: With toxic fallout active, inspecting items from trade ships causes errors.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Paramedic not counted as doctor in solo mechanitor run.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Psychically bonded pawns in the same caravan still get &amp;quot;psychic bond distance&amp;quot; mood malus in some circumstances.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3529 ==&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Added missing fill percent for gene and mech buildings.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Some mechs cannot load into a shuttle.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Highmates can create bonds with quest visitors and vice versa.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Hemogen extraction can get &amp;quot;stuck&amp;quot; on.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Deathrest buildings use hemogen when not in use.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Growth tier gizmo displays incorrect percent value on bar.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3528 ==&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - &amp;quot;My child is happy&amp;quot; and related thoughts now can trigger if a pawn is being carried.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Charity believing pawns will get negative thought from &amp;quot;rejecting&amp;quot; refugees when the quest hasn't even been accepted yet.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Eye cut out graphics are misaligned.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Bossgroup drop pods don't use mechanoid drop pods.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Psychic drone now properly triggers for colonists being carried.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Held babies/children will now have thoughts about how their parents are happy. &lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Save modlist saving the filtered mod list.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3527 ==&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Update tutorial end message to point players to the correct place for changing storyteller settings.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Reduced mechanitor ship combat points by half.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Babies born outside the player faction are given a real name instead of just &amp;quot;Baby&amp;quot;. Players may still change the name if they adopt the NPC baby within a day of their birth.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Using reimplant ability doesn't give recipient correct xenotype icon for custom xenotypes. &lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: If a downed enemy is teleported using farskip they will be drafted upon entering the destination map despite being downed.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Scenario text cut off if tiny text is disabled.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Abandoning colony pawns text doesn't mention mechs.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Hostile pawns try to path to destroyed structures.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix regression: Food consumption absurd during lactation.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3525 == &lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Disable growth moment letter for quest lodgers.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Clicking on the &amp;quot;carry pawn&amp;quot; checkbox in caravan screen opens health card.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction. &lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies causing bad thoughts for bigotry ideoligions. &lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies born from parents sharing the same custom xenotype don't inherit all endogenes from parents.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies born from parents sharing the same custom xenotype don't inherit the xenotype name of parents.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3523 ==&lt;br /&gt;
&lt;br /&gt;
=== New stuff - base game ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Painting and color customization &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Under the “Orders” tab, you can direct colonists to “paint wall”, “paint floor”, and “remove paint.”&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Choose from a large variety of colors to customize your colony!&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added many new carpet colors.&lt;br /&gt;
&lt;br /&gt;
==== Turrets, gas, gear, and medicine ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added new gas health conditions.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Rotten corpses and meat now release disgusting rot stink gas. Colonists that are chronically exposed to rot stink may develop the new “lung rot” disease.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added an explicit “tend (without medicine)” option to drafted pawns which appears after the tend with medicine order.&lt;br /&gt;
&lt;br /&gt;
==== UI ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Completely overhauled the options menu. Options are grouped into different tabs, including a new mod tab. Screenshake was added as a new option.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Completely reworked mods manager and mods mismatch UI.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added tile inspector. View info about a specific tile by holding the “alt” key.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added pawn icons to many menus.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Created a square grid float menu for paint and carpets.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Weapons are displayed below drafted colonist portraits.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - In addition to all the prisoners you got before, now you’ll get a new class of prisoner who is unwaveringly loyal to their home. They can’t be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in Biotech, or used in rituals and enslaved in Ideology. (We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance.) They can be disabled in the storyteller settings.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Starting colonists can begin with certain possessions. These can come from backstories, health conditions, and rarely from a pool of items.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a toggleable heat overlay that shows the air temperature indoors and outdoors.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added &amp;quot;bald&amp;quot; hair style.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added an option to randomize the menu background every game launch.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added stats for crop growth rate, age, and lifespan and the length of time to clean filth on surfaces&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added prisoner recruitment last resistance reduction info in prisoner tab.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added “research bench required” alert.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added build hopper command to nutrient paste dispenser.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Drafted colonists can pick up downed people and carry them around.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - base game ===&lt;br /&gt;
==== Performance ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Major startup and load time improvements. Launching RimWorld and loading savegames are both roughly 37% faster. On an example system, this is a startup time improvement from 33 to 21 seconds. Loading a fresh savegame dropped from 7.9 to 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Pawns ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Colonists can be ordered to re-arm turrets while drafted.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Wild people no longer get mood debuffs for sleeping outside or on the ground.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Allow amputation on body parts with scars and other permanent injuries.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Very hungry pawns now wake up if there is food available and they aren't very tired.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Pawns kicked out of bed (due to healing completing, bedroom becoming a prison, etc.) are moved to the bottom of the bed to prevent them from interfering with other pawns wanting to use the same bed.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Wardens take downed pawns to bed so they can medically rest for non-urgent reasons (Eg. building immunity to an infection) and urgent reasons (Eg. need tending or have an operation).&lt;br /&gt;
&lt;br /&gt;
==== UI ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Screenshot mode no longer draws inspect pane, gizmos, and paths for selected objects.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Adjustments to world creation faction config. Instead of +/- buttons, there is a simple list of factions with an &amp;quot;add&amp;quot; button.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Improved pawn name rendering with &amp;quot;disable tiny fonts&amp;quot; active.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Adjust default medicine settings window. Added a title, increased the size of text and unified the space between elements.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added small circular dots around the radius of a downed projectile interceptor.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Display recipe ingredients/products tooltip when hovering over recipe float menu options.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - When multiple identical messages are sent, the original message is highlighted instead of adding a new message.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Letters are bundled together if they can’t all fit on the screen.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Carried things can now be added to caravans.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Trade menu always shows player currency, even when it is at 0.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Updated SFX for a number of designators in the architect menu.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Predators limit their hunting range to the same as their scavenging range.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Items deteriorate at 3x the regular rate when in an unroofed area during toxic fallout.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Reduced the rate of toxic buildup from game conditions by 20%.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Hide pawn headgear when in bed.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Rename the rest need to sleep (this avoids confusion with pawns that are &amp;quot;resting&amp;quot; but not recovering the rest need)&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added stat entries to meals displaying ingredients and dietary type.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Combined hunger rate and food consumption stats.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Prevent trees marked for extraction to be cut for construction.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Growing zone description now has information on the average and maximum age and maturity of the plants in the zone, if there are any.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Growing zones and stockpiles now have a description for how many cells are in the zone.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Allow players to select Things pawns are holding by either slow clicking, using the widget when the carrying pawn is selected, or using the &amp;quot;next thing in cell&amp;quot; button.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Add command to pawns and buildings for selecting their held things.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Locked many dev gizmos behind god mode toggle.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Backstory mod source is shown if it's not from an official expansion.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked).&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved ranged weapon, melee weapon, armor, clothing and art stock gen to a tagged based system and adjusted market value selection weight for all items.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Keep selection on things which become despawned in some circumstances.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Selection is preserved as a blueprint becomes a frame and finally a finished building.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Royalty === &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Ensure persona weapons are unbound if you leave them on a temporary map.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Ideology ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - “Ideology system inactive” games can set and use all styles of buildings, items and floors.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved ideology buildings to new Ideology architect tab.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Downed pawns can perform duties in a ritual if their ritual role allows them to be downed.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Allow style selection in bill configuration dialog in classic mode.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a gizmo to blueprints in classic ideology mode that allows changing the built style.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Ensure ideoligions are recalculated after an archonexus win.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added complex furniture as a prerequisite for reliquary and styling station.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - &amp;quot;No slaves in colony&amp;quot; thought does not apply at &amp;quot;Very low&amp;quot; expectations or below.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Rituals are called off if the target is reserved by another pawn during the ritual.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Ritual opportunity letters are skipped for most rituals for the first 10 days of play.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added “cannot be assigned” reason to pawn portrait tooltip on the ritual begin window.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.&lt;br /&gt;
&lt;br /&gt;
=== Dev tools ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a debug option &amp;quot;palette&amp;quot; that allows the user to select a set of debug actions/tools to appear on a resizable and draggable window.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Debug actions use a node tree for navigation.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added pin icons to the debug menu allowing users to pin multiple debug tools to the palette at once.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Implemented dev mode camera controls dialog with saveable presets.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a simple debug tool for framerate/ticks per second performance benchmarking.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added dev add/remove hediff buttons to a pawn’s health card.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added gear-related debug options to gear screen.&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Replaced CrownType with headTypeDef&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Carpet defs are generated from blueprints, creating variants for each color.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Pawns can now path to a destination if the destination is a Thing that's being held.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Check if food need is null in MeditationUtility.CanMeditate.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Meals with meat shown as &amp;quot;acceptable for everyone&amp;quot;.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Pawns will now try to make the largest pile possible when dropping an item instead of adding the dropped item to an arbitrary pile. This was causing a loop for pawns trying to merge two stacks in the same cell if they couldn't fully pick up one of the stacks.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Fluid ideology is loaded as non-fluid. (Only new saved ideoligions are affected) Ideoligions loaded from &amp;quot;Create custom (fluid)&amp;quot; are set to fluid. Ideoligions loaded from &amp;quot;Create custom (fixed)&amp;quot; are set to fixed.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Some apparel is smeltable when it would not give anything for smelting.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Incorrect float menu label for prioritizing surgery when there is medicine available, but none of it matches medicine restriction. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Wild people can steal ingredients while they are being cooked.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Hidden and temporary factions can own work sites.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Having ideology installed in classic mode causes nudity thoughts to be ignored.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: During ideoligion reform, hairstyle and tattoo changes remain even if reform is canceled.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: You can shoot through some ancient buildings, but can't pass through them.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: &amp;quot;Cannot feed: No food&amp;quot; displayed while pawn has &amp;quot;nothing&amp;quot; food restriction.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower shuttle won't leave if one of the guards is downed or left the map.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Shuttle stays forever if all passengers cannot get on board.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Zone area restrictions can cause an endless loop of pawns trying to tend to a pawn outside the allowed area.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Pawns will no longer drop the thing they're carrying when going to pick up another thing as part of a hauling task.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower could suffer from heatstroke with minimal goodwill loss.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Classic ideoligion pawns cannot extract skulls.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Shuttle crash quest fails if you have VIP boarded.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Some offenses done to slave upset the slave’s home faction in ways that don’t make sense.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Public execution can be started for any ideoligion from any ideogram and still get a quality bonus.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Nullified thoughts being counted against food optimality.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Incorrect values given when evaluating how much each item is worth when giving as a gift to other factions.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Rebelling slaves could be sold to tribute collectors.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Placing 0 work buildings beside/on mechanoids wakes them up. This can be used as an exploit to trigger mechanoids when hostile raiders are nearby.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Jumping resets &amp;quot;Fire at will&amp;quot; toggle.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Doctors sometimes go to bed and attempt to start surgery on themselves. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Missing feedback when trying to tame an animal with no acceptable food.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: When searching in an information panel, clicking any stat will scroll to the top&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Colonists deconstructing walls even though they are not assigned to construction.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3387 ==&lt;br /&gt;
=== Steam Deck Improvements ===&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] -&lt;br /&gt;
&lt;br /&gt;
* Commands now show &amp;quot;button A&amp;quot; glyph instead of &amp;quot;A&amp;quot; label on Steam Deck.&lt;br /&gt;
* When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible.&lt;br /&gt;
* Added &amp;quot;Keyboard mode&amp;quot; option on Steam Deck in case someone connects a keyboard to the SteamDeck.&lt;br /&gt;
&lt;br /&gt;
=== Ideology Improvements ===&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] -&lt;br /&gt;
&lt;br /&gt;
* Drum and dance parties can be held in the &amp;quot;Ideology system inactive&amp;quot; mode. Party hard!&lt;br /&gt;
* Relics system now works in &amp;quot;Ideology system inactive&amp;quot; mode. You can do the relic chase, quests, build the reliquaries, and so on.&lt;br /&gt;
* Colonists no longer get upset for delaying a ritual. &lt;br /&gt;
* Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.&lt;br /&gt;
* &amp;quot;No slaves in colony&amp;quot; thought does not apply at &amp;quot;Very low&amp;quot; expectations or below.&lt;br /&gt;
* Ritual opportunity letters are skipped for most rituals for the first 10 days of play.&lt;br /&gt;
* Adjusted inspect pane and stat readout for relics in classic mode.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3326 ==&lt;br /&gt;
A lot of fixes and back end stuff, so hopefully it shouldn't be too bad to implement.....who am I kidding it'll still be here in 3 years [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:00, 7 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Ideology Improvements ===&lt;br /&gt;
* Fix: Reforming a fluid ideo lists some precepts as &amp;quot;incompatible&amp;quot; when they actually aren’t.&lt;br /&gt;
* Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.&lt;br /&gt;
&lt;br /&gt;
=== UI Improvements ===&lt;br /&gt;
* Show accept key command hotkey on SteamDeck.&lt;br /&gt;
* Main buttons position change (change height instead of y).&lt;br /&gt;
* Show a special window at the top of the screen which shows the typed in text, since SteamDeck keyboard can sometimes block the text field view.&lt;br /&gt;
* Don't show tooltips when the SteamDeck keyboard is open.&lt;br /&gt;
* Change quests SteamDeck icon.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* Touch screen scrolling improvements on SteamDeck.&lt;br /&gt;
* It's now possible to scroll through lists by dragging your finger on SteamDeck.&lt;br /&gt;
* Holding a special &amp;quot;middle mouse button&amp;quot; button on SteamDeck, now translates left clicks into right clicks. This makes it possible to give goto orders to drafted pawns by using the touch screen.&lt;br /&gt;
* Don't pan the camera if the middle mouse button is held and a colonist is selected on SteamDeck.&lt;br /&gt;
* Allow more zoom on SteamDeck for better touch screen support and easier navigation.&lt;br /&gt;
* Better time controls on SteamDeck, it's now possible to increase/decrease time speed with back buttons.&lt;br /&gt;
* Accept key on a SteamDeck now activates the first command.&lt;br /&gt;
&lt;br /&gt;
=== Misc Improvements ===&lt;br /&gt;
* Tutorial now mentions the correct button names on SteamDeck.&lt;br /&gt;
* Added triggered modal ConceptDefs which explain SteamDeck controls.&lt;br /&gt;
* Added controller configuration button to options on SteamDeck.&lt;br /&gt;
* Added an option to disable tiny fonts in options.&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
* Added &amp;quot;Simulate using Steam Deck&amp;quot; debug setting.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3287 ==&lt;br /&gt;
&lt;br /&gt;
=== New feature ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc.&lt;br /&gt;
&lt;br /&gt;
=== UI improvements ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits &amp;quot;next&amp;quot;.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - The old &amp;quot;classic&amp;quot; mode is now called &amp;quot;classic-like&amp;quot; and is one of the &amp;quot;mild&amp;quot; presets.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Meme tooltips now list all prevented precepts instead of just saying how many there are.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A &amp;quot;Show all&amp;quot; checkbox on ideo dialog shows all hidden precepts.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Updated meat eating precept and thought labels and descriptions to better match gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Tuning - General ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -&amp;gt; 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -&amp;gt; 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.&lt;br /&gt;
&lt;br /&gt;
=== Tuning - Ideoligions ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Added a debug tool for spawning meals with specific ingredients.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - In classic mode, ensure factions generated after initital world gen use the same classic ideoligion.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Loading classic mode game gives the player non-classic rituals.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Execution requires altar or ideogram in classic mode.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Research warning doesn't check for minor ideoligions.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3200 ==&lt;br /&gt;
=== Combat - Turrets ===&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Reduced uranium slug turret cost per shot from 3 uranium to 2.666.&lt;br /&gt;
&lt;br /&gt;
=== Combat - Enemies ===&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Added a way to make special per-faction raid strategy probabilities.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.&lt;br /&gt;
&lt;br /&gt;
=== Food handling ===&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - We now vary meal textures depending on ingredients.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Food restrictions are automatically applied to pawns from ideoligions that require a specific food type.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Meal inspect strings now display information regarding their ingredients and who would accept eating them.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Meal-related thoughts now display which meal caused the thought.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Added food restrictions for meat or veg only meals.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Added special thing filters for meat and veg ingredient-filled meals.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Add insect meat food restriction and special things filter.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Add cannibal food restriction and special thing filter.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.&lt;br /&gt;
&lt;br /&gt;
=== Misc improvements ===&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress. &lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Added a loading tip describing fixed wealth mode.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Newborn animals from other factions don't leave with faction.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: High life precept description doesn't properly display mood range.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Less-restrictive nudism precepts are inconsistent with allowed gear.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Special characters on named precepts can break UI.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Work speed penalty reasons formatting issues.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Meals with no ingredients cause &amp;quot;ate non-meat&amp;quot; thought.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs. - [[User:Cheldra]] does this affect your work with animal growth? Must be checked before this is removed from to-do list. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:15, 2 December 2021 (UTC)&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Bestowing ceremony target is undraftable even after ceremony ended.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Hackables can be instantly hacked.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Raiders attacking non-aggressive roamers.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.&lt;br /&gt;
&lt;br /&gt;
==Version/1.3.3159==&lt;br /&gt;
&lt;br /&gt;
=== Caravan improvements ===&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Allow caravan pawns to sleep in bed while packing, less dire hunger threshold before eat, and allow pawn to regain excited travel thought after draft.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Joy decreases more slowly when a pawn is preparing a caravan.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Colonists will now look for food in pack animal inventory if no better food sources available.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Colonists will grab food from pack animal to feed patients if no other food available.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Colonists can grab medicine from pack animals.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Update pen needed alert to take into account hitching post and handling skill for roping removal.&lt;br /&gt;
&lt;br /&gt;
=== Archonexus improvements ===&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Add animal pregnancy, gender, and bonded information to archonexus settlement dialog.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Sort items players take to new archonexus settlement more in line with usefulness.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Tweak count of items players can bring to new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Reset pawn food and rest levels when starting new archonexus colony.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Add animation after selecting new archonexus settlement to make moment feel more significant.&lt;br /&gt;
&lt;br /&gt;
=== Misc improvements ===&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Ideoligious buildings are no longer expected to be placed in non-home maps.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Separated &amp;quot;Weapon&amp;quot; stat category into &amp;quot;Weapon (melee)&amp;quot; and &amp;quot;Weapon (ranged)&amp;quot;.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Reduced the amount of ancient junk that spawns on newly-generated maps.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Update predators hunting across fences tooltip to match current functionality.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Ensure the trigger conditions for scarification/blinding are clear to the player.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Right clicking on ancient junk with drafted pawn shows option to attack.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Unforbid items in pawn inventory if taken by caravan from temporary map.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitality quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Added range values to darkness combat stats.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Added charity events for not helping pilgrims.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Added hacking progress stat to hackable things.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Clarify age reversal precept.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Fix: Royal ascent shuttle can only take 1000kg of colonists&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Fix: &amp;quot;Melee warmup time&amp;quot; is actually ranged warmup time. Melee weapons use only cooldown.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3117 ==&lt;br /&gt;
=== Multi-ideo colony viability ===&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Allow celebrating rituals for an ideo even if there's not enough members to create an obligation.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.&lt;br /&gt;
&lt;br /&gt;
=== New stuff ===&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - You can now randomize fluid ideos before applying changes.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - You can now randomize normal memes during fluid ideo reforming.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Blind pawns' stats are now unaffected by light and darkness.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Adjust the role tooltip area on the pawn's social tab.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Empire will now properly respond to player giving the bestower serious heatstroke or hypothermia or allowing it to happen.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Increased chance for ancient security crates to spawn in ancient complexes.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Removed min points limit on security crate spawning in ancient complexes.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - We now warn player if important plants like anima trees are marked for cutting or in grow zone.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Improved UI feedback in trade window when pawn refuses to sell another pawn into slavery due to the ideo.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Having a missing tongue now gives a negative mood thought because it's frustrating when you can't speak because your tongue was cut out.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Change to randomized memes for fluid ideo based on feedback.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Gauranlen tree miscalculates dryad count on creating seed pod.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Text of funeral ritual states bonus awards are available after randomizing name.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Totemic sculpture is pixelated.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Research command ability icon is pixelated on non-uniform ui scales.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Wild people can be enslaved while arrested.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Archonexus quest line cannot be continued if map part holder faction defeated.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Regression - Colonists no longer automatically take yayo and a few other drugs.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: You can assign a role changer of non-player ideo on the ritual config screen.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Bestower sometimes arrives malnourished. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Skip abilities don't update cover grid.&lt;br /&gt;
&lt;br /&gt;
==Version/1.3.3101==&lt;br /&gt;
=== New stuff ===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] -&lt;br /&gt;
&lt;br /&gt;
* The game now shows the source of each piece of content on its stats card, so you know which expansion/mod something came from. It also shows which expansion/mod each research project came from.&lt;br /&gt;
* Players can now choose a few items to bring to new archonexus settlement. This is especially helpful for things you really need like luciferium.&lt;br /&gt;
* Add grace period where expectation levels are not increased for pawns with certain ideology roles after starting new archonexus settlement.&lt;br /&gt;
* Add tongue body part. Tongue is removable via surgery, if you'd prefer someone not speak. The tongue won't be damaged in combat.&lt;br /&gt;
* Add allow slave corpse toggle to various storage areas and buildings so you can separate slave corpses from colonist corpses.&lt;br /&gt;
* Added new ancient junk - additional mech parts for more visual variation, more ancient cars, wheels, etc.&lt;br /&gt;
* Added toggleable texture compression and atlas texture compression in the options menu.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Draw lines when placing blueprints displaying what would affect Gauranlen trees' connection strength. Display the artificial buildings connection strength loss radius when the tree is selected.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Extractable trees are no longer auto-minifiable in caravan forming dialog.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - We now hide quests that are ended by starting a new archonexus settlement&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Tweaked the archonexus &amp;quot;choose items to take to new colony&amp;quot; dialog formatting.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Change ritual quality check graphics to look less like togglable ones for better UI clarity.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Don't show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or from anima tree directly.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Dryad healing pods now heal all negative hediffs including missing body parts. When return to healing pod is toggled on, dryads will return to healing pods if they have any missing parts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Update descriptions of individualist and collectivist memes.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them. &amp;lt;!--This is on the sunblocker page, but it should be mentioned on the ideoligion page somewhere besides the version history - Harakoni ---&amp;gt;&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Add note about work to deconstruct to 'work to build' stat description.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Adjust some thought descriptions so that they still make sense for blind people.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Removed culture restrictions when choosing ideoligion&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Changed extract tree hotkey to be the same as uninstalling.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.&lt;br /&gt;
&lt;br /&gt;
===Tuning===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Reduce intensity of 'ate meat' opinion maluses for vegetarians.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Adjust mood impact of relic-in-ritual-room thought.&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] -&lt;br /&gt;
&lt;br /&gt;
* Change IsPsychicallySensitive from &amp;gt;= to &amp;gt;.&lt;br /&gt;
* Turn psychic sensitivity checks into a property. &lt;br /&gt;
* Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second. &lt;br /&gt;
* Add missing gender constants for deity, foeLeader and founder.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] -&lt;br /&gt;
&lt;br /&gt;
* Fix: Doctors tending to patients in bed use the medicine in their inventory even if it is worse than available medicine.&lt;br /&gt;
* Fix: If multiple types of medicine are in a doctor's inventory, they will select the medicine with the lowest medical potency.&lt;br /&gt;
* Fix: Colonists receive the 'colonist lost' thought when a slave is kidnapped.&lt;br /&gt;
* Fix: Tree lovers don't care about harvesting / chopping down cocoa trees.&lt;br /&gt;
* Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.&lt;br /&gt;
* Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.  &lt;br /&gt;
* Fix regression: Bestower doesn't care about roof collapsing on top of him.&lt;br /&gt;
* Fix: Skeletons don't draw apparel.&lt;br /&gt;
* Fix: If bestower enters a social fight the bestowing ceremony does not recover gracefully. &lt;br /&gt;
* Fix: It is possible to sell animals while forming a caravan.&lt;br /&gt;
* Fix: Players can bring more than 1 relic to new archonexus settlement if its an equipped weapon&lt;br /&gt;
* Fix: Mech breach raids can completely break down sometimes and just stop doing anything.&lt;br /&gt;
* Fix: Players can take items from passing trade ship inventory to next archonexus settlement&lt;br /&gt;
* Fix: Dryads with replaced parts don't have the &amp;quot;missing&amp;quot; part added back.&lt;br /&gt;
* Fix: Beggars quest sending 'charity fulfilled' history event even when quest failed.&lt;br /&gt;
* Fix: Scarification ritual now accepts prisoner targets again and doesn't break when target is a prisoner. &lt;br /&gt;
* Fix: You can start conversion ritual with a moral guide that can't speak.&lt;br /&gt;
* Fix: Human pawns in mental states sometimes bring up a disabled float menu option for roping.&lt;br /&gt;
* Fix: Cannibal ideo pawns do not prefer human leather apparel.&lt;br /&gt;
* Fix: Non-colonist can be chosen as scarification target.&lt;br /&gt;
* Fix: Wild dryads can wander in, only to leave right away.&lt;br /&gt;
&lt;br /&gt;
==Version/1.3.3087==&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] -&lt;br /&gt;
&lt;br /&gt;
=== New stuff ===&lt;br /&gt;
&lt;br /&gt;
* Added tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can use this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites.&lt;br /&gt;
* Added a command for dryads that tells them to return to a healing pod. They will stay inside for three days, and emerge with their wounds healed.&lt;br /&gt;
* Player can now do drafted tending (with and without medicine) on downed hostile or neutral pawns.&lt;br /&gt;
* There is now a warning while setting up a caravan if most of your food does not suit one of your caravaneers diet.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* Classic ideo preset can now generate relics.&lt;br /&gt;
* Quest lodgers and pawns of non-player ideos are no longer upset if their ideo building is not present.&lt;br /&gt;
* Persona weapons are no longer included in &amp;quot;allow biocoded&amp;quot; thing filters.&lt;br /&gt;
* Upon new archonexus settlement, player now retains research up to classic start.&lt;br /&gt;
* We now reset incident grace periods when starting a new archonexus settlement to make for a smoother start.&lt;br /&gt;
* Colonists now get initial optimism thought after resettling in archonexus quest line&lt;br /&gt;
* Ensure clicking on social tab ideoligion opens ideoligion tab to correct ideoligion&lt;br /&gt;
* We no longer randomize classic ideo styles. Just use whatever is in the culture.&lt;br /&gt;
* Dryads now rest near their connected tree, not in beds or sleeping spots.&lt;br /&gt;
* Clicking on ideoligion certainty in social card now opens ideoligion tab&lt;br /&gt;
* Renounce title confirmation dialog explains that the pawn will lose all faction permits and permit points. Mention that psylinks and psycasts will stay with the pawn.&lt;br /&gt;
* Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all.&lt;br /&gt;
* We now reset prevent various events from happening too early after new archonexus settlement.&lt;br /&gt;
* Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts.&lt;br /&gt;
* Add a &amp;quot;drag to reorder&amp;quot; label on colonist creation screen for clarity.&lt;br /&gt;
* Colorize the Tree Connection ritual icon to match the Gauranlen color.&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
&lt;br /&gt;
* PawnRenderer weapon drawing now supports Graphic_Random.&lt;br /&gt;
* Limit awaking on clamor to ancient complex insects and mechs.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* Fix: Classic ideo preset can have tattoos for tribal player.&lt;br /&gt;
* Fix: Minified trees left behind on caravans do not count as died.&lt;br /&gt;
* Fix: Caravan auto-supply ignores negative thoughts from food when calculating the score.&lt;br /&gt;
* Fix: Dryads listed on bed assign dialog.&lt;br /&gt;
* Fix: Enabling disabled core mod after enabling a dlc orders the core mod to be loaded before the DLC.&lt;br /&gt;
* Fix: When enabling mods, they are just added to the list, not taking forceLoadXXX into account&lt;br /&gt;
* Fix: Stacks of Gauranlen seeds can only designate a single planting cell.&lt;br /&gt;
* Fix: Techprints retained on archonexus resettlement.&lt;br /&gt;
* Fix: Bloody dominators description typo&lt;br /&gt;
* Fix: Pruning hours per day readout doesn't take into account nearby player buildings.&lt;br /&gt;
* Fix: Ancient complex insects that heard a clamor are not fully awoken.&lt;br /&gt;
* Fix: Hunters finishing off their prey counts as slaughtering an animal.&lt;br /&gt;
* Fix: You can bypass ability cooldown by using queue cast after casting it the first time.&lt;br /&gt;
* Fix: Gauranlen spawn cycle not correct after new archonexus settlement&lt;br /&gt;
* Fix: Savage Tribe shows what it will buy.&lt;br /&gt;
* Fix: Item style overrides information is not shown on ideo preset screen.&lt;br /&gt;
* Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.&lt;br /&gt;
* Fix: Animal products are considered when generating ate meat or ate non-meat history events and thoughts.&lt;br /&gt;
* Fix: Blood from animal sacrifice automatically cleans itself before ritual even completes.&lt;br /&gt;
* Fix: Players can load a caravan and bring disallowed items to new archonexus settlement.&lt;br /&gt;
* Fix: Relic destroyed notification sent when player starts new archonexus settlement if they can't bring it.&lt;br /&gt;
* Fix: Positive goodwill reward given when labourers miss shuttle&lt;br /&gt;
* Fix: Mentally broken pawn appears as participant for anima linking ritual.&lt;br /&gt;
* Fix: Tribal members do not become hostile when arrested in terminal hack quest.&lt;br /&gt;
* Fix: Passive cave insects block bestowing ceremony.&lt;br /&gt;
* Fix: Badly formatted relic name in relic hunt quest description.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3080 ==&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Increased plant harvest yield stats' max values. (''Note: that this needs more integration than just a update to the [[Plant Harvest Yield]] page, as it has rammifications to other aspects of the game and wiki inc. guides, strategies, and analyses. - [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]))&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Pawns who prefer indoors do outdoor joy activities&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Dryads can bond with pawns other than the connected one.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Deserter quest doesn't count as raiding.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Rusted car only appears in north orientation.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Dryad can spawn over graves.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3076 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Clarified spacedrone self-destruct delay info in quest description.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Archonexus quest now warns players beforehand that research will reset&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tuned down apostate memory thoughts and adjusted labels.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Rebalance tree connector thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Fix: TreeDensityReduced thought stages are incorrectly calculated. - ''Note that this will require checking that the thought information is currently correct on that page'' - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 11:17, 26 December 2023 (UTC) &lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Fix: Prisoners lost during farskip.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Fix: Tree connection meme doesn't require Gauranlen connection: Strong.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3074 ==&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Allowed saving all ideos and allowed saving ideos in-game.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Allow non-ideo members to participate in leader speech.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Beggars can now be given items when they are traveling to their wait destination.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Ideo UI Role apparel requirements float menu now lists the incompatibility reason.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.&lt;br /&gt;
&lt;br /&gt;
=== Fixes: ===&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Lovers/Spouses sharing a bed in barracks get &amp;quot;sleeping alone&amp;quot; thought.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Bestower pawns can engage in social fighting, breaking the ceremony.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3072 ==&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Having 1 or 2 colonists of a player's original [[ideoligion]] boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Auto-slaughter config allows you to control bonded animal slaughter specifically.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Suspend [[dryads]] currently in cocoons.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Fix: Dryads prioritize rest over drafted follow.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Fix: Members of a love cluster that have a single bed get &amp;quot;slept alone&amp;quot; thoughts.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3067 ==&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Blind people no longet get the darkness mood debuff.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Reduced min colony wealth to 150k for firing archonexus endgame quest.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Allow starting the bestowing ceremony via right click.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Building damage factors are drawn for projectile weapons in their info card.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Mechanoid breach raids spawn with one breacher.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Breach raids never have 'drop-in' arrival mode.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Prisoners now produce a mood malus if they escape.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Shuttle and spacedrone can now overlap zones and adjusted other impassable buildings so they cannot overlap zones.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Pawns can end up with overlapping apparel requirements.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: If you design an ideoligion which has two words in its pawn &amp;quot;noun&amp;quot; you will not be able to bring people to trial.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Pawns walking over structures causes construction to halt.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Stacking building damage factors don't display if they have the same value.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixes to anima tree linking feedback for spectator role.&lt;br /&gt;
&lt;br /&gt;
== 1.3.3066 ==&lt;br /&gt;
=== Pens and animals ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - &lt;br /&gt;
&lt;br /&gt;
* Pen system: Create pens for your farm animals to keep them organized and safe.&lt;br /&gt;
* Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut.&lt;br /&gt;
* Build fences to enclose pens and prevent your animals from escaping. Animals that are assigned to pens cannot pass through fences or barricades.&lt;br /&gt;
* Handlers will use ropes to lead animals from one location to another, or out of a pen.&lt;br /&gt;
* Some animals will now roam if they are not contained within a pen.&lt;br /&gt;
* Animals that are assigned to a pen are non-aggressive to raiders and vice-versa.&lt;br /&gt;
* animal filth has been reworked&lt;br /&gt;
* Added auto slaughter system. The player can select species of animals to keep and the rest will be automatically slaughtered.&lt;br /&gt;
* Added animal sterilization. Colony animals can be sterilized to prevent them from breeding.&lt;br /&gt;
* Tame animals can now be released to the wild.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - &lt;br /&gt;
&lt;br /&gt;
* Added facial hair for pawns. The style of hair is based on the pawn’s background.&lt;br /&gt;
* Added visual wound and prosthetic overlays on pawns.&lt;br /&gt;
* When multiple pawns are drafted and selected, the player can space them out by dragging the right mouse button.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments: Base game ===&lt;br /&gt;
=== Goodwill ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - &lt;br /&gt;
&lt;br /&gt;
* All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.&lt;br /&gt;
* Goodwill with factions gradually shifts towards the faction’s natural goodwill.&lt;br /&gt;
* Goodwill with factions is influenced by recent events. These goodwill factors will decay over time.&lt;br /&gt;
* Guest status with a faction is reset upon gifting a pawn to that faction.&lt;br /&gt;
&lt;br /&gt;
=== Animals and plants ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - &lt;br /&gt;
&lt;br /&gt;
* Raiders no longer actively attack passive colony animals.&lt;br /&gt;
* Animals tab life stage tooltip now also shows the animal's exact age.&lt;br /&gt;
* Wild plants spawned during gameplay start at 15% growth instead of 5%.&lt;br /&gt;
* Plants newly sown by players start at 0.01% growth.&lt;br /&gt;
* Improved &amp;quot;Non-ideal temperature&amp;quot; plant inspect string and prevented it from saying &amp;quot;Not growing&amp;quot; if it is in fact growing very slowly.&lt;br /&gt;
* Animals are unwilling to eat plants under 10% growth.&lt;br /&gt;
* Herbivores rebalance:&lt;br /&gt;
** Hunger rate reduced by 50%.&lt;br /&gt;
** Adult age is reduced by 33%.&lt;br /&gt;
** Gestation days reduced by 33%. (This does not include unfertilized egg layers.)&lt;br /&gt;
** Reduced toxic fallout buildup by 50%.&lt;br /&gt;
* Animal filth rate is no longer a virtual stat calculated from body size and petness. Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier.&lt;br /&gt;
* Increased meat yields by 30%.&lt;br /&gt;
* Damaged corpses give 33% less meat and leather amounts.&lt;br /&gt;
* Animals can be assigned to animal beds. These beds can be designated as medical.&lt;br /&gt;
* Releasing a bonded animal has a negative effect on mood, similar to slaughtering.&lt;br /&gt;
* Added a new category to pawn stats: Animal productivity. This category contains information pertaining to animal goods.&lt;br /&gt;
* Traders that sell animals try to generate with at least one pair of core farming animals.&lt;br /&gt;
&lt;br /&gt;
=== Combat, weapons, gear ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - &lt;br /&gt;
&lt;br /&gt;
* Grenade users are more aware of grenades they’ve thrown and do not run forward into them.&lt;br /&gt;
* When a pawn is drafted while eating from inventory they will return the food to their inventory.&lt;br /&gt;
* Pawns can take medicine into their inventory.&lt;br /&gt;
* Reduced building killed leavings from 50% to 25%. Reduce deconstruct leavings from 75% to 50%. This doesn't affect various special buildings like mech cluster condition causers.&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - &lt;br /&gt;
&lt;br /&gt;
* Drafted pawns can be ordered to repair buildings. This is separate from the &amp;quot;prioritize&amp;quot; order.&lt;br /&gt;
* On the health tab, hovering over a specific hediff (or group of similar hediffs) provides two tooltips. One for the body part and one for the hediff.&lt;br /&gt;
* Hediff tooltips of grouped hediffs are now separated from each other.&lt;br /&gt;
* Hediff stages can now override hediff labels.&lt;br /&gt;
* Hediff tooltips of grouped hediffs are now separated from each other.&lt;br /&gt;
* Pawn growth is proportional to body resource growth speed. For example, underfed pawns grow more slowly.&lt;br /&gt;
* Rooms are no longer considered barracks if all of the pawns living in the room are in the same “love cluster”, meaning they share a spouse or lover with another pawn in the bedroom.&lt;br /&gt;
* Pawn passion generation now applies a random (gaussian) offset to how many passions are generated. The number of passion types for every pawn is totally randomized, and then these passions are applied to the pawn’s existing highest skills. Older pawns no longer have far more passions than young pawns.&lt;br /&gt;
* Changed the &amp;quot;Want to sleep with x&amp;quot; thought to &amp;quot;Sleeping alone&amp;quot;. Sharing a bed with any lover or spouse will prevent this thought.&lt;br /&gt;
* On a pawn’s gear tab, equipped utility items (shock lance, jump pack, etc.) are listed under “other equipment”.&lt;br /&gt;
* Assigning pawns to beds updates the room role, if possible.&lt;br /&gt;
* Drafted pawns can be ordered to carry another downed pawn. The pawn can be dropped on command.&lt;br /&gt;
* Recruit difficulty and resistance refactor. Removed concept of “resistance chance” for recruitment attempts. Added initial resistance range to pawnKindDef.&lt;br /&gt;
* Pawns with the “Cannibal’ trait no longer dislike killing prisoners or harvesting their organs. They also get a mood buff from wearing human leather apparel, and an opinion boost from other cannibals while wearing human leather apparel.&lt;br /&gt;
* Non-cannibals dislike those that wear human leather apparel.&lt;br /&gt;
* When a colonist with Bloodlust harvests an organ, they receive a “Bloodlust organ harvest +4” mood boost lasting 4 days.&lt;br /&gt;
* Pawns in an aggro mental state no longer just start panic fleeing when their group is dying off in combat.&lt;br /&gt;
* Smoothed out addiction chances based on the pawn’s tolerance.&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - &lt;br /&gt;
&lt;br /&gt;
* Optimized caravan automatic food selection.&lt;br /&gt;
* Caravan speed: Caravan speed solely depends on carried mass, ridden animals, and terrain movement difficulty. Pawn speed no longer impacts caravan speed. Some animals (horses, donkeys, dromedaries) can be ridden by caravan members which boosts caravan speed. Downed pawns do not slow caravans down, but you still need at least one non-downed non-slave to operate the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - &lt;br /&gt;
&lt;br /&gt;
* Refactored incident selection. The system first selects whether or not to increase colony population, then finds an incident matching the selection.&lt;br /&gt;
* Quests on the historical tab now have a tint to indicate if they were completed, expired, or failed.&lt;br /&gt;
* Room fog reveal occurs when a door is approximately 50% open, rather than when a door is approached.&lt;br /&gt;
* Improved feedback on the work table. The tooltip explains why a pawn is unwilling to do a specific type of work.&lt;br /&gt;
* Added text to describe the resulting links when placing linkable buildings (such as beds, dressers, end-tables).&lt;br /&gt;
* Buildings that are not standable and do not have a surface type have items and pawns moved off their blueprints before construction.&lt;br /&gt;
* Build designators no longer default to def-defined default if there is none of that type of resource on the map.&lt;br /&gt;
* Prevented important ingredient dilution when stacking/merging meals. Stacking is prohibited between meals with and without human meat.&lt;br /&gt;
* Saving is temporarily disabled while selecting a world tile at the beginning of the game.&lt;br /&gt;
* Added debug setting: Never force normal speed.&lt;br /&gt;
* Added a Thing category for wool.&lt;br /&gt;
* maintenanceCostFactor has a minimum of 1%.&lt;br /&gt;
* Balanced distant fight points adjustment and pawn combat points.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments: Royalty ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - &lt;br /&gt;
&lt;br /&gt;
* The bestowing ceremony is now a gathering that everyone can attend.&lt;br /&gt;
* Pawns lent to another faction have their wounds tended more competently.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - &lt;br /&gt;
&lt;br /&gt;
* Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.&lt;br /&gt;
* Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for animals.&lt;br /&gt;
* Fix: Trade Caravans will approach the colony Anima tree and shrines as a gathering point for trade, rather than the colony itself if they enter the colony map closer to anima tree.&lt;br /&gt;
* Fix: Monument quests aren’t failed after the map is removed.&lt;br /&gt;
* Fix: Calling a shuttle is blocked when an item blocks its interaction spot.&lt;br /&gt;
* Fix: Setting prisoners’ food restriction to &amp;quot;Nothing&amp;quot; will make colonists feed them ambrosia and beer.&lt;br /&gt;
* Fix: Using the “change material” button on weapon info cards does not update stat readout.&lt;br /&gt;
* Fix: In peaceful mode, refugee quests can have the refugees betray and attack you.&lt;br /&gt;
* Fix: Brawler guards can still arrive with ranged weapons. &lt;br /&gt;
* Fix: If a pawn has no weapon, the hotkey for a melee attack is H. When the pawn is given a melee weapon, the hotkey changes to B.&lt;br /&gt;
* Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.&lt;br /&gt;
* Fix: Psychoid leaves, ambrosia, smokeleaf leaves and raw hops can be selected as food for caravans.&lt;br /&gt;
* Fix: Stun psycast does not interrupt minigun salvo.&lt;br /&gt;
* Fix: Requested aid would not join in fights (or it would take a long time for them to join) if there were no awake hostiles when the aid spawned.&lt;br /&gt;
* Fix: Animals that are assigned to follow during field work wait until the end of their current job to do so.&lt;br /&gt;
* Fix: Hospitality refugee quest can fail if the player attempts to arrest a refugee in an aggro mental state.&lt;br /&gt;
* Fix: Trade caravans will approach the colony anima tree and shrines as a gathering point for trade, rather than the colony proper if they enter the colony map closer to an anima tree.&lt;br /&gt;
* Fix: Bestowing quest doesn’t give the correct information if the pawn doesn’t have an assigned throne.&lt;br /&gt;
* Fix: Word of Joy counts as a hostile act.&lt;br /&gt;
* Fix: Pawn having a mental break on entering a hostile map is drafted.&lt;br /&gt;
* Fix: Pawn having a mental break on caravan is drafted upon entering a map.&lt;br /&gt;
* Fix: Some monument buildings have enclosed floored areas.&lt;br /&gt;
* Fix: Lent pawns tended to horribly by the host faction.&lt;br /&gt;
* Fix: Too much honor for Yeoman ceremony : ceremony failed - impossible to gain the yeoman psylevel.&lt;br /&gt;
* Fix: Bestower can social fight and die while waiting for ceremony. Don't make the bestower faction hostile if he was guilty.&lt;br /&gt;
* Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1.&lt;br /&gt;
* Fix: Rescue shuttle lands on crashed shuttle and wipes it.&lt;br /&gt;
&lt;br /&gt;
== Update 1.2.2753 ==&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - &amp;lt;s&amp;gt;When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.&amp;lt;/s&amp;gt; DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - We now automatically add appropriate bedrolls to caravan.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Added a warning confirmation for calling for resources that would cause the caravan to be immobile.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Allow quick loading via permit shuttle from non-home maps with no hostiles.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Make pawns count as guilty while in aggro mental state.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Food and medicine renamed to travel supplies&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Apparel with utility now has a score offset to make AI more likely to automatically wear it.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Colonists and pack animals unload inventory automatically once farskipped to a player home map.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Added quest look target when bestowing ceremony cannot be accepted due to threat.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - &amp;lt;s&amp;gt;Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.&amp;lt;/s&amp;gt; Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Member stripped goodwill penalty increased from 10 to 40.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Colonist with a sick thought won't meditate at all.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Rescuing downed noble ends shuttle rescue [[quest]].&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Meditation preventing pawn from attending a gathering or giving speech.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Condition causer can be spawned ontop of power conduits (wiping them).&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: If the &amp;quot;Insect spawning rate&amp;quot; custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Animals refusing to eat reachable food when restricted to an area.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Can't rescue invisible colonists.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Sick pawns falling out of bed because of trying to do meditation for joy&lt;br /&gt;
&lt;br /&gt;
== Version/1.2.2719 ==&lt;br /&gt;
===New stuff: Base game===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).&lt;br /&gt;
&lt;br /&gt;
=== New stuff: Royalty expansion ===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments ===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Underground resources readout now shows what resource is in each underground cell and how many there are.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Quest helpers no longer spawn with the greedy trait.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Sort transporter contents list so humans are unloaded first, followed by animals, then by items.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Joy meditation can cause pawns to fall out of bed.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Many neural heat gizmos shown if many psycasters are selected.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns interrupting their throne meditation for other jobs.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: LOS calcs for purpose of royal aid don't match LOS for guns.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawn can get random [[inspiration]] while not capable of being conscious.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Peace talks can generate for factions with goodwill rewards disabled. &amp;lt;!-- That turning off goodwill rewards outright disables peace talks should be explicitly mentioned in the text --&amp;gt;&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Banishing quest lodgers causes &amp;quot;banished&amp;quot; thoughts.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Psylink counts as an artificial part for a [[traits#transhumanist|transhumanist]].&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns not gaining comfort from throne while meditating.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawn in cryptosleep requires bedroom.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Some [[raid]] pawn kind defs allow Brawler trait while having ranged weapons.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: It's possible to use doors as electricity-less coolers.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: [[Mechanoids]] not waking up if you [[Psycasts#skip|skip]] them.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Wild men who are incapable of violence can hunt animals for food.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: [[Shuttle]]s sometimes land on natural roofs.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Some enemies spawn with [[smoke launcher]]s who shouldn't.&lt;br /&gt;
&lt;br /&gt;
== Version/1.1.2654 ==&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.&lt;br /&gt;
&lt;br /&gt;
=== Tuning ===&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - &amp;lt;s&amp;gt;Double the rate of nuzzling by animals to buff mood-oriented pets.&amp;lt;/s&amp;gt; Already done. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 08:13, 22 September 2021 (UTC)&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Extend the thought for when you buried someone in a sarcophagus.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reduce monument sizes about 15%.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Toxic fallout: Reduce base chance from 0.14 to 0.12.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reduce chance for diseases in caravans by 4x.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Min market value for neuroformer quest rewards reduced from 720 to 600. &lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reduced the selection weight of hostile factions as quest askers to 15%.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Disabled paralysis in hospitality quests.&lt;br /&gt;
&lt;br /&gt;
== 1.1 Update ==&lt;br /&gt;
* [[Version/1.1.0]] -&lt;br /&gt;
&lt;br /&gt;
Here we go again. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 06:24, 17 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== New features ===&lt;br /&gt;
* Added heatstroke alert for colonists and tame animals.&lt;br /&gt;
* Added fertility overlay, which shows terrain fertility in an easy-to-see way.&lt;br /&gt;
* Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.&lt;br /&gt;
* Added an option to choose which kinds of letters pause the game.&lt;br /&gt;
* Added recipes to burn entire stacks of drugs at once.&lt;br /&gt;
* Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.&lt;br /&gt;
&lt;br /&gt;
=== Adjustments ===&lt;br /&gt;
* Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.&lt;br /&gt;
* Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.&lt;br /&gt;
* Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.&lt;br /&gt;
* Trade interface now shows the next restock time for settlements.&lt;br /&gt;
* Open caskets now look different from closed ones.&lt;br /&gt;
* Colonists attending a party gain recreation value.&lt;br /&gt;
* Player can now inspect the contents of cryptosleep caskets on a new tab.&lt;br /&gt;
* Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).&lt;br /&gt;
* Rebalanced mechanoid bodypart coverages&lt;br /&gt;
* Tattered apparel and unhappy nudity alerts now shows how many are affected.&lt;br /&gt;
* Smelting, burning and destruction review. Can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.&lt;br /&gt;
* Placing turrets now shows min and max range, not just max range.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.&lt;br /&gt;
* Fix: Manhunting animals could attack doors without seeing anyone going through them.&lt;br /&gt;
* Fix: Corpses wouldn’t create corpse bile.&lt;br /&gt;
* Fix: Colonists could play horseshoes from a different room.&lt;br /&gt;
* Fix: Can’t give a rescued addict their drug without angering their faction.&lt;br /&gt;
* Fix: Prisoner gets mood debuff when colonist euthanized.&lt;br /&gt;
* Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.&lt;br /&gt;
* Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.&lt;br /&gt;
* Fix: Pawn with alcohol-induced brain damage are doomed to die.&lt;br /&gt;
* Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.&lt;br /&gt;
* Fix: Crashed ship parts that land on bridges are instantly destroyed&lt;br /&gt;
* Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.&lt;br /&gt;
* Fix: Insects can be tamed and hunted after their hives are destroyed.&lt;br /&gt;
* Fix: Power conduit graphic does not display properly on top of grave.&lt;br /&gt;
* Fix: Manhunter pack incident not working on high wealth or difficulty.&lt;br /&gt;
* Fix: Military commissar backstory missing Social bonus.&lt;br /&gt;
* Fix: Allies can sometimes push player pawns out of cover during combat.&lt;br /&gt;
* Fix: Player can start with pets his pawns can’t keep tame.&lt;br /&gt;
&lt;br /&gt;
== Beta 19/1.0 Update ==&lt;br /&gt;
Like before, a list of changes that need to be added. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== New features ===&lt;br /&gt;
* Improved caravaning:&lt;br /&gt;
** Added Caravan tab with caravan loading progress&lt;br /&gt;
** Redesigned &amp;quot;Form caravan&amp;quot; window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better&lt;br /&gt;
** Added &amp;quot;Remove from caravan&amp;quot; command: remove people or animals from the caravan even if it hasn't left the map yet&lt;br /&gt;
** Added &amp;quot;Load into caravan&amp;quot; right-click option: designate extra items to be picked up by the caravan before leaving&lt;br /&gt;
* New designators: Mass-forbid and unforbid&lt;br /&gt;
* New type of attack: Kick sand/water in eyes&lt;br /&gt;
* You can now smooth natural rough rock walls into high-quality walls&lt;br /&gt;
* Added &amp;quot;Show what will buy&amp;quot; window which shows all items a trader will buy&lt;br /&gt;
* Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed&lt;br /&gt;
* Checkboxes are now &amp;quot;paintable&amp;quot;: you can mass-select all checkboxes by clicking and dragging the mouse over them&lt;br /&gt;
* Colonists now opportunistically haul things while working if their current target is roughly in the same direction&lt;br /&gt;
* It's now possible to mass-cancel all designations with a designator's right-click menu&lt;br /&gt;
* It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu&lt;br /&gt;
* You can now drag and reorder colonists in the colonist bar&lt;br /&gt;
* Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.&lt;br /&gt;
&lt;br /&gt;
=== Adjustments ===&lt;br /&gt;
* Doctors can draw medicine from the same stack at the same time&lt;br /&gt;
* Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)&lt;br /&gt;
* Insects will no longer attack the colony when harmed by raiders&lt;br /&gt;
* Hives will no longer spawn close to enemy bases&lt;br /&gt;
* No more random deaths from meteorites falling on colonists&lt;br /&gt;
* Caravan members now slowly gain social recreation when the caravan is not moving&lt;br /&gt;
* It's no longer possible to build roof over trees&lt;br /&gt;
* Plant cut/harvest time now depends on the plant's growth&lt;br /&gt;
* Adjusted doctors and patients work priorities a bit so they do urgent work first&lt;br /&gt;
* Most crafting benches are now uninstallable and reinstallable&lt;br /&gt;
* Ores mined by non-colonists (e.g. insects) now spawn forbidden&lt;br /&gt;
* Animals' melee damage now scales with life stage&lt;br /&gt;
* Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one&lt;br /&gt;
* Pets and bonded animals no longer disturb sleep&lt;br /&gt;
* When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave&lt;br /&gt;
* Enemies no longer use single use rocket launchers during caravan ambushes&lt;br /&gt;
* Various floors now require research. &lt;br /&gt;
* Projectile impacts now wake up nearby people and animals&lt;br /&gt;
* Explosive weapons now explode when set on fire&lt;br /&gt;
* Improved following behavior so animals following their master will now try to stay close to him&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
* Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.&lt;br /&gt;
* World quest destinations appear 10% closer to the player bases.&lt;br /&gt;
* Table search radius 25 -&amp;gt; 32&lt;br /&gt;
* The “expectations” thoughts progress more rapidly.&lt;br /&gt;
* Wounds are 50% less likely to become permanent scars.&lt;br /&gt;
* Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.&lt;br /&gt;
* Small adjustments to some [[biome]] [[disease]] frequencies and animal densities&lt;br /&gt;
* Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.&lt;br /&gt;
* Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.&lt;br /&gt;
* Increased base infection chances.&lt;br /&gt;
&lt;br /&gt;
==== Plants ====&lt;br /&gt;
* Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.&lt;br /&gt;
&lt;br /&gt;
==== Animal ====&lt;br /&gt;
* Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.&lt;br /&gt;
* Adjusted many animal market values and movement speeds.&lt;br /&gt;
* Animals leather amount increased 50% across the board&lt;br /&gt;
* Animal train chance reduced 25%.&lt;br /&gt;
* Animal train chance wildness factor range: 0.05~2.00 -&amp;gt; 0.50~1.50.&lt;br /&gt;
&lt;br /&gt;
== Updates needed before 1.0 ==&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
Since the contents of this section are a bit harder to document and not as relevant to the majority of people visiting the wiki, I will put a collapse here for the time being.&lt;br /&gt;
{{Collapse|&lt;br /&gt;
*Modders can now add “def modifiers” which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others’ changes (unless they change the same field, of course).&lt;br /&gt;
*Information on how to use def modifiers is in this forum thread: [[https://ludeon.com/forums/index.php?topic=32735.0 https://ludeon.com/forums/index.php?topic=32735.0]]&lt;br /&gt;
*Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).&lt;br /&gt;
*GUI tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the UI.&lt;br /&gt;
*Increasing skill relevance&lt;br /&gt;
*Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.&lt;br /&gt;
*Work tab boxes are easier to identify skill level for visually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki maintenance]]&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=147553</id>
		<title>Remote shielder</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=147553"/>
		<updated>2024-07-06T03:42:09Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: It's a start- will flesh out the page more once I've done more testing, then on to the remote repair page. Image added when approved by moderation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=General. Mechanics}}&lt;br /&gt;
{{Image wanted|reason=Ability gizmo icon}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Remote shielder&lt;br /&gt;
| image = Health item prosthetic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = &lt;br /&gt;
| description = An implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.&amp;lt;br/&amp;gt;Placing a shield at a distance requires a substantial amount of energy. It can be used to save a mech at a critical moment.&amp;lt;br/&amp;gt;This implant can be self-installed in the same way as the mechlink.&amp;lt;br/&amp;gt;This implant can be installed up to 3 times to increase its range and shield energy.&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Powerfocus chip&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = &lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue  = 1200&lt;br /&gt;
| thingCategories = BodyPartsMechtech&lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
'''Remote shielders''' are [[artificial body parts]] and upgrades to a [[mechanitor]]s [[Mechlink]] added by the [[Biotech DLC]]{{BiotechIcon}} that allow a mechanitor to remotely create a shield around their [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Remote shielders can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Shield mechanics - see [[Shield belt#Summary]] for example of necessary detail/information}} &lt;br /&gt;
{{Quote|''Remotely project a personal defense shield onto a mech. The shield stops incoming damage, but also prevents shooting out, so this can be useful even when cast on enemies. The mechanitor must continuously focus on the mech in order to maintain the shield.''|&amp;quot;Remote Shield&amp;quot; ability description}}&lt;br /&gt;
[[File:RW1.5_mech_remote_shield_icon.png]]&lt;br /&gt;
&lt;br /&gt;
Having at least 1 remote shielder installed gives access to the ''Remote Shield'' ability; it has no warmup time, no direct resource cost other than your mechanitor's full attention, and when the shield is broken or cancelled has a {{Ticks|300}} cooldown which starts as soon as mechanitor stops projecting the shield.&lt;br /&gt;
&lt;br /&gt;
Up to 3 remote shielders can be installed in each mechanitor's brain. Each installed shielder increases shield range and energy as follows:  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Num.&amp;lt;br&amp;gt;Shielders !! Shield range&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt; !! Shield energy !! Damage capacity &lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 7.9 ||  75 || {{#expr:75/3}}{{Check Tag|Verify|Does this work the same as shield belts?}}&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 13.9 || 150 || {{#expr:150/3}}{{Check Tag|Verify|Does this work the same as shield belts?}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 19.9 || 225 || {{#expr:225/3}}{{Check Tag|Verify|Does this work the same as shield belts?}}&lt;br /&gt;
|}&lt;br /&gt;
=== Installation ===&lt;br /&gt;
&lt;br /&gt;
Unlike most medical implants, the remote shielder is not installed via an [[operation]] and instead can be painlessly self-installed by a conscious mechanitor in about 2 seconds. Simply right click on the item on the ground and click &amp;quot;Implant remote shielder&amp;quot; or &amp;quot;Upgrade remote shielder to level X&amp;quot; if one has already been installed. A max of 3 can be installed on any one mechanitor and cannot be uninstalled. If the mechanitor dies by any means and is resurrected all upgrades will be preserved, but if the mechlink is extracted to be installed in another pawn, all upgrades to the Mechlink will be lost. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
The shield itself is nearly identical to the shield from a [[Shield belt]] equipped by a pawn in that it blocks incoming projectiles and prevents damage at a rate of 3.3 energy for every 1 point of damage{{Check Tag|Verify|I took this off the shield belt page with no further verification}}, prevents the mech from shooting outward, is disabled by an EMP (which will stun the mech at the same time), and prevent the mech from being staggered. Unlike the shield belt it recharges extremely slowly but makes up for it with the ability to be quickly recast after a short cooldown and it's overall large capacity- at level one it's slightly lower than a poor quality shield belt but at level 2 it is comparable to an excellent belt, and at level 3 it compares to a legendary shield belt. The single-size bubble is much larger to visually accommodate larger mechs.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Increased the health of the mechanitor's remote shielder ability to 75/150/225 {{Check Tag|From?|What was the value before the change?}}&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>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:RW1.5_mech_remote_shield_icon.png&amp;diff=147542</id>
		<title>File:RW1.5 mech remote shield icon.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:RW1.5_mech_remote_shield_icon.png&amp;diff=147542"/>
		<updated>2024-07-06T03:37:08Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: Mechanitor remote shield icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Mechanitor remote shield icon&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:RW1.5_mech_remote_repair_icon.png&amp;diff=147539</id>
		<title>File:RW1.5 mech remote repair icon.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:RW1.5_mech_remote_repair_icon.png&amp;diff=147539"/>
		<updated>2024-07-06T03:38:09Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: Mechanitor remote repair icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Mechanitor remote repair icon&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=147484</id>
		<title>Artificial body parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=147484"/>
		<updated>2024-07-04T06:57:49Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: /* Body Modders and Purists */ This could have been a very simple +/- per enhancement, but no, body purist just has to be special. Also elaborated on what is considered an enhancement, plus exemptions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{imagemargin|[[File:artificial_preview.png|right]]|30px}}'''Artificial body parts''' are - as the name would imply - non-organic body parts that exist with the purpose of replacing a missing or damaged body part. There are a variety of different body parts that can be prosthetically replaced in/on pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. &lt;br /&gt;
&lt;br /&gt;
Most prostheses fall loosely under one of several categories based on tech-level and [[research]]:&lt;br /&gt;
&lt;br /&gt;
* Neolithic/Medieval: Crude wooden replacements, but better than nothing&lt;br /&gt;
* [[Prosthetics]]: &amp;quot;Modern&amp;quot; replacements that are still inferior to their natural human limb/organ, or specialized parts that come with some drawback.&lt;br /&gt;
* [[Bionics]]: futuristic replacements, better than the original, or exact replicas that are immune to health issues.&lt;br /&gt;
* [[Archotech]]: ultimate, futuristic replacements which cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
In many cases, there is not an equivalent part for every tech level - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. In the case of implants, they are usually available in one form only.&lt;br /&gt;
&lt;br /&gt;
== Comparison to Flesh ==&lt;br /&gt;
Artificial parts offer some benefits over regular, fleshy counterparts:&lt;br /&gt;
&lt;br /&gt;
* They are immune to certain health conditions. None can be [[Infection|infected]] or scarred, while health conditions like [[cataract]]s, [[bad back]]s, and [[heart attack]]s are prevented, depending on the part.&lt;br /&gt;
* Injuries to artificial body parts do not cause [[pain]].&lt;br /&gt;
&lt;br /&gt;
Like organic body parts, artificial parts heal naturally over time, and will be destroyed if the part reaches 0 health.&lt;br /&gt;
&lt;br /&gt;
== Body Modders and Purists ==&lt;br /&gt;
Pawns with the [[Body modder]] or [[Body purist]] [[Traits]] will either get a [[Mood]] bonus or penalty depending on how many artificial body parts they have, if any at all, while also gaining different [[Social]] opinions of other pawns, depending on if they also have artificial parts installed. Nearly every single artificial enhancement installed on a pawn is counted- from a peg leg, organ replacements, [[Royalty]]'s{{RoyaltyIcon}} glandular enhancements (healing enhancer, immunoenhancer), archotech body parts, and a [[Mechlink]]{{BiotechIcon}}. The only enhancements not considered by either trait is any levels of [[Psylink]]{{RoyaltyIcon}} and upgrades used by a Mechanitor beyond the mechlink. No clothing or equipment item  is counted, specifically Eltex gear or any psychically active [[Persona weapon]]{{ideologyIcon}}. An implanted [[xenogerm]]{{BiotechIcon}} will be counted as one single enhancement no matter how complex the xenogerm is. {{Check Tag|Anomaly body parts?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of&amp;lt;br&amp;gt;Enhancements !! Body Modder !! Body Modder&amp;lt;br&amp;gt;Opinion of Others !! Body Purist !! Body Purist&amp;lt;br&amp;gt;Opinion of Others&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| {{--|4}} ||  0 ||  0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| {{+|4}}||{{+|8}}  ||  {{--|10}}||{{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| {{+|7}}||{{+|16}}  ||  {{--|15}}||{{--|16}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| {{+|9}}||{{+|24}}  ||  {{--|20}}||{{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| {{+|11}}||{{+|32}}  ||  {{--|25}}||{{--|32}}&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| {{+|12}}||{{+|40}}  ||  {{--|30}}||{{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
! 6 &lt;br /&gt;
| {{+|13}}||{{+|40}}  ||  {{--|35}}||{{--|40}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Installation and Removal ==&lt;br /&gt;
There are two types of artificial parts: implants and prosthetics.  Implants are attached to the natural flesh body part, while prosthetics are replacements that require the original to be removed.&lt;br /&gt;
&lt;br /&gt;
Installing artificial body parts requires medical skill, with a minimum of 3 for wooden parts up to a minimum of 5 for implants.  Parts can be installed regardless of if they have been researched, as the research is only required to manufacture the parts.&lt;br /&gt;
&lt;br /&gt;
Most prosthetics and implants can be uninstalled freely to retrieve the item back, with the exception of [[joywire]]s, [[mindscrew]]s and [[death acidifier]]s. Artificial parts cannot be uninstalled from corpses, with the exception of the [[mechlink]]{{BiotechIcon}} which can ONLY be removed from corpses.&lt;br /&gt;
&lt;br /&gt;
Artificial body parts cannot be installed on [[babies]],{{BiotechIcon}} but can be installed on [[children]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Part Compatibility ===&lt;br /&gt;
Most implants are compatible with all other implants with the exception of skin glands. However, prosthetic parts cannot have other prosthetic parts or implants installed on them; a [[bionic arm]] cannot have a [[field hand]] prosthetic or [[elbow blade]] implant attached.&lt;br /&gt;
&lt;br /&gt;
== Head ==&lt;br /&gt;
=== Brain ===&lt;br /&gt;
All brain implants are compatible and can be installed at once, even if their effects cancel each other out.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Joywire]] || Implant || &lt;br /&gt;
* +30 mood buff&lt;br /&gt;
* -20% Consciousness&lt;br /&gt;
* Cannot be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Painstopper]] || Implant ||&lt;br /&gt;
* Pain x0%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian assistant]] || Implant || &lt;br /&gt;
* -20% Rest fall rate (awake longer)&lt;br /&gt;
* Susceptible to [[Ailments#Brain_shock|brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian half-cycler]] || Implant || &lt;br /&gt;
* Never sleep&lt;br /&gt;
* -15% Consciousness&lt;br /&gt;
* Susceptible to [[Ailments#Brain_shock|brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Learning assistant]] || Implant || &lt;br /&gt;
* Global Learning Factor +20% &lt;br /&gt;
* Susceptible to [[Ailments#Brain_shock|brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Mindscrew]] || Implant || &lt;br /&gt;
* +20% pain &lt;br /&gt;
* Cannot be removed&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Neurocalculator]] || Implant || &lt;br /&gt;
* Research Speed + 20% &lt;br /&gt;
* Susceptible to [[Ailments#Brain_shock|brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic harmonizer]] || Implant || &lt;br /&gt;
* This pawn's mood affects others nearby &lt;br /&gt;
* Effect scales with both implantee and target [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic reader]] || Implant || &lt;br /&gt;
* Negotiation Ability +50% &lt;br /&gt;
* [[Trade Price Improvement]] +10% &lt;br /&gt;
* Both effects scale with [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic sensitizer]] || Implant || &lt;br /&gt;
* Psychic Sensitivity +25% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech eye]] || Prosthetic ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic eye]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ears ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic ear]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochlear implant]] || Prosthetic ||&lt;br /&gt;
* 65% efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nose ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic nose]] || Prosthetic{{ref label|Nose|1}} || &lt;br /&gt;
* Beauty +1 &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Gastro-analyzer]] || Implant || &lt;br /&gt;
* Cooking speed +5.0&lt;br /&gt;
|}&lt;br /&gt;
{{note|Nose|1}} The aesthetic nose can be installed when a nose is missing, but has a remove option similar to implants. This allows it to leave behind a fully healed nose when uninstalled, even if the nose was missing before it was installed.&lt;br /&gt;
=== Mouth ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Denture]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* cannot have a tongue&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic jaw]] || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic tongue]] || Prosthetic{{ref label|Tongue|1}} || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom fangs]] || Implant || &lt;br /&gt;
* toxic bite attack:&lt;br /&gt;
:- 15 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 22% Armor Penetration&lt;br /&gt;
:- Toxic buildup in enemy&lt;br /&gt;
|}&lt;br /&gt;
{{note|Tongue|1}} The bionic tongue cannot be installed without a jaw, despite being able to have a natural tongue without a jaw.&lt;br /&gt;
&lt;br /&gt;
== Limbs ==&lt;br /&gt;
=== Arms ===&lt;br /&gt;
All arms except for the drill arm replace everything from the shoulder down.  The drill arm requires a functional shoulder to attach to.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech arm]] || Prosthetic || &lt;br /&gt;
* 150% Part efficiency&lt;br /&gt;
* 14 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 21% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic arm]] || Prosthetic || &lt;br /&gt;
* 125% Part efficiency&lt;br /&gt;
* 12 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic arm]] || Prosthetic ||&lt;br /&gt;
* 50% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Drill arm]] || Prosthetic || &lt;br /&gt;
* +70% Deep Drilling Speed&lt;br /&gt;
* +160% Mining Speed&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* stabbing attack:&lt;br /&gt;
:- 13 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 20% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Elbow blade]] || Implant || &lt;br /&gt;
* cut attack:&lt;br /&gt;
:- 18 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 27% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh tentacle]] || Mutation || &lt;br /&gt;
* 120% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
*- 1 beauty&lt;br /&gt;
* Inflicts {{Thought|desc=Get this thing off of me!|label=Flesh tentacle|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh whip]] || Mutation ||&lt;br /&gt;
* 20.5 damage cut&lt;br /&gt;
*- 1 beauty&lt;br /&gt;
* Inflicts {{Thought|desc=It never stops squirming. I hate it.|label=Flesh whip|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hands ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden hand]] || Prosthetic || &lt;br /&gt;
* 60% Part efficiency&lt;br /&gt;
* cannot punch &lt;br /&gt;
|-&lt;br /&gt;
| [[Power claw]] || Prosthetic ||&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Scratch attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 33% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Field hand]] || Prosthetic || &lt;br /&gt;
* Plant work speed + 160%&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* 9 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 13% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Hand talon]] || Implant || &lt;br /&gt;
* Scratch attack:&lt;br /&gt;
: 15 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom talon]] || Implant || &lt;br /&gt;
* toxic scratch attack:&lt;br /&gt;
:- 11 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration&lt;br /&gt;
:- Toxic buildup in enemy&lt;br /&gt;
|}&lt;br /&gt;
=== Legs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech leg]] || Prosthetic ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic leg]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic leg]] || Prosthetic ||&lt;br /&gt;
* 85% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg leg]] || Prosthetic ||&lt;br /&gt;
* 60% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden foot]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Knee spike]] || Implant || &lt;br /&gt;
* stab attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2.6 second attack&lt;br /&gt;
:- 38% Armor penetration&lt;br /&gt;
|}&lt;br /&gt;
== Body ==&lt;br /&gt;
=== Stomach ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic stomach]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Nuclear stomach]] || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 25%&lt;br /&gt;
* Food Poisoning chance x0%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Reprocessor stomach]]  || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 75%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Sterilizing stomach]] || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Food Poisoning chance x0% &lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass stomach]] || Mutation ||&lt;br /&gt;
* Food Poisoning chance x0%&lt;br /&gt;
* Pain +8%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organs ===&lt;br /&gt;
Pawns require their heart and liver, and at least 1 kidney and 1 lung to survive.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart]] || Heart (natural) || &lt;br /&gt;
* Pumps blood through the body&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic heart]] || Heart (prosthetic) || &lt;br /&gt;
* 125% Efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic heart]] || Heart (prosthetic) ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Kidney]] (x2)|| Kidney (natural) || &lt;br /&gt;
* Filters toxins and pathogens from blood&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Immunoenhancer]] || Kidney implant || &lt;br /&gt;
* +8% [[Immunity Gain Speed]]&lt;br /&gt;
* can be installed on both kidneys&lt;br /&gt;
|-&lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier kidney]] || Kidney (prosthetic) ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 50% [[Toxic Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Liver]] || Liver (natural) || &lt;br /&gt;
* Filters toxins from the blood&lt;br /&gt;
|-&lt;br /&gt;
| [[Lung]] (x2)|| Lung (natural) || &lt;br /&gt;
* Transfers gasses from the air to the blood&lt;br /&gt;
|- &lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier lung]] || Lung (prosthetic) ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 60% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
All skin implants are mutually exclusive and cannot be installed together.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Toughskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +10%&lt;br /&gt;
* Armor - Heat +30%&lt;br /&gt;
* Armor - Sharp +35%&lt;br /&gt;
* Movement x 95%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Armorskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +20%&lt;br /&gt;
* Armor - Heat +40%&lt;br /&gt;
* Armor - Sharp +52%&lt;br /&gt;
* Beauty -1.0&lt;br /&gt;
* Moving x 90%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Stoneskin gland]] || Implant || &lt;br /&gt;
* Armor - Blunt +30%&lt;br /&gt;
* Armor - Heat +50%&lt;br /&gt;
* Armor - Sharp + 70%&lt;br /&gt;
* Beauty -2.00&lt;br /&gt;
* Movement x 85%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Torso ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Death acidifier]] || Implant ||&lt;br /&gt;
* Destroys all carried gear upon death&lt;br /&gt;
* Cannot be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic spine]] || Prosthetic ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Prevents [[Bad back]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Healing enhancer]] || Implant || &lt;br /&gt;
* Natural Healing Factor x 150%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic shaper]] || Implant || &lt;br /&gt;
* +1 Beauty &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Coagulator]] || Implant || &lt;br /&gt;
* Total bleed factor 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Love enhancer]] || Implant || &lt;br /&gt;
* Provide more joy to romantic partners &lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Revenant Vertebrae]] || Prosthetic ||&lt;br /&gt;
*100% efficiency&lt;br /&gt;
*Prevents Bad back&lt;br /&gt;
*Grants [[Revenant Invisibility]] ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Artificial body part system added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Body Part|#Artificial body parts]]&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_recharger&amp;diff=147422</id>
		<title>Mech recharger</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_recharger&amp;diff=147422"/>
		<updated>2024-07-04T07:06:55Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason= General. Also ensure parity with [[Large mech recharger]]}}&lt;br /&gt;
{{See also|Large mech recharger}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Mech recharger&lt;br /&gt;
| image = BasicRecharger south.png&lt;br /&gt;
| description = Lightweight mechanoids can recharge here. During recharge, this recharger produces toxic wastepacks and stores them internally. Haulers must remove the wastepacks from time to time.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = &lt;br /&gt;
| minifiable = False&lt;br /&gt;
| size = 3 * 1&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 150&lt;br /&gt;
| beauty = &lt;br /&gt;
| mass base = 25&lt;br /&gt;
| power = -200&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| research = Basic mechtech&lt;br /&gt;
| work to make = 8000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 125&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
'''Mech rechargers''' are [[buildings]] added by the [[Biotech DLC]] that allow the recharging of light [[mechanoids]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Mech rechargers can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Mech rechargers constantly require 200 W of direct, electrical [[power]], even when not actively recharging a mech. They are placed on the ground and can't be minified, or uninstalled.&lt;br /&gt;
&lt;br /&gt;
Mech rechargers can recharge light [[mechanoid]]s. This includes:&lt;br /&gt;
* [[Militor]]&lt;br /&gt;
* [[Lifter]]&lt;br /&gt;
* [[Constructoid]]&lt;br /&gt;
* [[Fabricor]]&lt;br /&gt;
* [[Agrihand]]&lt;br /&gt;
* [[Cleansweeper]]&lt;br /&gt;
* [[Paramedic]]&lt;br /&gt;
&lt;br /&gt;
A recharger gives the mechanoid 50% of their ''power need'' per day. This accumulates the recharger's waste meter. When a recharger is full of waste, a hauler can pick up 5 [[toxic wastepack]]s from the recharger. The exact amount of waste technically depends on the mechanoid, but all light mechanoids excrete 5 wastepacks. The existence of waste does not stop the recharger.&lt;br /&gt;
&lt;br /&gt;
Suitable mechs will seek a recharger once reaching a configurable amount of charge, and a [[mechanitor|control group]] of mechs can be commanded to recharge (or avoid recharging) at will.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As active mechs use 10% of their power per day, and this structure recharges at a rate of 50% per day, theoretically a single mech recharger can support ''five'' always-active mechs. In practice this number will always be lower due to non-optimal utilization, but you can comfortably have several times fewer mech rechargers than mechs. &lt;br /&gt;
&lt;br /&gt;
For colonies that utilize mostly combat mechs, which often spend most of their time dormant and self charging, this ratio can be even better. Dormant mechs recharge at a rate of 1% per day, meaning that combat mechs can be left without using a recharger at all except when heavily damaged and repaired.&lt;br /&gt;
&lt;br /&gt;
Repaired mechs can then use the recharger on an as needed basis. The final ratio of rechargers to mechs will depend on your raid frequency and the frequency with which your mechs get damaged, but is almost always significantly less than always active mechs.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Mech charger exceeding 100% full of waste if partially emptied.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Infinite loop of hauling mech to charger outside the mech's allowed area.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y7vn1hjkogmngo5g&amp;topic_postId=y7w3vl7n8mgzkrwk&amp;topic_revId=y7w3vl7n8mgzkrwk&amp;action=single-view</id>
		<title>Topic:Y7vn1hjkogmngo5g</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y7vn1hjkogmngo5g&amp;topic_postId=y7w3vl7n8mgzkrwk&amp;topic_revId=y7w3vl7n8mgzkrwk&amp;action=single-view"/>
		<updated>2024-07-04T07:03:12Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Falmingkitter&quot; class=&quot;mw-userlink&quot; title=&quot;User:Falmingkitter&quot;&gt;&lt;bdi&gt;Falmingkitter&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Falmingkitter&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Falmingkitter (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Falmingkitter&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Falmingkitter&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:Y7vn1hjkogmngo5g&amp;amp;topic_showPostId=y7w3vl7n8mgzkrwk#flow-post-y7w3vl7n8mgzkrwk&quot;&gt;commented&lt;/a&gt; on &quot;language feels biased in the wrong direction&quot; (&lt;em&gt;Please don&amp;#039;t worry about it, in fact if it&amp;#039;s easier for you, you can reject my edit and I&amp;#039;ll create a new version to fit around the other...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanitor&amp;diff=147421</id>
		<title>Mechanitor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanitor&amp;diff=147421"/>
		<updated>2024-07-04T03:45:26Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: /* Repair */  Stub removal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
'''Mechanitors''' (pronounced ''Mek-AN-it-TOR'')&amp;lt;ref&amp;gt;Tynan Sylvester Interview, Hot Potato 2022 [https://youtu.be/SaqYff8kEs8]&amp;lt;/ref&amp;gt; are pawns who have a [[mechlink]] installed and are used to create and control [[mechanitor#Allied mechanoids|friendly mechanoids]].&lt;br /&gt;
&lt;br /&gt;
== Mechlink ==&lt;br /&gt;
Colonists can become mechanitors through a [[mechlink]]. Mechlinks are self-installed implants, meaning a solo colonist can become a mechanitor. Multiple mechanitors may exist in a colony, and function normally. &lt;br /&gt;
&lt;br /&gt;
Other than [[Scenario system#The_Mechanitor|starting out]] with one, they can be obtained in the following ways:&lt;br /&gt;
* Destroying an [[ancient exostrider midsection]], which generates on most new maps. This allows you to call in a mechanoid ship, with the mechlink and some hostile mechanoids. Note that the Mechanitor starting [[scenario]] prevents the spawning of the exostrider by default.&lt;br /&gt;
* The &amp;quot;discovered mechanitor complex&amp;quot; quest, with hostile mechanoids guarding it.&lt;br /&gt;
&lt;br /&gt;
Either way, you will have to extract the mechlink from the long-dead [[corpse]] of an ancient mechanitor. They can also be extracted from your dead colonist mechanitors, assuming it isn't destroyed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[psychically deaf]] can't become mechanitors, and pawns that are [[Incapable|incapable of Smithing]] cannot gestate or repair mechs. Also, pawns with [[trauma savant]] can't summon a [[diabolus]] directly from the [[comms console]] and must summon them by using the &amp;quot;summon mech threat&amp;quot; button of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Mechanitors are required to control, build, and repair your [[Mechanitor#Allied mechanoids|allied mechanoid]]s. They are required to initiate the mech gestation processes, and at least one mechanitor must be present in order to work on mech-related [[research]]. Mechanitors are limited to controlling mechs they have enough bandwidth for (See [[#Bandwidth]] for detail). They can't tame mechanoids that are already hostile, even if they were once part of your colony.&lt;br /&gt;
&lt;br /&gt;
Mechanoids require [[power]] and create [[pollution]] when recharged normally.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid control ===&lt;br /&gt;
{{Stub|section=1|reason=Upon death or exceeding bandwidth, which go wild? Only enough to reduce bandwidth demand to less than current or all? If the former, is which are selected it predictable, and if so, which are selected?}} &lt;br /&gt;
Mechs are fully autonomous. Mechanoids assigned to work tasks have an effective [[Skill]] of 10, though most have a 50% [[Global Work Speed]], and some of them work even slower. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', and the control group as a whole can then be assigned to one of four orders:&lt;br /&gt;
&lt;br /&gt;
* '''Work''': Do available work tasks. Start charging after reaching a configurable % of power left (defaults to 5%).&lt;br /&gt;
* '''Escort''': Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left (defaults to 5%).&lt;br /&gt;
* '''Recharge''': Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.&lt;br /&gt;
* '''Dormant self-charging''': Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution. Mechs can be woken up again when they reach 15% energy.&lt;br /&gt;
&lt;br /&gt;
Control groups and orders may be changed, however the mechanitor must be controllable (not [[downed]] and not under a [[mental break]]), and their mechs are in the same map. If they are separated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders can not be changed. By default, a mechanitor has 2 control groups, but this can be increased through the use of [[control sublink]]s and the [[control pack]].&lt;br /&gt;
&lt;br /&gt;
Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move ''to'' spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while ''in'' said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.&lt;br /&gt;
&lt;br /&gt;
If the mechanitor dies or runs out of [[bandwidth]], mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc., and mechs with enough bandwidth are unaffected. After 1 game-day, or {{ticks|60000}} uncontrolled, there is a chance for a mech to go feral with {{MTB}} of 10 in-game [[time|days]], with a cascade radius of 25 tiles.{{Check Tag|Verify|Based on data from files, verify accuracy in-game and delete this check tag}}&lt;br /&gt;
&lt;br /&gt;
=== Upgrades ===&lt;br /&gt;
All mechanitor upgrades are installed like the mechlink itself.&lt;br /&gt;
* [[Control sublink]]: Increases work speed by {{+|6%}} per sublink, and increases control groups by {{+|1}}, to a cumulative max bonus of {{+|6}} additional control groups and {{+|36%}} work speed. &lt;br /&gt;
** [[Standard control sublink]]s can be installed 3 times.&lt;br /&gt;
** [[High control sublink]]s can be installed 3 times on pawns with 3 standard sublinks already installed.&lt;br /&gt;
* [[Mech gestation processor]]: Increases [[Mechanitor#Gestation|mech gestation]] speed by 33.3% per implant. Can be installed up to 6 times.&lt;br /&gt;
* [[Remote repairer]]: Allows repairing mechanoids from range. Can be installed up to 3 times to increase range.&lt;br /&gt;
* [[Remote shielder]]: Allows creation of bullet-blocking shield on a mechanoid. Can be installed up to 3 times.&lt;br /&gt;
* [[Repair probe]]: Increases mech repair speed by 33.3% per implant. Can be installed up to 6 times.&lt;br /&gt;
&lt;br /&gt;
== Allied mechanoids ==&lt;br /&gt;
With the release of the [[Biotech DLC]], '''mechanoids''' may be built, gestated, and controlled by a colony - specifically, by a mechanitor.&lt;br /&gt;
=== Acquisition ===&lt;br /&gt;
Mechanitors are required to build, gestate, and control your own mechanoids. [[Research]] must be done with a valid mechanitor in the colony, and only the mechanitor may initiate any of the mech creation processes. First, creating your own mechs requires the [[Research#Basic Mechtech|Basic Mechtech]] research, which in turn requires the [[Research#Electricity|Electricity]] research to be completed first.&lt;br /&gt;
&lt;br /&gt;
#Mechanitors must have enough [[bandwidth]] for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.&lt;br /&gt;
#All mechanoids require a subcore to create, along with other materials like [[steel]]. Simple mechs use a [[basic subcore]] (from a [[subcore encoder]]), while more complex ones require a [[standard subcore]] (from a [[subcore softscanner]]) or [[high subcore]] (from a [[subcore ripscanner]]). The ripscanner in particular requires killing a human pawn to create.&lt;br /&gt;
#After being &amp;quot;built&amp;quot; for a tiny amount of a mechanitor's work, mechs must gestate at a [[mech gestator]] or [[large mech gestator]]. &lt;br /&gt;
:: Gestation types are measured in cycles, where larger mechs require more cycles, and each cycle will need to be initiated by the mechanitor after the previous one is completed. When cycling is done, the mechanitor must take the mech out. If power is lost during gestation, the cycle will be paused, but no other adverse effects will occur. &lt;br /&gt;
&lt;br /&gt;
More complex mechanoids require more research. Mechanoid research in particular requires killing one of three mechanoid commanders - the [[diabolus]], [[war queen]], and [[apocriton]], in order of progression - and studying their specific item before it is possible.&lt;br /&gt;
&lt;br /&gt;
Hostile mechanoids cannot be tamed or converted in any way, even if once part of your colony. You can create every mechanoid in the game, except for the [[termite]] and [[apocriton]].&lt;br /&gt;
&lt;br /&gt;
==== Gestation ====&lt;br /&gt;
{{Stub|section=1|reason= Initiating time modified by anything? What happens if the mechanitor dies mid cycle?}}&lt;br /&gt;
Rather than traditional work to make them, creating mechanoids requires the undertaking of some number of gestation cycles. A mechanitor must work at the gestator for {{Ticks|1800}}{{Check Tag|Modified?|Is this time value modified by any stat or skill?}} in order to initiate each cycle, but once initiated each cycle will run independently for its duration. Initiating a gestation cycle is considered [[Work#Smith|Smithing]] work. &lt;br /&gt;
&lt;br /&gt;
Each gestation cycle lasts for a baseline of 2 days, modified by the initiating mechanitor's [[Mech Gestation Speed]]. Mech Gestation Speed is controlled by the mechanitor's [[Crafting]] skill and the number of [[mech gestation processor]]s they have installed. This varies the resulting duration from 64 hrs with 0 Crafting skill and no processors, to 14.77 hrs with 20 Crafting and 6 processors. Gestation cycle time is updated when Mechanoid Gestation Speed is, even if a cycle is already running - if you start a cycle, then install a [[Mech gestation processor]] or level the Crafting skill, then it will reduce the remaining cycle time proportional to ratio of the new speed to the old. For a full breakdown of the factors affecting mech gestation speed and the resulting cycle durations, see [[Mech Gestation Speed]].&lt;br /&gt;
&lt;br /&gt;
If a cycle is interrupted temporarily (e.g. by losing power), the cycle will pause until the interruption is ended (e.g. by power being restored), but no other adverse effects will occur&lt;br /&gt;
&lt;br /&gt;
=== General information ===&lt;br /&gt;
Mechanitors are required to control mechanoids. A mechanitor has a limited amount of [[bandwidth]], which limits the number of mechanoids they can command. Larger and more complex mechanoids require more bandwidth.&lt;br /&gt;
&lt;br /&gt;
In general, [[mechanoid]]s are immune to [[fire]], toxicity, and [[temperature]] extremes, despite having a Comfortable Temperature. They are vulnerable to [[EMP]] attacks, being stunned by them. Mechanoids do not need to eat, sleep, and have no mood. However, they require [[power]], and cause [[pollution]] in the process. &lt;br /&gt;
&lt;br /&gt;
Mechs considered &amp;quot;light&amp;quot; use a regular [[mech recharger]] and [[mech gestator]]. Mechs considered &amp;quot;medium&amp;quot; or heavier use the [[large mech recharger]] and [[large mech gestator]].&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
Player mechanoids use a variable amount of power, depending on their state.&lt;br /&gt;
* They use 10% power / day when active: labor mechs doing work, or combat mechs being awake at all.&lt;br /&gt;
* Labor mechs use 3% power / day while idle, or not doing work. {{Check Tag|Including tunneler?}}&lt;br /&gt;
* Mechanoids can be commanded to enter a state of dormancy, preventing power drain, instead recharging at a very slow rate of +1% power / day. Mechs that run out of power will also enter this state.&lt;br /&gt;
* When [[downed]], or in the world map on a [[caravan]], they use 0% power.&lt;br /&gt;
&lt;br /&gt;
They can be recharged at a [[mech recharger]] or [[large mech recharger]], which quickly recharges them - +50% power / day. This leads to a theoretical uptime of 83.3% - 5 days working, 1 day charging. The mech recharger itself creates waste. Once its waste meter is filled, [[toxic wastepack]]s are created. The amount of waste is directly correlated to the mech's bandwidth, where 1 bandwidth = 5 wastepacks.&lt;br /&gt;
&lt;br /&gt;
==== Repair ====&lt;br /&gt;
&lt;br /&gt;
Mechanitors can repair friendly mechanoids regardless of who actually controls it, at the cost of Energy. Damaged parts are repaired first in random order before missing parts are replaced, although replacing a completely destroyed part takes roughly the same amount of time as repairing 1 point of damage to a non-destroyed part. The overall Energy cost depends on the mech's weight class, and the speed of repair on the Mechanitor's crafting skill, starting at 80% for skill level 0 and +10% speed for every level, to a max of 280% at level 20{{Check Tag|rate in dps?| 100% looks like about 1 dmg per second based on observation, but I can't find a better source}}. If killed, Light mechanoids can be resurrected with a [[Mech gestator]] and all other mechs using a [[Large mech gestator]] at the size-dependent cost of some [[steel]] and 1 gestation cycle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weight&amp;lt;br&amp;gt;Class !! Energy cost per 100 units of damage !! Steel cost to resurrect&lt;br /&gt;
|-&lt;br /&gt;
! Light &lt;br /&gt;
| 66 || 25&lt;br /&gt;
|-&lt;br /&gt;
! Medium &lt;br /&gt;
| 33|| 50&lt;br /&gt;
|-&lt;br /&gt;
! Heavy &lt;br /&gt;
| 20   || 100&lt;br /&gt;
|-&lt;br /&gt;
! Ultraheavy &lt;br /&gt;
| 33  || 150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Work speed ===&lt;br /&gt;
Most mechanoids have a natural [[Global Work Speed]] of 50%. [[Tunneler (Mechanoid)|Tunnelers]] have a Global Work Speed of 150%, and the [[agrihand]] and [[constructoid]] have special modifiers to their specific job's work speed (applied after all Global Work Speed calculations). &lt;br /&gt;
&lt;br /&gt;
Work speed can be increased in a number of ways, and final work speed is controlled by the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Final work speed =''' (Base Work Speed &amp;amp;times; Mech booster) + (6% * Num. Sublinks) + Mechanoid Labor Bonus&lt;br /&gt;
|}&lt;br /&gt;
* Being in range of a [[mech booster]] boosts workspeed by 50%, multiplicative. This does not multiply any future factors to work speed. &lt;br /&gt;
* Each [[control sublink (standard)|control sublink]] installed into the mechanitor increases [[Global Work Speed]] by {{+|6%}}, after the mech booster is applied. Up to 3 standard and 3 high control sublinks can be installed at a time, for a {{+|36%}} boost. &lt;br /&gt;
* If their mechanitor follows an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Mechanoid labor|Mechanoid Labor: Enhanced]] precept, mechs gain an additive {{+|20%}} boost to [[Global Work Speed]], at the cost of colonist work speed. This boost is additive with sublinks and the booster but its effect is not multiplied by the boosters.&lt;br /&gt;
&lt;br /&gt;
As most mechs start with 50% Global Work Speed, additive boosts are larger than they seem. For example, Labor: Enhanced will boost most mechs from 50% to 70% - that's a {{Good|x140%}} increase.&lt;br /&gt;
&lt;br /&gt;
For example, with a work speed of 50%:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Control&amp;lt;br&amp;gt;Sublinks !! Work Speed !! Mech Boosted !! Mech Boosted&amp;lt;br&amp;gt;+ [[Ideoligion#Mechanoid labor|Labor: Enhanced]]{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| 50% ||  75% ||  95%&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 56% ||  81% || 101%&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 62% ||  87% || 107%&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 68% ||  93% || 113%&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 74% ||  99% || 119%&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 80% || 105% || 125%&lt;br /&gt;
|-&lt;br /&gt;
! 6 &lt;br /&gt;
| 86% || 111% || 131%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Work speed can be further modified by regular factors, such as [[light]] and the [[Manipulation]] stat.&lt;br /&gt;
&lt;br /&gt;
=== Raid points ===&lt;br /&gt;
{{Main|Raid points}}&lt;br /&gt;
The market value of mechs, and of any weapons they carry, do count as wealth for [[raid points|raid point calculations]]. Mechs also contribute towards &amp;quot;[[raid points#Pawn points|pawn points]]&amp;quot; relative to their mech's combat power. The exact percentage depends on current [[wealth]] and can be viewed in the [[raid points#Pawn points|pawn points]] section. The combat power of all combat mechs can be viewed [[Mechanoid hive#Pawns|here]].&lt;br /&gt;
&lt;br /&gt;
== Bandwidth ==&lt;br /&gt;
'''Bandwidth''' controls how many mechs a single mechanitor can control at any one time. The mechlink itself gives {{+|6}} bandwidth. To increase it further, you must build or craft items.&lt;br /&gt;
&lt;br /&gt;
Mechanoids cannot be gestated without enough bandwidth. If a mechanitor's bandwidth is lowered below their bandwidth cost, then the mechanoids will become uncontrolled. Uncontrolled mechanoids may leave or become hostile to your colony after enough time. A mech's bandwidth also dictates how many [[toxic wastepack]]s they will produce after recharging.&lt;br /&gt;
&lt;br /&gt;
=== Bandwidth cost ===&lt;br /&gt;
{{Recode|section=1|reason=Consider Merge wastepacks into main table and replacing section with intrapage link to table. Discussion welcome}}&lt;br /&gt;
The heavier the mechanoid is, the more bandwidth it takes up:&lt;br /&gt;
&lt;br /&gt;
{{Mech Bandwidth}}&lt;br /&gt;
&lt;br /&gt;
=== Increasing bandwidth ===&lt;br /&gt;
Apparel and gear items must be worn, and band nodes must be [[power]]ed, for bandwidth to actually increase.&lt;br /&gt;
&lt;br /&gt;
* [[Band node]]: {{+|1}}&lt;br /&gt;
* [[Airwire headset]]: {{+|3}}&lt;br /&gt;
* [[Mechlink]]: {{+|6}}&lt;br /&gt;
* [[Array headset]]: {{+|6}}&lt;br /&gt;
* [[Mechcommander helmet]]: {{+|6}}&lt;br /&gt;
* [[Bandwidth pack]]: {{+|9}}&lt;br /&gt;
* [[Integrator headset]]: {{+|9}}&lt;br /&gt;
* [[Mechlord helmet]]: {{+|12}}&lt;br /&gt;
* [[Mechlord suit]]: {{+|12}}&lt;br /&gt;
&lt;br /&gt;
Therefore, the maximum bandwidth possible without band nodes is acquired with a mechlink, bandwidth pack, mechlord helmet and mechlord suit for a total of {{Good|{{#expr:6+9+12+12}}}}.&lt;br /&gt;
&lt;br /&gt;
To connect to a band node, select a band node, click the '''Tune to...''' button and select an available Mechanitor. Tuning for the first time lasts '''5 seconds''', re-tuning lasts '''3 days'''. Band nodes stay tuned to a pawn when they leave the map. A band node is no longer tuned when the connected mechanitor [[Death|dies]]. When band nodes no longer receive [[power]], they shutdown and because of that, mechanitors bandwidth gets lowered, which can lead to unconnected [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
== Mech signaling ==&lt;br /&gt;
Mechanoid bosses may be called in by a mechanitor via the Summon Mech Threat gizmo. &lt;br /&gt;
&lt;br /&gt;
* [[Diabolus]] - Powered [[comms console]]&lt;br /&gt;
* [[War queen]] - [[Mechband antenna]]&lt;br /&gt;
* [[Apocriton]] - [[Mechband dish]]&lt;br /&gt;
&lt;br /&gt;
Except for the comms console, the building used to call in the mech will be destroyed. After a delay, the respective boss will drop in from the outskirts of the map. There is a cooldown before spawning in another boss.&lt;br /&gt;
&lt;br /&gt;
== Controllable mechanoids ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; colspan=&amp;quot;2&amp;quot; | Mechanoid &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot;| Class &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot;| Armor&amp;lt;br&amp;gt;(S/B/H) &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot;| Body&amp;lt;br&amp;gt;Size &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot;| Health&amp;lt;br&amp;gt;Scale &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot;| Move&amp;lt;br&amp;gt;Speed &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Melee DPS&amp;lt;ref name=&amp;quot;Actual&amp;quot;&amp;gt;Note: This is the actual base average derived from the [[Weapons#Listed_DPS_on_pawns|melee verb system]] updated in [[Version/1.1.2610|1.1.2610]], it may sometimes disagree with the listed value in the in-game infobox. It may also change depending on the stats and the melee verbs available to the wielder&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;([[Melee Hit Chance|Post Hit Chance]]) &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot;| Ranged weapon &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot;| Bandwidth &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot;| Research &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot;| Cost &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot;| [[Gestation cycle|Cycles]] &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot;| Market Value&amp;lt;ref name=&amp;quot;Weapon value&amp;quot;&amp;gt;Note: This value includes that of the weapon it spawns with.&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Mechanoid]] [[Resource 1::+]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ? # - = ?Pagename&lt;br /&gt;
 | ?Name=?Name&lt;br /&gt;
 | ?Armor - Sharp = ?Armor - Sharp&lt;br /&gt;
 | ?Armor - Blunt = ?Armor - Blunt&lt;br /&gt;
 | ?Armor - Heat = ?Armor - Heat&lt;br /&gt;
 | ?Body Size = ?Body Size&lt;br /&gt;
 | ?Bandwidth = ?Bandwidth&lt;br /&gt;
 | ?Health Scale = ?Health Scale&lt;br /&gt;
 | ?Move Speed Base = ?Move Speed Base&lt;br /&gt;
 | ?Required Research = ?Required Research&lt;br /&gt;
 | ?Gestation Cycles = ?Gestation Cycles&lt;br /&gt;
 | ?Market Value Base # = ?Market Value Base&lt;br /&gt;
 | ?weaponTags = ?weaponTags&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template=Mechanoid Table Row&lt;br /&gt;
 | sort = Required Research, name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Abandoning a colony with mechs in it and making new a base will cause a mech control group error and show mechs are still active.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Mechs now count as partial pawns for determining [[raid points]]. Added [[Ideoligion#Mechanoid labor|Mechanoid labor]] precept{{IdeologyIcon}}. Combat mechs now count as Autonomous Weapons for the [[Ideoligion#Autonomous weapons|Autonomous weapons]] precept. {{IdeologyIcon}}&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Bandwith loss warning shown when pawn drops non-worn mechanitor equipment&lt;br /&gt;
&lt;br /&gt;
{{Nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wastepack_atomizer&amp;diff=147420</id>
		<title>Wastepack atomizer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wastepack_atomizer&amp;diff=147420"/>
		<updated>2024-07-04T05:07:36Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: /* Acquisition */  schematic loophole&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Wastepack atomizer&lt;br /&gt;
| image = WastepackAtomizer south.png&lt;br /&gt;
| description = A glittertech device that deconstructs toxic wastepacks into inert gases using advanced molecular processes.&amp;lt;br/&amp;gt;The process requires considerable amounts of power.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 3 * 2&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 500&lt;br /&gt;
| beauty = &lt;br /&gt;
| power = -400&lt;br /&gt;
| mass base = 80&lt;br /&gt;
| glowradius =&lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Wastepack atomizer&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| work to make = 30000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Nano structuring chip&lt;br /&gt;
| resource 3 amount = 1&lt;br /&gt;
| buildingTags = Biotech&lt;br /&gt;
}}&lt;br /&gt;
The '''wastepack atomizer''' cleanly destroys [[toxic wastepack]]s, preventing the spread of [[pollution]].&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Wastepack atomizers can be constructed after studying a [[nano structuring chip]], obtained from defeating a [[Apocriton]], and completing the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project. Each requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. Alternatively, the research can be completed by reading a Wastepack atomizer [[Schematic]], entirely bypassing every boss mech and the need to have a mechanitor at all, although it would take a very long time do to so.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Wastepack atomizers use 400 W of [[power]]. Atomizers hold up to 10 [[toxic wastepack]]s, equivalent to two stacks. A single wastepack is destroyed every {{Ticks/gametime|30000}} inside a powered atomizer. Pawns only reload the atomizer with full stacks of wastepacks (5 units/stack), or once every 2.5 days. Wastepacks do not deteriorate in the atomizer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Values Reference Table&lt;br /&gt;
| Ticks to Atomize 1 Wastepack || {{Ticks/gametime|30000}}&lt;br /&gt;
|-&lt;br /&gt;
| Wastepacks Per Stack || 5 Wastepacks&lt;br /&gt;
|-&lt;br /&gt;
| Wastepacks Atomized Per Day || 2 Wastepacks&lt;br /&gt;
|-&lt;br /&gt;
| Wastepack Atomizer Capacity || 10 Wastepacks&lt;br /&gt;
|-&lt;br /&gt;
| Days to Atomize a Filled Atomizer || 5 Days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Atomizers are the primary, consequence-free means of dealing with [[pollution]], along with [[polux tree]]s. Pollution can cause negative effects over time, and you will run out of space by simply freezing wastepacks. Dumping, whenever by [[caravan]], [[transport pod]], or [[shuttle]]{{RoyaltyIcon}}, has their own cost. Dumping anywhere near a faction causes [[goodwill]] hits, and potentially cause other diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
However, ''each'' atomizer a player wishes to build requires defeating an [[apocriton]] for its [[nano structuring chip]], which makes building multiple atomizers quite prohibitive. These chips can also be used for advanced [[mechanitor]] gear or gestating your own [[war queen]], creating an opportunity cost.&lt;br /&gt;
&lt;br /&gt;
=== Sustainability ===&lt;br /&gt;
==== Toxifier generators ====&lt;br /&gt;
A [[toxifier generator]] produces 6 tiles of ''[[pollution]]'' every 3 days, which is converted into 1 wastepack by a [[pollution pump]]. An atomizer can destroy 6 wastepacks in 3 days, and a pump can convert 2 generators of pollution. Therefore, 1 atomizer ({{P|Power Consumption #}} W) can support 6 generators (+{{Q|Toxifier generator|Power Consumption #}} W) and 3 pumps (-200 W), for a total net [[power]] gain of {{#expr:{{Q|Toxifier generator|Power Consumption #}}*(6)+{{Q|Pollution pump|Power Consumption #}}*(3) + {{P|Power Consumption #}}*(1)}} W. &lt;br /&gt;
&lt;br /&gt;
This is entirely clean power, though a small area around each generator will be polluted before the pump extracts it. The only work required is hauling the wastepacks to the atomizer.&lt;br /&gt;
&lt;br /&gt;
==== Mechanoids ====&lt;br /&gt;
Mechanoids will produce wastepacks proportional to their bandwidth every 12 days - working for 10 days and recharging for 2 days. An atomizer will destroy 24 wastepacks in 12 days. The table below shows how many mechanoids a single building will support per 12 day cycle, assuming 100% work uptime. Mechanoids that are idle or dormant will produce less waste.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mechanoids !! Bandwidth!! Wastepacks Produced&amp;lt;br/&amp;gt;(per 12 day Cycle) !! # Mechanoids&amp;lt;br/&amp;gt;(per atomizer)&lt;br /&gt;
|-&lt;br /&gt;
| [[Constructoid]], [[Agrihand]], [[Lifter]], [[Cleansweeper]], [[Militor]], [[Fabricor]], [[Paramedic]], [[Scorcher]] || 1 || 5 || 4.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Legionary]], [[Pikeman]], [[Scyther]] || 2 || 10 || 2.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Lancer]], [[Tesseron]], [[Tunneler (Mechanoid)|Tunneler]]  || 3 || 15 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| [[Centipede]] (all) || 4 || 20 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| [[Centurion]], [[Diabolus]], [[War queen]] || 5 || 25 || 0.96&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By the time most players have finished the 8000 research points [[Research#{{P|Required Research}}|{{P|Required Research}}]] project, they are highly likely to already have more mechs producing wastepacks than a single atomizer is capable of processing. However, if most of your mechs are dormant - combat mechs dormant outside of combat, for instance - then you will be producing much less pollution.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - introduced.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: Pawns won't haul wastepacks to an atomizer unless there's 10 wastepacks on the map. Fix: Atomizer is backwards by default.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the power needed for the wastepack atomizer to 400 W, from 800 W. Fix: Atomizer looks like it's rotated wrong by default.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y7vn1hjkogmngo5g&amp;topic_postId=y7vn1hjkokkpos3o&amp;topic_revId=y7vn2hmq00vexdms&amp;action=single-view</id>
		<title>Topic:Y7vn1hjkogmngo5g</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y7vn1hjkogmngo5g&amp;topic_postId=y7vn1hjkokkpos3o&amp;topic_revId=y7vn2hmq00vexdms&amp;action=single-view"/>
		<updated>2024-07-04T02:01:23Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Falmingkitter&quot; class=&quot;mw-userlink&quot; title=&quot;User:Falmingkitter&quot;&gt;&lt;bdi&gt;Falmingkitter&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Falmingkitter&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Falmingkitter (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Falmingkitter&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Falmingkitter&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:Y7vn1hjkogmngo5g&amp;amp;topic_showPostId=y7vn1hjkokkpos3o#flow-post-y7vn1hjkokkpos3o&quot;&gt;post&lt;/a&gt; on &quot;language feels biased in the wrong direction&quot;&lt;/span&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y7vn1hjkogmngo5g&amp;topic_postId=y7vn1hjkokkpos3o&amp;topic_revId=y7vn1hjkokkpos3o&amp;action=single-view</id>
		<title>Topic:Y7vn1hjkogmngo5g</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y7vn1hjkogmngo5g&amp;topic_postId=y7vn1hjkokkpos3o&amp;topic_revId=y7vn1hjkokkpos3o&amp;action=single-view"/>
		<updated>2024-07-04T02:00:53Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Falmingkitter&quot; class=&quot;mw-userlink&quot; title=&quot;User:Falmingkitter&quot;&gt;&lt;bdi&gt;Falmingkitter&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Falmingkitter&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Falmingkitter (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Falmingkitter&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Falmingkitter&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:Y7vn1hjkogmngo5g&amp;amp;topic_showPostId=y7vn1hjkokkpos3o#flow-post-y7vn1hjkokkpos3o&quot;&gt;commented&lt;/a&gt; on &quot;language feels biased in the wrong direction&quot; (&lt;em&gt;&amp;quot;As active mechs use only 10% of their power per day, and this structure provides a whopping 50% per day&amp;quot; Is this supposed to be good? &amp;quot;t...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Schematic&amp;diff=146220</id>
		<title>Schematic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Schematic&amp;diff=146220"/>
		<updated>2024-06-01T03:56:01Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: /* Summary */ I got curious and tested this in a debug world after seeing a wastepack atomizer schematic trade in a normal playthrough. I unlocked all research, spawned 50 high quality schematics, spawned in ~20 pawns, disabled debug mode, and let them go&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|exotic&lt;br /&gt;
| name = Schematic&lt;br /&gt;
| image = Schematic.png&lt;br /&gt;
| description = A book which describes technology and methods for using it. Reading schematics can help unlock new technologies.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| type2 = Book&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 5&lt;br /&gt;
| marketvalue = 150&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| rotatable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Schematic&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| parent name = BookBase&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Schematics''' are a type of [[book]] that provides [[recreation]] while generating [[research]] points.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Schematics, like all books, can be purchased from [[Trade#Caravan|trade caravan]]s, [[orbital trader]]s and [[faction base]]s, or earned through [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
When starting a new game, there is a chance for your starting colonists to carry books as [[possessions]] based on their [[trait]]s or [[backstory]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Schematics can be read by colonists as a [[recreation]] activity, with a [[recreation power]] of 1. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour.&lt;br /&gt;
&lt;br /&gt;
Each schematic has one or two associated [[research]] projects. Whenever colonists read the schematic, they will also generate points towards those projects. &lt;br /&gt;
&lt;br /&gt;
The rate at which points are generated depends on the [[quality]] of the schematic. The rate is not affected by the colonist's [[research speed]], meaning that schematics allow intellectually-impaired colonists to contribute to research.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} of any age are able to generate research points by reading schematics.&lt;br /&gt;
&lt;br /&gt;
The game will actively try to avoid generating schematics with research projects that the player has already completed. It is also impossible for schematics to contain projects that require [[techprint]]s{{RoyaltyIcon}}, or that are [[mechanitor]]-related{{BiotechIcon}}, with the exception of the [[Wastepack atomizer]] project, which can be generated without meeting either of the requirements to receive a [[Nano structuring chip]] or even having a [[Mechanitor]] pawn in your colony. In theory, if a single masterwork level schematic is read constantly without pause at normal game speed, it would take a around ~80 minutes to complete the project (Divide the 8000 point requirement by the 70 points per in-game hour gained by the schematic for how many in-game hours it would take [114.29 RW hours], multiply by 42 [how many real seconds in a RW hour, according to wiki] for 4800 real world seconds, or 80 minutes. Additionally, upon finishing the project using this method, the &amp;quot;Ultra Mechtech&amp;quot; project becomes available for normal research, assuming you meet the usual requirements minus the chip. This is most likely a bug, &amp;lt;sub&amp;gt;but it would be funny if it was intentional&amp;lt;/sub&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Schematics have a 25% chance of generating with two research projects instead of one. Reading the book will progress both projects at once, but the number of points generated will be divided by 1.6. Completing one of the two projects will not negate this effect, making the schematic less effective overall.&lt;br /&gt;
&lt;br /&gt;
Colonists will try to avoid reading schematics that have been fully researched, unless no better book is available.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of Quality on Research&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Quality !! colspan=2 | Points&lt;br /&gt;
|-&lt;br /&gt;
! 1 project !! 2 projects&lt;br /&gt;
|-&lt;br /&gt;
! Awful &lt;br /&gt;
| 20 / Hour || 12 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 30 / Hour || 18 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 40 / Hour || 25 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Good&lt;br /&gt;
| 50 / Hour || 31 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 60 / Hour || 37 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 70 / Hour || 43 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 80 / Hour || 50 / Hour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All books can be efficiently stored in [[bookcase]]s, allowing them to provide a bonus to any reading and [[research]] activities taking place within the same room. Each book stored in a nearby bookcase will increase the effectiveness of reading.&lt;br /&gt;
&lt;br /&gt;
When reading for recreational purposes, colonists will choose which books to read at random. You can use the [[assign]] tab to specify which types of book a colonist is allowed to read, but you cannot assign a colonist to read any one specific book automatically.&lt;br /&gt;
&lt;br /&gt;
You can manually force a colonist to read a specific book by selecting the colonist, right-clicking either the book itself or the bookcase containing it, then issuing the &amp;quot;read&amp;quot; command. The colonist will then read the target book for an hour before putting it away.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|reason=Needs deeper comparison between fresh schematics and other recreation sources}}&lt;br /&gt;
Schematic research is impressively fast compared to research performed at a [[research bench]] or [[hi-tech research bench]]. Even an awful-quality schematic is on par with a researcher with an [[intellectual]] skill of 8, and a good schematic can surpass even a level 20 researcher. The clear drawback is that you actually need to ''find'' a schematic first, and there is no guarantee that the schematics you do come across will actually contain useful projects.&lt;br /&gt;
&lt;br /&gt;
Unlike [[textbook]]s and [[novel]]s, schematics lose all of their additional utility after their research project is complete. However, schematics are always useful for filling out [[bookcase]]s to increase [[reading speed bonus]].&lt;br /&gt;
&lt;br /&gt;
It is worth noting that schematics with two research are generally better for buying compared to single project ones&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Held ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Schematic Open east.png|East&lt;br /&gt;
Schematic Open north.png|North&lt;br /&gt;
Schematic Open south.png|south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Stored ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Schematic Vertical east.png|East&lt;br /&gt;
Schematic Vertical north.png|North&lt;br /&gt;
Schematic Vertical south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/questitems}}&lt;br /&gt;
{{nav|joy|wide}}&lt;br /&gt;
[[Category:Books]]&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mood&amp;diff=137454</id>
		<title>Mood</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mood&amp;diff=137454"/>
		<updated>2023-10-09T17:44:34Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: /* Difficulty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Split|destination=Thoughts|reason=Split this back into Mood and [[Thoughts]]. Page is unworkably large, and needs a TOC which it can't have without being massive.}}&lt;br /&gt;
&lt;br /&gt;
{{imagemargin|[[File:mood_preview.png|right]]|30px}}&lt;br /&gt;
Mood is a game mechanic that describes a colonists feelings based on thier environment and experiences, represented by a blue bar in the [[Needs|Needs tab]] tab ranging from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by game difficulty, a colonists [[traits]] and environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for.&lt;br /&gt;
&lt;br /&gt;
Prisoners with high mood are easier to recruit and less likely to break out or go berserk, colonists with a low enough mood for a long enough time may leave your colony. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{Stub|section=1|reason=How often does mood tick - it can increase at 12/hour but is it once per hour, or does it increase at +2/10mins etc}}&lt;br /&gt;
[[File:Colonist needs beauty.png|frame|right|The Needs tab.]]Colonists have a &amp;quot;Mood (%)&amp;quot; and a &amp;quot;Mood Target&amp;quot;, shown in the [[Needs|Needs tab]]. A &amp;quot;Mood Target&amp;quot;, shown as a white triangle below the mood bar, is a representation of all the positive and negative [[thoughts]] held by a colonist and changes instantly depending on the colonists exact situation, while &amp;quot;Mood&amp;quot; is a blue bar that represents a colonist's mood in that exact moment. Pawns have a base mood of ?%{{Check Tag|Detail needed|Some sources say 32% before difficulty options others say 50% before difficulty options - verify in-game}} and the baseline is affected by the [[AI Storytellers#Colonist mood|Colonist Mood]] AI storyteller setting - note that the default difficulty options also change this setting.&lt;br /&gt;
&lt;br /&gt;
The Mood bar moves towards the Mood Target indicator at a maximum rate of {{+|12}} per [[time|in-game hour]] when mood is increasing or {{--|8}} per in-game hour when decreasing. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the mood target immediately jump to the right as the Hungry effect disappears, but the mood bar takes some time to inch its way toward the triangle. When a colonist is sleeping or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused.&lt;br /&gt;
&lt;br /&gt;
Three dividing lines on the mood bar, called the [[Mental Break Threshold]], represent mental danger zones- if the mood bar falls below these markers, there is a risk of a colonist having a [[Mental break]], where you will lose control over them and they will wander around and act against their and the colony's best interests. For a normal colonist, these lines are placed at 5% for an extreme break risk, 20% for a major break risk, and 35% for a minor break risk, although these thresholds can can changed by a colonist's [[traits]].&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
Mood as a percentage is calculated by adding the overall difference between positive and negative thoughts to the &amp;quot;Base mood&amp;quot;, a stat which is defined by your difficulty. For example, a pawn with ''Low expectations (+18)'' and ''Hungry (-6)'' on ''Peaceful'' difficulty will have a mood target of 54%. &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_25}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Difficulty !! Base Mood&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful          || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Community builder || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Adventure story   || align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
|-&lt;br /&gt;
| Strive to survive || align=&amp;quot;center&amp;quot; | 32&lt;br /&gt;
|-&lt;br /&gt;
| Blood and dust    || align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
|-&lt;br /&gt;
| Losing is Fun     || align=&amp;quot;center&amp;quot; | 22&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
The difficulty can be changed at any time during gameplay.&lt;br /&gt;
&lt;br /&gt;
==Mood management==&lt;br /&gt;
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]]. &lt;br /&gt;
&lt;br /&gt;
Managing mood shows similarities to Maslow's Hierarchy of Needs:&lt;br /&gt;
&lt;br /&gt;
===Basic Needs===&lt;br /&gt;
Keeping colonists fed, sheltered, well-rested, clothed, and as far from death as possible is the most important aspect of your colony. Food paste is disgusting but the penalty for a hungry colonist is much greater, otherwise make sure your colony is more than a sleeping spot on an open field- walls and roofs are your friend. Be sure to pay close attention to the traits of your colonists, some hate being outdoors and would rather be kept in a small room, some demand the freedom of nudity, and some are just miserable people. Otherwise your own choices as a player can have a significant impact- making your colonists commit cannibalism, steal people's organs, or forcing everyone to wear cowboy hats made of human skin usually outweigh giving them an extra hour of rest every day.&lt;br /&gt;
&lt;br /&gt;
===Safety needs===&lt;br /&gt;
Sickness and pain are going to be some of the greatest influences to the mood of your colony. Some colonist suffer from pre-existing scars or injuries which naturally lower their mood and you will have to overcompensate for these using other means. Providing clean, spacious, and well decorated bedrooms for each individual colonist, as well as a conformable place to eat and spend time when not working or sleeping, are generally some of the best ways to provide positive mood. The difference between the best and worst of environments can be as much as 60 mood points.&lt;br /&gt;
&lt;br /&gt;
===Social needs===&lt;br /&gt;
Having a lover or a pet, allowing colonists to socialize, and allotting time for recreational actives (time alone, entertainment, drugs) are all great sources of consistent positive mood. Beware that the death of a loved one, negative social interaction, and unfulfilled drug addictions can all result in negative mood. Providing beautiful work spaces with clean floors and [[quality]] furniture also passively increase mood. Consider spreading recreation time over the day to keep colonists' recreation need topped up at all times.&lt;br /&gt;
&lt;br /&gt;
===Passion===&lt;br /&gt;
Assigning colonists to work they are passionate for cause them to learn that specific skill faster and gain a significant boost to mood. &lt;br /&gt;
&lt;br /&gt;
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.&lt;br /&gt;
&lt;br /&gt;
[[Lavish meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.&lt;br /&gt;
&lt;br /&gt;
===Extreme measures===&lt;br /&gt;
&lt;br /&gt;
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if given the very best. If you don't want to deal with constant mental breaks, you have a few options.&lt;br /&gt;
&lt;br /&gt;
To have a mental break, a pawn must be awake and able to move.  This yields these strategies to prevent a mental break by inhibiting movement:&lt;br /&gt;
* Assigning the pawn to go to sleep (works for some hours until the rest bar fills up)&lt;br /&gt;
* Anesthetizing the pawn (decent for short periods, but costs medicine every time)&lt;br /&gt;
* Putting the pawn in a [[cryptosleep casket]] (drug withdrawal probably won't progress during stasis but most effects probably will)&lt;br /&gt;
* Using the level 2 [[psycast]] Neural heat dump to put the pawn in a psychic coma for one day (Another neural heat-generating psycast must be casted prior in order to use Neural heat dump) {{RoyaltyIcon}}&lt;br /&gt;
* The famous/infamous &amp;quot;cut their legs off&amp;quot; approach (install peg legs, then remove them).&lt;br /&gt;
&lt;br /&gt;
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.&lt;br /&gt;
&lt;br /&gt;
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''&lt;br /&gt;
&lt;br /&gt;
== Moodlet Table of Contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Eating| Eating]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Room Stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation General| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation RoomStats| Situation RoomStats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation TraitsPerm| Situation TraitsPerm]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Exotic==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Eating==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}{{Royalty|no category}}{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gatherings==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Misc==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}{{Royalty|no category}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Room Stats==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's [[Impressiveness]] stat. Most rooms don't have the full range listed.&lt;br /&gt;
#Awful&lt;br /&gt;
#Dull&lt;br /&gt;
#Mediocre&lt;br /&gt;
#Decent&lt;br /&gt;
#Slightly impressive&lt;br /&gt;
#Somewhat Impressive (/ Impressive*)&lt;br /&gt;
#Very impressive&lt;br /&gt;
#Extremely impressive&lt;br /&gt;
#Unbelievably impressive&lt;br /&gt;
#Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
**Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Social#Lovers|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|no category}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation General==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Needs==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation RoomStats==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation Special==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|no category}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|no category}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation Traits==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation TraitsPerm==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts RoyalTitles==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts Ideoligion==&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thought Details==&lt;br /&gt;
====Justified execution====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Someone was organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====Justified execution of colonist====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Colonist organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====A prisoner was sold====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
====Ate fine meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate lavish meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate nutrient paste====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]].&lt;br /&gt;
&lt;br /&gt;
====Ate without table====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.&lt;br /&gt;
&lt;br /&gt;
====Ate raw food====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
====[[Beauty]]====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Hideous environment: When their opinion dips below 15.&lt;br /&gt;
*Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
*Ugly environment: When their opinion dips below 42.&lt;br /&gt;
*Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
*Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
*Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
====Bionics====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
*Body modder frustrated: no parts.&lt;br /&gt;
*Body modder pleased: 1 part.&lt;br /&gt;
*Body modder quite pleased: 2 parts.&lt;br /&gt;
*Body modder delighted: 3 parts.&lt;br /&gt;
*Body modder enchanted: 4 parts.&lt;br /&gt;
*Body modder overjoyed: 5 parts.&lt;br /&gt;
*Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
*Body purist squeamish: 1 part.&lt;br /&gt;
*Body purist disgusted: 2 parts.&lt;br /&gt;
*Body purist violated: 3 parts.&lt;br /&gt;
*Body purist horrified: 4 parts.&lt;br /&gt;
*Body purist nightmare: 5 parts.&lt;br /&gt;
*I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
====Cabin Fever (outdated information)====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
*Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
*Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.&lt;br /&gt;
&lt;br /&gt;
====Cannibalism====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
*Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
*Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
====Catharsis====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.&lt;br /&gt;
&lt;br /&gt;
====Cold====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
*Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
*Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
*Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
====My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died====&lt;br /&gt;
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.&lt;br /&gt;
&lt;br /&gt;
====Colonist banished====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
====Colonist left to die====&lt;br /&gt;
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
====Colonist left unburied====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
====Comfort====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
*Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
*Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
*Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
*Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
*Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
====Tainted apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
====Defeated hostile leader====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
====Disturbed sleep====&lt;br /&gt;
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Exhaustion====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
*Drowsy: When rest level dips below 28%.&lt;br /&gt;
*Tired: When rest level dips below 14%.&lt;br /&gt;
*Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
====Forced to take drugs====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
====Hot====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
*Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
*Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
*Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
*Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
====Human leather apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
====Hungover (pounding)====&lt;br /&gt;
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.&lt;br /&gt;
&lt;br /&gt;
====Hungover (strong)====&lt;br /&gt;
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.&lt;br /&gt;
&lt;br /&gt;
====Hungover (slight)====&lt;br /&gt;
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.&lt;br /&gt;
&lt;br /&gt;
====Hunger====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severities depending on how long the pawn hasn't had access to food.  See [[Saturation]].&lt;br /&gt;
*Hungry: When saturation level dips below 0.3.&lt;br /&gt;
*Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
*Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
**Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
**Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
**Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
**Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
**Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
====I Butchered humanlike====&lt;br /&gt;
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
====Imprisoned====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
====Insulted====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
====In darkness====&lt;br /&gt;
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (warm)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (tipsy)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (drunk)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (hammered)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
====Expectation moodlets====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game. Pawns enslaved into the colony will have expectations between extremely low and very low, ignoring the current Wealth Limit as long as they are enslaved.{{Check Tag|Fact Check|Seems outdated as there are now multiple ranks of slave expectations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}} || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}} || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}} || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}} || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}  || 182,000 - 308,000        || 8%  || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''  || 308,000 -  1,000,000,000 || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}  || {{--|6}} || ''N/A''                  || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====My organ harvested====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
====Naked====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
====New colony hope====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
====New colony optimism====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.&lt;br /&gt;
&lt;br /&gt;
====Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
*Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
*Pain (moderate): When pain reaches 15%.&lt;br /&gt;
*Pain (acute)： When pain reaches 40%.&lt;br /&gt;
*Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
*Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
*Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.&lt;br /&gt;
&lt;br /&gt;
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.&lt;br /&gt;
&lt;br /&gt;
====Psychic effects====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
*Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
*Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
*Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
*Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
====Sick====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
====Sleeping conditions====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
*Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
**This thought does not occur in unroofed rooms.&lt;br /&gt;
*Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
*Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature| {{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
*Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
====Someone's organ harvested====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
====Strange feeling====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
====Spacious interior====&lt;br /&gt;
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Cramped interior====&lt;br /&gt;
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Confined interior====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Was imprisoned====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
====Ratty apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
====Tattered apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
====We butchered humanlike====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* ? - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xnh0ecmxdzr0dm4k&amp;topic_postId=xnnhvptbg0ruwock&amp;topic_revId=xnnjo07zwr1uo7d0&amp;action=single-view</id>
		<title>Topic:Xnh0ecmxdzr0dm4k</title>
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		<updated>2023-08-12T05:39:19Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Falmingkitter&quot; class=&quot;mw-userlink&quot; title=&quot;User:Falmingkitter&quot;&gt;&lt;bdi&gt;Falmingkitter&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Falmingkitter&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Falmingkitter (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Falmingkitter&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Falmingkitter&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:Xnh0ecmxdzr0dm4k&amp;amp;topic_showPostId=xnnhvptbg0ruwock#flow-post-xnnhvptbg0ruwock&quot;&gt;post&lt;/a&gt; on &quot;Base mood/ bar movement speed&quot;&lt;/span&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xnh0ecmxdzr0dm4k&amp;topic_postId=xnnhvptbg0ruwock&amp;topic_revId=xnnhvptbg0ruwock&amp;action=single-view</id>
		<title>Topic:Xnh0ecmxdzr0dm4k</title>
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		<updated>2023-08-12T05:07:15Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Falmingkitter&quot; class=&quot;mw-userlink&quot; title=&quot;User:Falmingkitter&quot;&gt;&lt;bdi&gt;Falmingkitter&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Falmingkitter&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Falmingkitter (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Falmingkitter&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Falmingkitter&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:Xnh0ecmxdzr0dm4k&amp;amp;topic_showPostId=xnnhvptbg0ruwock#flow-post-xnnhvptbg0ruwock&quot;&gt;commented&lt;/a&gt; on &quot;Base mood/ bar movement speed&quot; (&lt;em&gt;I see the setting in the custom game difficulty in the new game menu that says &amp;quot;colonist mood&amp;quot;- Peaceful shows +10% added on top what the...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Falmingkitter</name></author>
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		<id>https://rimworldwiki.com/index.php?title=Topic:Xnh0ecmxdzr0dm4k&amp;topic_postId=xnh0ecmxe3p2lq2s&amp;topic_revId=xnh0fbirqdbhbrk4&amp;action=single-view</id>
		<title>Topic:Xnh0ecmxdzr0dm4k</title>
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		<updated>2023-08-09T07:15:14Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Falmingkitter&quot; class=&quot;mw-userlink&quot; title=&quot;User:Falmingkitter&quot;&gt;&lt;bdi&gt;Falmingkitter&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Falmingkitter&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Falmingkitter (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Falmingkitter&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Falmingkitter&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:Xnh0ecmxdzr0dm4k&amp;amp;topic_showPostId=xnh0ecmxe3p2lq2s#flow-post-xnh0ecmxe3p2lq2s&quot;&gt;post&lt;/a&gt; on &quot;Base mood/ bar movement speed&quot;&lt;/span&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xnh0ecmxdzr0dm4k&amp;topic_postId=xnh0ecmxe3p2lq2s&amp;topic_revId=xnh0ecmxe3p2lq2s&amp;action=single-view</id>
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		<updated>2023-08-09T07:14:45Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Falmingkitter&quot; class=&quot;mw-userlink&quot; title=&quot;User:Falmingkitter&quot;&gt;&lt;bdi&gt;Falmingkitter&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Falmingkitter&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Falmingkitter (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Falmingkitter&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Falmingkitter&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:Xnh0ecmxdzr0dm4k&amp;amp;topic_showPostId=xnh0ecmxe3p2lq2s#flow-post-xnh0ecmxe3p2lq2s&quot;&gt;commented&lt;/a&gt; on &quot;Base mood/ bar movement speed&quot; (&lt;em&gt;I would like to see the source for the +8/hour and -12/hour claim, in my own testing (Vanilla+Royalty, latest game version) the bar appea...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Falmingkitter</name></author>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biosculpter_pod&amp;diff=135898</id>
		<title>Biosculpter pod</title>
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		<updated>2023-08-02T06:50:14Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: /* Mini-rooms */ Wanted to clarify tile vs dirt in doorway difference, ended up re-writing the section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Image wanted|reason=[https://www.reddit.com/r/RimWorld/comments/phdtik/efficiently_tiling_biosculpture_pods/ Tesselation pattern like this] but nice screenshot/copyrights}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Biosculpter pod&lt;br /&gt;
| image = Biosculpter pod.png&lt;br /&gt;
| description = An immersion pod full of bioactive gel. It can perform a variety of biological alterations including age reversal and pleasure-giving. The pod becomes biotuned to its user at the end of a cycle. While biotuned, it cannot be used by anyone else, but cycles will complete 25% more quickly. Biotuning resets if the pod is unused for 80 days.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 2&lt;br /&gt;
| mass base = 50&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| power = -200&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = biosculpting&lt;br /&gt;
| thingCategories = BuildingsMisc&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| work to make = 28000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| deconstructyieldfraction = 0.25&lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
The '''biosculpter pod''' is a [[miscellaneous]] building added by the [[Ideology DLC]] that can heal a variety of injuries and even reverse pawn aging. It's very important to colonies with Transhumanist [[ideoligion]]s, but other colonies can still build and use it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Biosculpter pods can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] project is researched. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work and a [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Ideology mechanics relating to it? Does tuning tick down while the pod is minified and/or unpowered? Operating colors?}}&lt;br /&gt;
Biosculpter pods can perform four different operations on a colonist. Pawns inside a pod are frozen as if in [[cryptosleep]]; for example, [[disease]]s are frozen, and will remain unaffected unless the Medic cycle cures them.&lt;br /&gt;
&lt;br /&gt;
All cycles require 5 non-[[hay]] [[nutrition|nutrients]] loaded to start and complete. Things like [[human meat]] and [[kibble]] can be used with no penalty. Canceling the cycle before it has started won't consume it, but the food can't be retrieved. Nutrition is reset if the pod is reinstalled.&lt;br /&gt;
&lt;br /&gt;
Biosculpters consume 200W of [[power]] when running a cycle, and 50W otherwise. If power is lost, biosculpting will pause until it is restored. If 24 hours pass without power, the pawn is ejected and will gain [[biosculpting sickness]].&lt;br /&gt;
&lt;br /&gt;
=== Time ===&lt;br /&gt;
Each operation takes between 4 to 25 [[Time|days]] to complete, before modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- {{#vardefine: medicTime | 6}}{{#vardefine: regenTime | 25}}{{#vardefine:ageTime | 8}}{{#vardefine: pleasureTime | 4}} &lt;br /&gt;
! rowspan=2| Circumstances !!  colspan=4 | Cycle [[Time|Days]] (Tuned Time) &lt;br /&gt;
|-&lt;br /&gt;
! Medic !! Bioregeneration !! Age reversal !! Pleasure&lt;br /&gt;
|-&lt;br /&gt;
! Default&lt;br /&gt;
| {{#var: medicTime}} ({{#expr: 0.75 * {{#var: medicTime}} round 2}})|| {{#var: regenTime}} ({{#expr: 0.75 * {{#var: regenTime}} round 2}})|| {{#var:ageTime}} ({{#expr: 0.75 * {{#var:ageTime}} round 2}})|| {{#var: pleasureTime}} ({{#expr: 0.75 * {{#var: pleasureTime}} round 2}})&lt;br /&gt;
|-&lt;br /&gt;
! Sterile&lt;br /&gt;
| {{#expr: (1/1.15)*{{#var: medicTime}} round 2}} ({{#expr: 0.75 * (1/1.15)*{{#var: medicTime}} round 2}})|| {{#expr: (1/1.15)*{{#var: regenTime}} round 2}} ({{#expr: 0.75 * (1/1.15)*{{#var: regenTime}} round 2}})|| {{#expr: (1/1.15)*{{#var:ageTime}} round 2}} ({{#expr: 0.75 * (1/1.15)*{{#var:ageTime}} round 2}})|| {{#expr: (1/1.15)*{{#var: pleasureTime}} round 2}} ({{#expr: 0.75 * (1/1.15)*{{#var: pleasureTime}} round 2}})&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| {{#expr: 0.5*{{#var: medicTime}} round 2}} ({{#expr: 0.75 * 0.5*{{#var: medicTime}} round 2}})|| {{#expr: 0.5*{{#var: regenTime}} round 2}} ({{#expr: 0.75 * 0.5*{{#var: regenTime}} round 2}})|| {{#expr: 0.5*{{#var:ageTime}} round 2}} ({{#expr: 0.75 * 0.5*{{#var: ageTime}} round 2}})|| {{#expr: 0.5*{{#var: pleasureTime}} round 2}} ({{#expr: 0.75 * 0.5*{{#var: pleasureTime}} round 2}})&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist and Sterile&lt;br /&gt;
| {{#expr: (0.5/1.15)*{{#var: medicTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: medicTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var: regenTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: regenTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var:ageTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var:ageTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var: pleasureTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: pleasureTime}} round 2}})&lt;br /&gt;
|}&lt;br /&gt;
*Biosculpter pods work faster with Cleanliness. 0.6 cleanliness, equivalent to a clean, [[sterile tile]]d room, grants a 115% speed-factor.&lt;br /&gt;
*Transhumanists will always have the [[precept]] Biosculpting: Accelerated, which halves the time for each cycle.&lt;br /&gt;
*After an operation is completed, the pod becomes attuned to that colonist. This forbids usage by other colonists for 80 days, but speeds subsequent cycles by 25%. This 80-day time limit is renewed every time the pawn completes a cycle.&lt;br /&gt;
&lt;br /&gt;
Note that the Transhumanist speed boost is per pawn, and so is not reflected in the pod UI.&lt;br /&gt;
&lt;br /&gt;
== Cycles ==&lt;br /&gt;
Conditions that will be or can be healed by a biosculpter cycle will be listed in the confirmation dialog displayed when ordering a pawn to enter or load another into the biosculpter.&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
[[File:BiosculpterCycleHealing.png|left|frameless]]&lt;br /&gt;
{{quote|Heal all fresh wounds, blood loss, and one random infectious disease|Tooltip}}&lt;br /&gt;
&lt;br /&gt;
'''Medic''' takes 6 days to complete. It heals all fresh wounds, [[blood loss]] and one random [[disease]].&lt;br /&gt;
&lt;br /&gt;
It can cure: [[Malaria]], [[Sleeping sickness]], [[Flu]], [[Plague]], [[Gut worms]], [[Muscle parasites]], and [[Infection]]s.&lt;br /&gt;
&lt;br /&gt;
=== Bioregeneration ===&lt;br /&gt;
[[File:BiosculpterCycleBioregeneration.png|left|frameless|64px]]&lt;br /&gt;
{{quote|Heal all fresh wounds, heal one random permanent injury, and restore small missing body parts like fingers and toes.|Tooltip}}&lt;br /&gt;
&lt;br /&gt;
'''Bioregeneration''' takes 25 days to complete, and additionally costs costs {{Icon Small|Glitterworld medicine}} 2 [[glitterworld medicine]]. The [[Research#Bioregeneration|Bioregeneration]] research project must be completed before it can be used. It heals all fresh wounds, one random permanent injury, and restores destroyed or missing minor body parts. &lt;br /&gt;
&lt;br /&gt;
It can heal one of the following permanent injuries: scars (including brain scars),  [[Frail]], [[Cataract]]s, [[Blindness]], [[Bad back]], [[Asthma]], [[Hearing loss]], and [[Artery blockage]]s.{{Check Tag|Sometimes multiple scars?|Very anecdotal evidence suggests that it can heal multiple scars in one cycle if those scars are on body parts that it can regenerate an unlimited amount of (like eyes). If true, will it also fix one scar on a major body part in addition?}}&lt;br /&gt;
&lt;br /&gt;
It does '''not''' heal: [[Alzheimer's]], [[Dementia]], [[Toxic buildup]], [[Carcinoma]], [[Chemical damage]], missing major body parts (like arms, legs, and lungs), [[Luciferium]] need, addictions, [[diseases]] or any types of fertility procedures.&lt;br /&gt;
&lt;br /&gt;
It will restore all of the following body parts: Eye, Ear, Nose, Finger, Toe, and Tongue. It will not heal missing eyes that have been are replaced by an [[Artificial body parts#Eyes|artificial part]], or if the pawn's [[ideoligion]] approves of blindness.&lt;br /&gt;
&lt;br /&gt;
=== Age reversal ===&lt;br /&gt;
[[File:BiosculpterCycleAgeReversal.png|left|frameless]]&lt;br /&gt;
{{quote|Reverse one year of aging.|Tooltip}}&lt;br /&gt;
[[File:BiosculpterAutoAgeReversal.png|thumb|64px|Automatic age reverse toggle]]&lt;br /&gt;
'''Age reversal''' takes 8 days to complete. It reverses one year of aging, to a minimum colonist age of 13. &lt;br /&gt;
&lt;br /&gt;
Colonists with [[Transhumanist]] ideoligions are granted '''Received age reversal''' thought, which adds {{+|3}} mood for 4 days, but they will expect yearly treatments after the age of 25 and experience a gradually increasing {{--|4/−7/−10}} mood penalty without them. Additionally, they can be instructed to automatically receive their yearly age reversal cycle by enabling the “Auto age reverse” toggle on a biotuned pod.&lt;br /&gt;
&lt;br /&gt;
=== Pleasure ===&lt;br /&gt;
[[File:BiosculpterCyclePleasure.png|left|frameless]]&lt;br /&gt;
{{quote|Temporarily reshape the nervous system to deliver elevated levels of happiness for a time.|Tooltip}}&lt;br /&gt;
&lt;br /&gt;
'''Pleasure''' takes 4 days to complete. It grants '''Biosculptor Pleasure Cycle''' thought, giving +15 mood for 12 days.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1|reason=Has basics but analysis is limited and theres room for significantly more depth inc. strats for its use}}&lt;br /&gt;
For ease of reading, the analysis is broken down into general - analysis of parts consistent accross all cycles, and the analyses for each cycle.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
'''Note:''' Drug highs and tolerances do not decay while in a pod, but the time for scheduled use still progresses. Thus a pawn may take a dose, get in a pod, have the timer to their next dose tick down, and then take a second scheduled dose while still under the effects of the first. This can turn otherwise safe or low risk drug schedules into dangerous ones and runs the risk of addictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;General value proposition goes here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tuning ====&lt;br /&gt;
The 80 day tuning time is a significant problem if only a limited number of pods can be supported, so it can be tempting to simply deconstruct a tuned pod and use the resulting resources to build a fresh pod. However, due to the 75% loss of resources each time, it quickly becomes more efficient to simply have multiple pods. For every 4 pods deconstructed, 3 could have been built. If space or power is at issue, [[uninstall]] the pods or connect them to power via a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
Because of the 80 day delay before the pod can be used by another colonist, some colonies may find it effective to repeatedly biosculpt one colonist, giving them age reversal, all the healing they can accept, and a pleasure cycle all in a row. &lt;br /&gt;
&lt;br /&gt;
==== Mini-rooms ====&lt;br /&gt;
[[File:Tiny biosculpter room.png|thumb|left|150px|A biosculpter &amp;quot;mini-room&amp;quot; with the door built over the interaction point]]&lt;br /&gt;
&lt;br /&gt;
If the door is built over the interaction spot, the smallest possible room size that can contain a single biosculpter is a mere 6 tiles. This is perfect for pods reserved for emergency situations, or for a smaller colony as it saves space, cleaning time, and construction resources- the pattern can be repeated by placing pods side-by-side with one door per pod.&lt;br /&gt;
&lt;br /&gt;
As a room's [[cleanliness]] stat affects the sculptor's speed, the room's smaller size also makes it cheaper to tile the entire room with [[sterile tile]]s. It is important to note that the game does not consider the flooring material underneath a door for a room's cleanliness, but it does consider any dirt or debris in the doorway: a Sterile Tile under the doorway is not needed, but the doorway should still be kept clean for maximum efficiency. You can even leave the door open for faster travel, at risk of allowing raiders easy access to your expensive machinery.&lt;br /&gt;
&lt;br /&gt;
As a bonus, the pawn will be unconscious{{Check Tag|Verify|I don't own the DLC yet, I'm assuming this is true based on circumstances}} during biosculpting, so the small room space will have no mood effect.&lt;br /&gt;
&lt;br /&gt;
=== Age reversal cycle ===&lt;br /&gt;
For regular ideoligions, age reversal is only important when a colonist is getting close to turning 50 years old biologically (the non-bracketed number listed for their age), or is already 50 or older. While you can do age reversal pre-emptively, it may be worthwhile to hold off unless the colonist has nothing to do for a while. The chance to perform [[Lovin]]' is highest between the ages of 16 to 25, with a pawn only 63% as likely to engage in it at age 50, and 20% as like at age 80. The [[Mood#Social|Lovin' mood boost]] can be significant, especially when combined with a [[love enhancer]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Healing cycles ===&lt;br /&gt;
Healing can be extremely valuable, especially for scars on the torso, neck, and head, which can't be replaced by bionics. Repairing these scars would otherwise require a rare [[Healer mech serum]] or a permanent commitment to [[luciferium]]. &lt;br /&gt;
&lt;br /&gt;
==== Emergency auto-doc ====&lt;br /&gt;
It can be very helpful to keep a pod with a healing cycle prepared, that isn't bound to any particular colonist. &lt;br /&gt;
&lt;br /&gt;
This can not only save on medicine, but also save the life of a colonist that you might not otherwise have been able to treat in time. Having a waiting pod near your colony defenses allows pawns to rapidly be placed in the pod - as they are effectively suspended as soon as they enter the pod, and all injuries will be healed once the cycle is complete, this effectively guarantees that a pawn that makes it to the pod will survive, even if they had seconds to live. They will also be free of any risk of infection. &lt;br /&gt;
&lt;br /&gt;
The downside to this is the increased healing time over traditional methods. Note that the pod being untuned will increase the length of the cycle, but having only tuned pods significantly increases the number of pods required for emergency treatment.&lt;br /&gt;
&lt;br /&gt;
=== Pleasure cycle  ===&lt;br /&gt;
{{stub|section=1|reason=More detailed analysis. Inc. but not limited to: Better breakdown of meal and drug costs etc - what does 12 days of psychite tea cost, lavish meals etc}}&lt;br /&gt;
Pleasure cycles are generally not worth the four days of inactivity, stuck in a pod. It only provides 12 days of +15 mood. By the time you have gotten the technology to use biosculpter pods, you should already have developed better mood management options, such as [[psychite tea]], which provides a +12 mood buff for a small amount of easily acquirable [[psychoid leaves]]. This may be worth it if all the factors used to reduce cycle time are used however. More detailed analysis is needed.&lt;br /&gt;
&lt;br /&gt;
==== Pleasure cycle as a time saver ====&lt;br /&gt;
The pleasure cycle is the shortest cycle, taking only 4 days, and still causes biotuning. Meanwhile, a bioregeneration cycle takes 25 days - tuning reduces this to 18.75 days, or a 6.25 day reduction. Therefore, with an untuned pod, it is 2.25 days faster to use pleasure cycle and then bioregen, rather than just doing bioregeneration. For transhumanists in a sterile room, this order is faster by only by 0.98 days.&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Now plays a sound when nutrition is added.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - Reduce nutrition required for biosculpting from 20 to 10 for healing and age reversal cycles.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Cancelling a cycle before it has started now won't consume nutrition.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Now ejects pawns when uninstalled, previously could be exploited to &amp;quot;pokeball&amp;quot; colonists, suspending them safely and indefinitely. &lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] -  biosculpter timers reset after archonexus resettlement.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Added copy/paste gizmos for biosculpter nutrition settings. Now lists what can or will be cured in the tooltip. Split &amp;quot;Healing&amp;quot; cycle into &amp;quot;Medic&amp;quot; and &amp;quot;Bioregeneration&amp;quot; cycles. Added a new research project requiring multianalyzer and biosculpting that enables bioregeneration cycle. Medic cycle treats short-term wounds, while bioregeneration can heal permanent scars, age-related conditions, and some smaller missing limbs. Age reversal cycle duration 10 -&amp;gt; 8 days. Nutrition requirements of healing and age reversal 10 -&amp;gt; 5.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Bioregeneration cycle now requires 2 glitterworld medicine. Integrated artwork for bioregeneration cycle gizmo, previously it used the healing cycle artwork. Pawns no longer get diseases while in the pod. Conditions that will be or can be healed by a cycle now listed in confirmation dialog.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - &lt;br /&gt;
** Added “Auto age reverse” option. &lt;br /&gt;
** All cycles now take 5 nutrition, and nutrition must be loaded before a cycle is selected instead of after. Extra cycle ingredients are collected and carried to the pod by the pawn initiating the cycle.&lt;br /&gt;
** It now only requires a single player action to start a pawn on a biosculpter cycle.&lt;br /&gt;
** Now glow green when nutrition is loaded and they’re ready for cycle selection.&lt;br /&gt;
** Biotuned cycles 25% faster.&lt;br /&gt;
** Biotuning now occurs upon cycle completion instead of upon entry.&lt;br /&gt;
** Power consumption 150W all the time -&amp;gt; 200W if a cycle is running, 50W otherwise.&lt;br /&gt;
** Minify time increased.&lt;br /&gt;
** Age reversal demanded alert will fire 1 day after age reversal deadline (instead of 5 days before) if a pawn has a pod with Auto age reverse enabled. This reduces spam.&lt;br /&gt;
** Nutrition no longer ejected if a cycle is cancelled.&lt;br /&gt;
** If biosculpter loses power while occupied, we don't animate and we now show how long until eject in inspect string.&lt;br /&gt;
** Pleasure cycle mood bonus +10 -&amp;gt; +15.&lt;br /&gt;
** Biotuning duration 60 days -&amp;gt; 80 days&lt;br /&gt;
** Deconstruct yield 50% -&amp;gt; 25%. &lt;br /&gt;
** Construct cost {{Icon Small|component}} 3 components -&amp;gt; {{Icon Small|component}} 4 components.&lt;br /&gt;
** No longer heal missing eyes if the pawn's ideoligion approves of blindness.&lt;br /&gt;
** No longer removes Gastro-analyzer.&lt;br /&gt;
** Fix: Biosculpter nutrition not incremented if same food def added to pod before and after biosculpter update.&lt;br /&gt;
* [[Version/1.4.3523]] or later - Minimum age reduction age reduced from 18 to 13.&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=135780</id>
		<title>Anima tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=135780"/>
		<updated>2023-07-24T08:49:10Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: /* Growth */ I left anima grass alone with for a year and no grass died, removed &amp;quot;60 day lifespan&amp;quot; sentence. maybe check longer times?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Anima tree&lt;br /&gt;
| image = Anima tree a.png&lt;br /&gt;
| description = A rare tree with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes.&amp;lt;br/&amp;gt;If a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only tribal peoples know the secret of this ritual. Tribal psycasters are also able to draw psyfocus from anima trees while meditating to them.&amp;lt;br/&amp;gt;Anima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature.&amp;lt;br/&amp;gt;Most tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit.&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 = 400&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = 5&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 25&lt;br /&gt;
| glowradius = 3.75&lt;br /&gt;
| glowcolor = (110, 116, 125)&lt;br /&gt;
| lifespanDaysPerGrowDays = 0&lt;br /&gt;
| harvest work = 800&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 25&lt;br /&gt;
| min fertility = 0.02&lt;br /&gt;
| fertility sensitivity = 0&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 '''anima tree''' is a tree added by the [[Royalty DLC]]. It acts as a meditation focus and source of [[psycasts|psylinks]] for pawns with the [[Psyfocus#Natural|Natural]] focus type, but is sensitive to artifical structures around it.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
{{Stub|section=1|reason= Archonexus{{IdeologyIcon}} locations}}&lt;br /&gt;
One anima tree spawns on most [[World generation#Landing site|landing site]] maps. On larger map sizes, up to two may spawn. The Extreme Desert, Ice Sheet, and Sea Ice [[biome]]s are too inhospitiable for anima trees to spawn.&lt;br /&gt;
&lt;br /&gt;
Anima trees are immune to [[fire]], [[toxic fallout]], can survive up to {{Temperature|-50}}, and will survive in the [[sun blocker|absence of light]]. [[Thrumbo]]s will not eat anima trees, but [[alphabeaver]]s can. It is also susceptible to both [[defoliator]]s and [[defoliator ship]]s. [[Anima grass]] is vulnerable to fire, and will rot if left without light, but will not be eaten by grazing animals. Anima grass does not age and expire.&lt;br /&gt;
&lt;br /&gt;
=== Regrowth ===&lt;br /&gt;
Destruction of the anima tree causes the {{--|6}} [[Mood#Anima scream|anima scream]] [[mood]]let for 5 days, and stacking up to 3 times. The mood effect scales with [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
After roughly 30 days, it will grow back in a [[Events#Anima tree sprout|random event]] at a random location away from artificial buildings. This can be used to move a tree from an inopportune location at the cost of mood.&lt;br /&gt;
&lt;br /&gt;
== Meditation mechanics ==&lt;br /&gt;
{{Stub|section=1|reason= Meditation is recreation. How much etc}} &lt;br /&gt;
Meditating at an anima tree requires a [[Psyfocus#Natural|Natural]] [[meditation focus]], which a pawn can only gain from their childhood [[background]]. Only Tribal backstories can have the focus type, and several of them do not provide it. Pawns do not need to have psylink levels to meditate. [[Schedule]] meditation and place a [[meditation spot]] so that your colonists will actively meditate near the tree.&lt;br /&gt;
&lt;br /&gt;
Meditation at the tree serves two purposes; firstly, it grows anima grass for the granting of psylink. Secondly, it acts as the second best meditation focus, after [[animus stone]]s, for Natural meditation, increasing the rate at which psycasters meditating to the tree gain psyfocus. &lt;br /&gt;
&lt;br /&gt;
=== Anima grass ===&lt;br /&gt;
{{Stub|section=1|reason= 1) Numbers for participant/grass retained ratio. 2) Confirm thresholds and grass counts are per tree when multiple trees are on the map}}&lt;br /&gt;
Meditating near an anima tree creates '''anima grass''' around the base of the tree. Once at least 20 grass has been grown, a level of psylink can be granted to a pawn with the Natural meditation focus type. &lt;br /&gt;
&lt;br /&gt;
Anima grass is created proportional to the pawn-hours spent meditating to it. Multiple pawns can meditate at the same time to speed up the spawning of the anima grass. It takes 1 pawn meditating for approximately 5 in-game hours to grow one anima grass. After 12 pawn-hours of cumulative meditation time, grass growth slows by 50%. After 24 pawn-hours of meditation time, it slows to 25%. Finally, it drops to 15% of the normal growth rate after 48 pawn-hours of meditation time. This counts all pawns that have meditated during a 24 hour period. This rate is also affected by the [[#Artificial buildings|artificial buildings]] surrounding the tree.&lt;br /&gt;
&lt;br /&gt;
The pawn must have Natural meditation available in order to grow anima grass. However, the health, psylink level, and [[psychic sensitivity]] of the meditating pawns has no effect on the amount of grass generated.{{Check Tag|Deaf?|Increased psy sense doesn't seem to improve rates, but can psychically deaf still meditate succesfully?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pawn-Hours/Day &lt;br /&gt;
! Grass grown/Day&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
! 12 hours &lt;br /&gt;
| {{#expr: (12/5)}}&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| {{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 0,  12,  24,  48,  60, 100&lt;br /&gt;
|y = 0, 2.4, 3.6, 4.8, 5.16, 6.36&lt;br /&gt;
|xAxisTitle = Pawn-Hours/Day&lt;br /&gt;
|yAxisTitle = Grass grown/Day&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! 24 hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (0/5)*0.25 + (0/5)*0.15}}&lt;br /&gt;
|-&lt;br /&gt;
! 36 Hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (12/5)*0.25 + (0/5)*0.15}}&lt;br /&gt;
|-&lt;br /&gt;
! 48 Hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (24/5)*0.25 + (0/5)*0.15}}&lt;br /&gt;
|-&lt;br /&gt;
! 60 Hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (24/5)*0.25 + (12/5)*0.15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Linking ritual ===&lt;br /&gt;
The linking ritual takes approximately 5 hours and requires 20 anima grass.&lt;br /&gt;
&lt;br /&gt;
This ritual can grant a psylink to a pawn without one or improve the level of an existing psylink; even one granted using a [[psylink neuroformer]] or through an Empire [[Titles|bestowing ceremony]]. [[Children]] {{BiotechIcon}} cannot link to the anima tree. Once the ritual is complete, 20 anima grass will die, reduced by an amount proportional to the number of participants. Any remaining grass can then be reused for future linking rituals, however note that the grass has a limited lifespan of {{Q|Anima grass|Lifespan}} [[time|days]].&lt;br /&gt;
&lt;br /&gt;
=== Meditation focus ===&lt;br /&gt;
Psycasters regain psyfocus at a base rate of {{+|50%}} psyfocus per day spent meditating. Focuses in range of the psycaster's [[meditation spot]] and of a focus type they share increase this rate additively. Anima trees have a base meditation focus strength of {{+|28%}} psyfocus per day. Each [[animus stone]] within 10 tiles increases the meditation effectiveness by {{+|2%}}, while each [[small nature shrine|small]] or [[large nature shrine]] within 10 tiles increases it by {{+|1%}}. Up to 4 buildings can affect the tree, for a maximum bonus of {{+|8%}} from  4 animus stones. This rate is also affected by the [[#Artificial buildings|artificial buildings]] surrounding the tree.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus {{+|36%}} for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. &lt;br /&gt;
&lt;br /&gt;
=== Artificial buildings ===&lt;br /&gt;
{{Stub|section=1|reason=Radius?}}&lt;br /&gt;
Building an artificial building will reduce the meditation strength and anima grass growth rate. Each building reduces the rate by {{--|1%}} to {{--|5%}}.{{Check Tag|Detail|Changes based on what}} The maximum penalty from buildings is {{--|30%}}. &lt;br /&gt;
&lt;br /&gt;
The following buildings are not considered artificial for this purpose:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
* [[Snowman]]&lt;br /&gt;
* [[Torch lamp]]&lt;br /&gt;
* [[Horseshoe pin]]&lt;br /&gt;
* [[Hoopstone ring]]&lt;br /&gt;
* [[Grave]]&lt;br /&gt;
* [[Campfire]]&lt;br /&gt;
* [[Small nature shrine]]&lt;br /&gt;
* [[Large nature shrine]]&lt;br /&gt;
* [[Animus stone]]&lt;br /&gt;
* All [[spot]]s &lt;br /&gt;
* All [[floor]]ing&lt;br /&gt;
* All types of smoothed stone walls&lt;br /&gt;
* [[Mech recharger]] {{BiotechIcon}}&lt;br /&gt;
* [[Large mech recharger]] {{BiotechIcon}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ruins]] also do not have any penalty '''so long as the ruins remain unclaimed;''' claiming the ruins will cause them to apply the usual penalty. Despite their similarity to other exempted objects, [[monument marker]]s are considered artificial.&lt;br /&gt;
&lt;br /&gt;
Selecting the tree displays two circles around the tree:&lt;br /&gt;
*The smaller, green circle is the range at which animus stones and nature shrines can link to the tree.&lt;br /&gt;
* The larger, red circle indicates where artificial structures will disrupt the tree. The &amp;quot;Build radius warning&amp;quot; option, turned on by default, will create a red line whenever you try and place a building.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
There are two philosophies for building near the anima tree:&lt;br /&gt;
* Leaving the anima tree clear from artificial structures. You can still install attractive [[floor]]s and plant flowers (where grass won't spawn) to keep the area [[beauty|beautiful]] and meditators happy without affecting the tree. A bed and dining room just outside of the radius can help lower travel time - especially if you dedicate a colonist's entire day to meditation.&lt;br /&gt;
&lt;br /&gt;
* Ignoring the artificial penalty entirely. Create your entire base right next to the anima tree, and surround the tree with [[wall]]s. This makes the travel time much shorter, and keeps your pawns safer against raids during meditation. In [[biome]]s where the [[Events#Beavers!|Beavers!]] event can happen (arid shrubland, tundra), it also keeps the ''tree'' safe. The decrease in travel time can make up for the -30% penalty, especially when multiple pawns are able to meditate.&lt;br /&gt;
** Make sure not to build a [[roof]] or floor over the tree, or where grass can spawn. Use the [[remove roof area]] tool in the Zoning tab so that your builders don't cut down the tree.&lt;br /&gt;
** While building close to the tree impacts the rate at which you gain psyfocus, the psyfocus gain provided by the tree is an &amp;quot;offset&amp;quot; on top of a pawn's base psyfocus gain of +50%/day. Even if the tree's psyfocus gain offset is at its minimum, a -2%/day penalty, pawns can still gain psyfocus by meditating at the tree at a rate of +48%/day.&lt;br /&gt;
In either case, a ring of flooring around the tree and grass spawning area can be useful to prevent [[fire|wildfires]] destroying the grass.&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
For maximum growth, [[schedule]] one or more colonists to just meditation, only stopping to eat or sleep. This also reduces travel time, useful if you have built away from the anima tree. Meditating will provide some [[recreation]]; while they will rapidly become [[Recreation#Recreation tolerance|bored]] with it, it will still keep the bar full if done all day. If a ruin or natural wall is within 6 tiles, consider [[roof]]ing over their meditation spot to keep them out of the [[weather|rain]] and [[toxic fallout]]. &lt;br /&gt;
&lt;br /&gt;
If the anima tree is very nearby to the colony, then you can also schedule meditation for all tribal colonists in place of recreation. Meditation does fill up the recreation meter, even if colonists will get bored of it. If a large portion of colonists are set to meditation, then you will quickly hit the soft limit for grass growth.&lt;br /&gt;
&lt;br /&gt;
While the grass does not grow faster when meditated at by a psycaster, they are still ideal choices. The psyfocus gain from meditation not only replaces their need to meditate elsewhere; it also all but guarantees that they will be consistently at 100% psyfocus. This especially synergizes with high-psyfocus-cost, non-combat psycasts such as [[Psycasts#Word of trust|word of trust]] or [[Psycasts#Word of inspiration|word of inspiration]], and is valuable for keeping casters combat-ready as well. &lt;br /&gt;
&lt;br /&gt;
While meditation is slightly faster with anima stones for natural psycasters, having more psylinks available is almost always worth the tiny loss in psyfocus gains. This is especially true if [[Persona weapon#Kill-focused|Kill-focused]] persona weapons or [[rituals]]{{IdeologyIcon}} that refresh the psyfocus of participants are available.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Anima tree a.png|Anima tree variant A&lt;br /&gt;
Anima tree b.png|Anima tree variant B&lt;br /&gt;
Anima tree c.png|Anima tree variant C&lt;br /&gt;
Anima tree d.png|Anima tree variant D&lt;br /&gt;
Anima tree e.png|Anima tree variant E&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Regrowth check cycle: 40 days -&amp;gt; 30 days. Added warning message when designating an anima tree for cutting and using it to give a psychically dull or deaf pawn psylink. Now sends a letter when enough anima grass is available for linking.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Anima trees are enhanced by nearby animus stones. Will no longer be destroyed by meteors, crashed ship parts, or shuttles. Anima grass progress rate now reduces after they're heavily used within a single day. All Psylink levels now take 20 anima grass instead of 18 for levels 1 and 2, 20 for 3 and 4, and 22 for 5 and 6. Soften anima tree glow. Remove anima grass glow.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Anima grass growth rate is now slowed, like the psyfocus penalty, when the tree is near artificial buildings.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating anima trees.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Description updated.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]] [[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mood&amp;diff=135641</id>
		<title>Mood</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mood&amp;diff=135641"/>
		<updated>2023-07-15T06:45:20Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: Finally figured out how mood% was calculated + final adjustments, I think it looks good until thoughts gets it's own page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Split|destination=Thoughts|reason=Split this back into Mood and [[Thoughts]]. Page is unworkably large, and needs a TOC which it can't have without being massive.}}&lt;br /&gt;
&lt;br /&gt;
{{imagemargin|[[File:mood_preview.png|right]]|30px}}&lt;br /&gt;
Mood is a game mechanic that describes a colonists feelings based on thier environment and experiences, represented by a blue bar in the [[Needs|Needs tab]] tab ranging from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by game difficulty, a colonists [[traits]] and environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for.&lt;br /&gt;
&lt;br /&gt;
Prisoners with high mood are easier to recruit and less likely to break out or go berserk, colonists with a low enough mood for a long enough time may leave your colony. &lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Colonist needs beauty.png|frame|right|The Needs tab.]]Colonists have a &amp;quot;Mood (%)&amp;quot; and a &amp;quot;Mood Target&amp;quot;, shown in the [[Needs|Needs tab]]. A &amp;quot;Mood Target&amp;quot;, shown as a white triangle below the mood bar, is a representation of all the positive and negative [[thoughts]] held by a colonist and changes instantly depending on the colonists exact situation, while &amp;quot;Mood&amp;quot; is a blue bar that represents a colonist's mood in that exact moment. The Mood bar moves towards the Mood Target indicator by ~2% of the mood bar every 2 seconds at normal game speed. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the mood target immediately jump to the right as the Hungry effect disappears, but the mood bar takes some time to inch its way toward the triangle.&lt;br /&gt;
&lt;br /&gt;
Three dividing lines on the mood bar, called the [[Mental Break Threshold]], represent mental danger zones- if the mood bar falls below these markers, there is a risk of a colonist having a [[Mental break]], where you will lose control over them and they will wander around and act against thier and the colony's best interests. For a normal colonist, these lines are placed at 5% for an extreme break risk, 20% for a major break risk, and 35% for a minor break risk, although these thresholds can can changed by a colonist's [[traits]].&lt;br /&gt;
When a colonist is sleeping or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused. &lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
Mood as a percentage is calculated by adding the overall difference between positive and negative thoughts to the &amp;quot;Base mood&amp;quot;, a stat which is defined by your difficulty. For example, a pawn with ''Low expectations (+18)'' and ''Hungry (-6)'' on ''Peaceful'' difficulty will have a mood target of 54%. &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_25}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Difficulty !! Base Mood&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful          || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Community builder || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Adventure story   || align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
|-&lt;br /&gt;
| Strive to survive || align=&amp;quot;center&amp;quot; | 32&lt;br /&gt;
|-&lt;br /&gt;
| Blood and dust    || align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
The difficulty can be changed at any time during gameplay.&lt;br /&gt;
&lt;br /&gt;
==Mood management==&lt;br /&gt;
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]]. &lt;br /&gt;
&lt;br /&gt;
Managing mood shows similarities to Maslow's Hierarchy of Needs:&lt;br /&gt;
&lt;br /&gt;
===Basic Needs===&lt;br /&gt;
Keeping colonists fed, sheltered, well-rested, clothed, and as far from death as possible is the most important aspect of your colony. Food paste is disgusting but the penalty for a hungry colonist is much greater, otherwise make sure your colony is more than a sleeping spot on an open field- walls and roofs are your friend. Be sure to pay close attention to the traits of your colonists, some hate being outdoors and would rather be kept in a small room, some demand the freedom of nudity, and some are just miserable people. Otherwise your own choices as a player can have a significant impact- making your colonists commit cannibalism, steal people's organs, or forcing everyone to wear cowboy hats made of human skin usually outweigh giving them an extra hour of rest every day.&lt;br /&gt;
&lt;br /&gt;
===Safety needs===&lt;br /&gt;
Sickness and pain are going to be some of the greatest influences to the mood of your colony. Some colonist suffer from pre-existing scars or injuries which naturally lower their mood and you will have to overcompensate for these using other means. Providing clean, spacious, and well decorated bedrooms for each individual colonist, as well as a conformable place to eat and spend time when not working or sleeping, are generally some of the best ways to provide positive mood. The difference between the best and worst of environments can be as much as 60 mood points.&lt;br /&gt;
&lt;br /&gt;
===Social needs===&lt;br /&gt;
Having a lover or a pet, allowing colonists to socialize, and allotting time for recreational actives (time alone, entertainment, drugs) are all great sources of consistent positive mood. Beware that the death of a loved one, negative social interaction, and unfulfilled drug addictions can all result in negative mood. Providing beautiful work spaces with clean floors and [[quality]] furniture also passively increase mood. Consider spreading recreation time over the day to keep colonists' recreation need topped up at all times.&lt;br /&gt;
&lt;br /&gt;
===Passion===&lt;br /&gt;
Assigning colonists to work they are passionate for cause them to learn that specific skill faster and gain a significant boost to mood. &lt;br /&gt;
&lt;br /&gt;
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.&lt;br /&gt;
&lt;br /&gt;
[[Lavish meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.&lt;br /&gt;
&lt;br /&gt;
===Extreme measures===&lt;br /&gt;
&lt;br /&gt;
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if given the very best. If you don't want to deal with constant mental breaks, you have a few options.&lt;br /&gt;
&lt;br /&gt;
To have a mental break, a pawn must be awake and able to move.  This yields these strategies to prevent a mental break by inhibiting movement:&lt;br /&gt;
* Assigning the pawn to go to sleep (works for some hours until the rest bar fills up)&lt;br /&gt;
* Anesthetizing the pawn (decent for short periods, but costs medicine every time)&lt;br /&gt;
* Putting the pawn in a [[cryptosleep casket]] (drug withdrawal probably won't progress during stasis but most effects probably will)&lt;br /&gt;
* Using the level 2 [[psycast]] Neural heat dump to put the pawn in a psychic coma for one day (Another neural heat-generating psycast must be casted prior in order to use Neural heat dump) {{RoyaltyIcon}}&lt;br /&gt;
* The famous/infamous &amp;quot;cut their legs off&amp;quot; approach (install peg legs, then remove them).&lt;br /&gt;
&lt;br /&gt;
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.&lt;br /&gt;
&lt;br /&gt;
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''&lt;br /&gt;
&lt;br /&gt;
== Moodlet Table of Contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Eating| Eating]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Room Stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation General| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation RoomStats| Situation RoomStats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation TraitsPerm| Situation TraitsPerm]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Exotic==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Eating==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}{{Royalty|no category}}{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gatherings==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Misc==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}{{Royalty|no category}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Room Stats==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's [[Impressiveness]] stat. Most rooms don't have the full range listed.&lt;br /&gt;
#Awful&lt;br /&gt;
#Dull&lt;br /&gt;
#Mediocre&lt;br /&gt;
#Decent&lt;br /&gt;
#Slightly impressive&lt;br /&gt;
#Somewhat Impressive (/ Impressive*)&lt;br /&gt;
#Very impressive&lt;br /&gt;
#Extremely impressive&lt;br /&gt;
#Unbelievably impressive&lt;br /&gt;
#Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
**Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Social#Lovers|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|no category}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation General==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Needs==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation RoomStats==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation Special==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|no category}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|no category}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation Traits==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation TraitsPerm==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts RoyalTitles==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts Ideoligion==&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thought Details==&lt;br /&gt;
====Justified execution====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Someone was organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====Justified execution of colonist====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Colonist organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====A prisoner was sold====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
====Ate fine meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate lavish meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate nutrient paste====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]].&lt;br /&gt;
&lt;br /&gt;
====Ate without table====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.&lt;br /&gt;
&lt;br /&gt;
====Ate raw food====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
====[[Beauty]]====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Hideous environment: When their opinion dips below 15.&lt;br /&gt;
*Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
*Ugly environment: When their opinion dips below 42.&lt;br /&gt;
*Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
*Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
*Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
====Bionics====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Transhumanist pawns:&lt;br /&gt;
*Transhumanist frustrated: no parts.&lt;br /&gt;
*Transhumanist pleased: 1 part.&lt;br /&gt;
*Transhumanist quite pleased: 2 parts.&lt;br /&gt;
*Transhumanist delighted: 3 parts.&lt;br /&gt;
*Transhumanist enchanted: 4 parts.&lt;br /&gt;
*Transhumanist overjoyed: 5 parts.&lt;br /&gt;
*Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
*Body purist squeamish: 1 part.&lt;br /&gt;
*Body purist disgusted: 2 parts.&lt;br /&gt;
*Body purist violated: 3 parts.&lt;br /&gt;
*Body purist horrified: 4 parts.&lt;br /&gt;
*Body purist nightmare: 5 parts.&lt;br /&gt;
*I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
====Cabin Fever (outdated information)====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
*Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
*Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.&lt;br /&gt;
&lt;br /&gt;
====Cannibalism====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
*Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
*Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
====Catharsis====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.&lt;br /&gt;
&lt;br /&gt;
====Cold====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
*Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
*Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
*Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
====My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died====&lt;br /&gt;
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.&lt;br /&gt;
&lt;br /&gt;
====Colonist banished====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
====Colonist left to die====&lt;br /&gt;
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
====Colonist left unburied====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
====Comfort====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
*Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
*Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
*Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
*Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
*Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
====Tainted apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
====Defeated hostile leader====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
====Disturbed sleep====&lt;br /&gt;
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Exhaustion====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
*Drowsy: When rest level dips below 28%.&lt;br /&gt;
*Tired: When rest level dips below 14%.&lt;br /&gt;
*Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
====Forced to take drugs====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
====Hot====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
*Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
*Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
*Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
*Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
====Human leather apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
====Hungover (pounding)====&lt;br /&gt;
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.&lt;br /&gt;
&lt;br /&gt;
====Hungover (strong)====&lt;br /&gt;
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.&lt;br /&gt;
&lt;br /&gt;
====Hungover (slight)====&lt;br /&gt;
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.&lt;br /&gt;
&lt;br /&gt;
====Hunger====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severities depending on how long the pawn hasn't had access to food.  See [[Saturation]].&lt;br /&gt;
*Hungry: When saturation level dips below 0.3.&lt;br /&gt;
*Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
*Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
**Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
**Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
**Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
**Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
**Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
====I Butchered humanlike====&lt;br /&gt;
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
====Imprisoned====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
====Insulted====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
====In darkness====&lt;br /&gt;
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (warm)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (tipsy)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (drunk)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (hammered)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
====Expectation moodlets====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game. Pawns enslaved into the colony will have expectations between extremely low and very low, ignoring the current Wealth Limit as long as they are enslaved.{{Check Tag|Fact Check|Seems outdated as there are now multiple ranks of slave expectations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}} || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}} || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}} || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}} || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}  || 182,000 - 308,000        || 8%  || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''  || 308,000 -  1,000,000,000 || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}  || {{--|6}} || ''N/A''                  || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====My organ harvested====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
====Naked====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
====New colony hope====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
====New colony optimism====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.&lt;br /&gt;
&lt;br /&gt;
====Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
*Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
*Pain (moderate): When pain reaches 15%.&lt;br /&gt;
*Pain (acute)： When pain reaches 40%.&lt;br /&gt;
*Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
*Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
*Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.&lt;br /&gt;
&lt;br /&gt;
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.&lt;br /&gt;
&lt;br /&gt;
====Psychic effects====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
*Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
*Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
*Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
*Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
====Sick====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
====Sleeping conditions====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
*Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
**This thought does not occur in unroofed rooms.&lt;br /&gt;
*Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
*Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature| {{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
*Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
====Someone's organ harvested====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]], when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
====Strange feeling====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
====Spacious interior====&lt;br /&gt;
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Cramped interior====&lt;br /&gt;
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Confined interior====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Was imprisoned====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
====Ratty apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
====Tattered apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
====We butchered humanlike====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* ? - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nutrient_paste_dispenser&amp;diff=135561</id>
		<title>Nutrient paste dispenser</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nutrient_paste_dispenser&amp;diff=135561"/>
		<updated>2023-07-10T00:55:07Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted|reason=1) Orange version for prisoners and integration of same. 2) Updated images below with current textures. }}&lt;br /&gt;
{{For|the meal the dispenser dispenses|Nutrient paste meal}}&lt;br /&gt;
{{Infobox main|production&lt;br /&gt;
| name = Nutrient paste dispenser&lt;br /&gt;
| image = Nutrient paste dispenser.png&lt;br /&gt;
| description = A machine that synthesizes edible nutrient paste from organic feedstocks placed in adjacent hoppers. It consumes less ingredients and time than any other meal production method - but nobody likes eating nutrient paste. Accepts raw food, but not rough plant matter like hay.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 3 ˣ 4&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 350&lt;br /&gt;
| power = -200&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = Nutrient paste&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 2200&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 125&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''nutrient paste dispenser''' is an electrical device that converts [[raw food]] placed in an adjacent [[hopper]] into [[nutrient paste meal]]s.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The nutrient paste dispenser can be constructed with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} once [[Research#Nutrient paste|Nutrient Paste]] has been researched. By default, [[Scenario_system#New_Tribe_vs_New_Arrivals|New Arrivals]] start with nutrient paste available.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Nutrient_paste_hoppers.png|thumb|200px|left|All valid [[hopper]] positions.&amp;lt;br&amp;gt;Gold tile is the interaction spot. Numbers indicate order the hoppers will be drawn from - Note that this order is '''not''' rotated if the disperser is.]] &lt;br /&gt;
[[File:Nutrient paste dispenser in prison cell.jpg|thumb|An orange dispenser marked for prisoner use.]]&lt;br /&gt;
The nutrient paste dispenser is an impassible object, acting like a wall for [[room]] and [[temperature]] mechanics. Pawns will dispense meals from the interaction spot, the front-center tile indicated by the circle during placement. If this spot is inside a [[prison]] cell, then the machine will change color to orange and only [[prisoners]] will be allowed to use it. You cannot build objects on the interaction spot, nor can you build the dispenser with it blocked. [[Chunk]]s placed there after construction will prevent use until they are [[haul]]ed away. &lt;br /&gt;
&lt;br /&gt;
The dispenser creates {{Icon Small|nutrient paste meal||1}} [[nutrient paste meal]] for 0.3 [[nutrition]] worth of food placed in an adjacent [[hopper]]. Hoppers can be placed in any cardinally adjacent tile, except for the interaction spot. The dispenser will attempt to draw food from the southwesternmost hopper first, regardless of dispenser orientation. If insufficient food is present in this hopper, then it will be emptied of any food inside, and then the process is repeated on each hopper proceeding counterclockwise around the dispenser until sufficient food has been collected to make a meal or all hoppers have been checked. If there is insufficient food to make a meal in all of the attached hoppers, no food will be consumed and no meal will be produced.  &lt;br /&gt;
&lt;br /&gt;
Colonists will deliver food as both [[Work#Haul|Hauling]] and [[Work#Cook|Cooking]] tasks. Make sure to set the Priority of the hoppers to be higher than other stockpiles. Only one type of food can be placed into each hopper. Any food except [[hay]] will be used, including [[corpse]]s, but colonists will only load it with [[raw food]]. It is possible to force other foods on top of a hopper by taking it to a pawn's inventory and then manually dropping it in front of the hopper. This may be considered an exploit.&lt;br /&gt;
&lt;br /&gt;
Colonists or prisoners will automatically use the dispenser any time they would otherwise look for a meal to pick up and eat, assuming it is powered, accessible, has enough food, the pawn is allowed to eat nutrient paste meals per their [[Menus#Food_restriction|food restrictions]] and there are no preferable unrestricted meals available. No work bills or tasks can be performed at the machine, and no skills are necessary to use it. [[Work#Warden|Wardens]] can also deliver nutrient paste from an external machine to prisoners, and [[Work#Doctor|Doctors]] will do the same for patients. Doctors can use prison-designated dispensers to feed prisoner patients. Animals cannot operate the dispenser but will eat meals if provided. In order to produce meals for storage or animals, you must manually manipulate a pawn - see below for details. &lt;br /&gt;
&lt;br /&gt;
=== Nutrient paste ===&lt;br /&gt;
Nutrient paste converts 0.3 nutrition of raw food to a 0.9 nutrition meal, tripling your food. But when consumed, nutrient paste gives a {{--|4}} mood penalty (&amp;quot;[[Thoughts#Eating|Ate awful meal]]&amp;quot;). This is at least better than eating raw food. Pawns will always prefer a more tasty food, so unless their Food Restriction is specifically assigned to &amp;quot;Paste&amp;quot; (located at the top of a colonist's Health tab), they will only use the dispenser if no better option is available. The mood penalty is negated if the colonist eating it has the [[Ascetic]] trait, or the [[Ideoligion#Eating_nutrient_paste|Eating Nutrient Paste: Don't mind]] precept in their [[ideoligion]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Use of [[human meat]], [[insect meat]], or, if the [[Ideology DLC]] is enabled, [[raw fungus]], in a nutrient paste meal will still apply their regular [[mood]]lets, on top of the one for nutrient paste.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Nutrient paste dispenser no hopper.png|'''When you build a NPD, the game will notify a hopper is needed'''&lt;br /&gt;
Hopper storage cropped.png|'''Hopper storage menu to select ingredients'''&lt;br /&gt;
Nutrient paste dispenser with hopper.png|'''Hopper mouse indicator will turn from red to green for correct placement and colonists will pick NP meals from the dispenser'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
At 300% nutritional efficiency, Nutrient paste is the most efficient way to prepare a meal. Compared to the next best method, [[simple meal|simple]] and [[fine meal]]s with 180% efficiency, paste gives 66.67% more food. This makes nutrient paste useful in a famine, even if you don't plan to use it indefinitely. In addition, no cooking is necessary. There's no risk of [[food poisoning]], and it can save a lot of time off a cook's hands - cooking is often a full time job in large colonies. Overall, a nutrient paste dispenser can accelerate the development of a colony, and may be necessary in an extreme [[biome]] like ice sheet.&lt;br /&gt;
&lt;br /&gt;
However, nutrient paste meals give a {{--|4}} [[mood]] debuff, which ends up being -9 net mood compared to [[fine meal]]s. It is advised to not give nutrient paste to pawns with a [[trait]] that gives a negative modifier to mental break threshold, because they can push a pawn over the edge. Because pawns prefer normal meals over nutrient paste, you can set restrictions to prevent normal pawns from consuming all of the good meals and leaving none to the volatile ones. In contrast, Ascetics can eat paste without worry. &lt;br /&gt;
&lt;br /&gt;
Transhumanist [[ideoligion]]s{{IdeologyIcon}} can eat these meals without penalty, but still miss out on {{+|5}} mood from fine meals. Due to the increased hunger from using [[neural supercharger]]s and [[sleep accelerator]]s, a paste dispenser may be preferred.&lt;br /&gt;
&lt;br /&gt;
*'''Notes'''&lt;br /&gt;
The dispenser has a minor quirk - because colonists have to dispense meals as needed, they will never carry meals in their inventory. By preventing outdoor snacking, it ''forces'' colonists to eat at a nearby dining area, always giving the ''&amp;lt;Impressive&amp;gt; dining room'' [[mood]]lets while preventing {{--|3}} ''Ate without Table''. However, this makes colonists slightly less efficient, as they'll have to travel to the dispenser every time they want to eat.&lt;br /&gt;
&lt;br /&gt;
The paste dispenser also makes it a lot easier to keep animals that need to be fed by the colonists (such as dogs and grazing animals off the growing season).  Feeding animals with paste requires occasional micro-management to create meal reserves, since animals cannot trigger the dispenser themselves.&lt;br /&gt;
&lt;br /&gt;
== Manually producing meals ==&lt;br /&gt;
Using the paste dispenser is an automatic task that cannot be explicitly triggered.  It is still possible to make a pawn produce as many meals as you want, until the machine runs out of raw food to process.&lt;br /&gt;
&lt;br /&gt;
You need at least one pawn to be hungry enough to demand a meal.  This will happen at least once per day, per pawn.&lt;br /&gt;
&lt;br /&gt;
Forcing the pawn to create meals exploits the fact that a pawn stops their current action when they are ''drafted''.  We also need to keep the colonist away from any food, so they will be forced to keep producing new meals at the paste dispenser.&lt;br /&gt;
&lt;br /&gt;
=== Method 1: using a special zone restriction (recommended) ===&lt;br /&gt;
The following method uses a 1-tile zone restriction that is placed in the middle of the dispenser.  This is the easiest method for producing more than one stack of meals at a time.  In detail:&lt;br /&gt;
# Create a new '''area''' that covers exactly 1 tile in the center of the main body of the nutrient paste dispenser (as shown in the screenshot).  ''The exact location of this area matters'', in order for the pawn to be able to path to the paste dispenser.&lt;br /&gt;
# When one of your colonists (it does not matter which one) becomes hungry, and is about to eat a meal, '''pause''' the game and '''restrict''' the pawn to the area created in step one.  You might also have to draft and undraft the colonist so he will stop the current action.  '''The pawn will now be unable to do anything except produce meals at the paste dispenser''', due to the zone restriction he is now under.  He will even be unable to grab meals that are right on top of him, including the ones he produces from the machine!&lt;br /&gt;
# Wait for the colonist to walk up to the paste dispenser and draw a meal from the machine.  '''Pause''' the game again at this point.&lt;br /&gt;
# To start mass producing meals, simply '''draft''' and '''undraft''' the pawn as many times as desired.  Each cycle will instantly procure another meal from the dispenser, using up some of the resources from the hoppers.  The meal is not consumed by the colonist, because drafting him will make him drop the meal on the floor, where it will be out of reach (due to the zone restriction).  You can hold down the ''draft'' hotkey to rapidly mass produce meals.&lt;br /&gt;
# When you are finished, simply undraft the pawn a final time and remove the zone restriction from him.  Done.&lt;br /&gt;
&lt;br /&gt;
The entire process will require no in-game time, since the game is paused all the way.&lt;br /&gt;
&lt;br /&gt;
''Notes'':&lt;br /&gt;
* If you wait a little to long with pausing the game, after the pawn has produced a meal, they will move away from the dispenser and consume the meal (ignoring the zone restriction).  This is not a problem: simply draft and undraft the pawn, they will drop the meal on the ground and you can resume again at step 3 above.&lt;br /&gt;
* Pawns may prefer to eat meals that are already made, and not use the paste dispenser in those situations, depending on several factors that are difficult to control.  If you want to protect your bulk-produced meals from colonists, you have to forbid the stacks or exclude the colonists from the area they are stored in.  Domesticated animals will not eat from forbidden stacks, so an exclusion zone has to be used to reserve the food for animals.&lt;br /&gt;
* Many pawns want to eat after getting up in the morning.  This makes it easier to watch for hungry pawns if you plan to mass produce some meals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Mass dispense (before).png|The pawn is restricted to a 1-by-1 tile wide area which is placed in the middle of the nutrient paste dispenser.  The precise location of the zone is important.  The pawn will now produce meals indefinitely when drafted and undrafted in front of the dispenser (while there is material on top of the hoppers).&lt;br /&gt;
File:Mass dispense (after).png|This is the state after all hoppers are depleted.  The pawn is now surrounded by stacks of nutrient paste meals.  He is still unable to eat any of them, due to the zone restriction (which can now be removed and the pawn undrafted).  Note that none of the meal stacks are forbidden, because that is not necessary with this method.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can have as many nutrient paste meals as your heart desires!  &lt;br /&gt;
Enough to take with you on cold journeys!&lt;br /&gt;
Enough to make an emergency food stockpile!&lt;br /&gt;
Enough to use as animal fodder!&lt;br /&gt;
&lt;br /&gt;
=== Method 2: manually forbidding stacks (casual use) ===&lt;br /&gt;
If you do not want to deal with zone restrictions, you proceed as in method 1, but then you have to '''forbid''' any new meal stacks that are created, before continuing to cycle the drafting.  This method is a little inconvenient if you want to produce more than a single stack of meals, or if you repeat the process regularly (eg. to produce animal food).&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Rimworld Nutrient Paste Start.jpg|The pawn has just grabbed a meal from the dispenser, and wants to eat it. The game is paused at this point. If you draft the pawn now, he will drop the meal on the floor.&lt;br /&gt;
File:Rimworld Nutrient Paste Middle.jpg|This is how it looks like after a couple of stacks have been produced, simply by drafting and undrafting the pawn. The game remains paused all the way. When a new stack appears, it has to be forbidden for the process to continue.&lt;br /&gt;
File:Rimworld Nutrient Paste End.jpg|Beyond 3 tiles, you do not even need to forbid stacks any more.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/ 1.0 - Now tinted orange when they can be used by prisoners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OldNutrient.png|Old Nutrient Paste Dispenser Texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Production]]&lt;br /&gt;
[[Category:Food Production]]&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Nutrient_paste_dispenser_no_hopper_message_(1).jpg&amp;diff=135560</id>
		<title>File:Nutrient paste dispenser no hopper message (1).jpg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Nutrient_paste_dispenser_no_hopper_message_(1).jpg&amp;diff=135560"/>
		<updated>2023-07-10T00:49:05Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xlhlzwpeu7if4y84&amp;topic_postId=xlioge9raid54ock&amp;topic_revId=xlioge9raid54ock&amp;action=single-view</id>
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		<updated>2023-07-08T17:30:12Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Falmingkitter&quot; class=&quot;mw-userlink&quot; title=&quot;User:Falmingkitter&quot;&gt;&lt;bdi&gt;Falmingkitter&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Falmingkitter&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Falmingkitter (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Falmingkitter&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Falmingkitter&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:Xlhlzwpeu7if4y84&amp;amp;topic_showPostId=xlioge9raid54ock#flow-post-xlioge9raid54ock&quot;&gt;commented&lt;/a&gt; on &quot;error replacing file&quot; (&lt;em&gt;When the upload didn&amp;#039;t work initially I opened the file in photoshop and tried to upload a jpg and a png version and got the same error m...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Nutrient_paste_dispenser_in_prison_cell.jpg&amp;diff=135498</id>
		<title>File:Nutrient paste dispenser in prison cell.jpg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Nutrient_paste_dispenser_in_prison_cell.jpg&amp;diff=135498"/>
		<updated>2023-07-08T05:38:30Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xlhlzwpeu7if4y84&amp;topic_postId=xlhlzwpeubghd26c&amp;topic_revId=xlhlzwpeubghd26c&amp;action=single-view</id>
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		<updated>2023-07-08T05:59:38Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Falmingkitter&quot; class=&quot;mw-userlink&quot; title=&quot;User:Falmingkitter&quot;&gt;&lt;bdi&gt;Falmingkitter&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Falmingkitter&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Falmingkitter (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Falmingkitter&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Falmingkitter&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:Xlhlzwpeu7if4y84&amp;amp;topic_showPostId=xlhlzwpeubghd26c#flow-post-xlhlzwpeubghd26c&quot;&gt;commented&lt;/a&gt; on &quot;error replacing file&quot; (&lt;em&gt;I&amp;#039;m trying to replace: https://rimworldwiki.com/wiki/File:Nutrient_paste_dispenser_no_hopper.png but getting an error message: &amp;quot;File exte...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mood&amp;diff=135417</id>
		<title>Mood</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mood&amp;diff=135417"/>
		<updated>2023-07-02T00:00:13Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: Almost complete re-write. Tried to add more detail while reducing overall word count. Didn't touch the &amp;quot;thoughts&amp;quot; section, might move it to new page later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Rewrite|reason=Standardization of thought formatting - Room Stats method suggested}}&lt;br /&gt;
{{Split|destination=Thoughts|reason=Split this back into Mood and [[Thoughts]]. Page is unworkably large, and needs a TOC which it can't have without being massive.}}&lt;br /&gt;
&lt;br /&gt;
{{imagemargin|[[File:mood_preview.png|right]]|30px}}&lt;br /&gt;
Mood is a game mechanic that describes a colonists feelings based on thier environment and experiences, represented by a blue bar in the [[Needs|Needs tab]] tab ranging from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by game difficulty, a colonists [[traits]] and environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for.&lt;br /&gt;
&lt;br /&gt;
Prisoners with high mood are easier to recruit and less likely to break out or go berserk, colonists with a low enough mood for a long enough time may leave your colony. &lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Colonist needs beauty.png|frame|right|The Needs tab.]]Colonists have a &amp;quot;Mood&amp;quot; and a &amp;quot;Mood Target&amp;quot;, shown in the [[Needs|Needs tab]]. A &amp;quot;Mood Target&amp;quot;, shown as a white triangle below the mood bar, is a representation of all the positive and negative experiences had by a colonist and changes instantly depending on the colonists exact situation, while &amp;quot;Mood&amp;quot; is a blue bar that represents a colonist's mood in that exact moment. The Mood bar moves towards the Mood Target indicator by ~2% of the mood bar every 2 seconds at normal game speed. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the mood target immediately jump to the right as the Hungry effect disappears, but the mood bar takes some time to inch its way toward the triangle.&lt;br /&gt;
&lt;br /&gt;
Three dividing lines on the mood bar, called the [[Mental Break Threshold]], represent mental danger zones- if the mood bar falls below these markers, there is a risk of a colonist having a [[Mental break]], which is essentially a tantrum. For the average colonist these lines are placed at 5% for an extreme break risk, 20% for a major break risk, and 35% for a minor break risk, although these thresholds can can changed by a colonist's [[traits]]. {{Check Tag|More Info|How does the mood number (overall diff. between positive and negative) translate to % on the bar?}}&lt;br /&gt;
&lt;br /&gt;
When a colonist is sleeping or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused. &lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
The difficulty can be changed at any time during gameplay. Below is a chart which displays how difficulty modifies mood.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_25}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Difficulty !! Base Mood&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful          || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Community builder || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Adventure story   || align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
|-&lt;br /&gt;
| Strive to survive || align=&amp;quot;center&amp;quot; | 32&lt;br /&gt;
|-&lt;br /&gt;
| Blood and dust    || align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood management==&lt;br /&gt;
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]]. &lt;br /&gt;
&lt;br /&gt;
Managing mood shows similarities to Maslow's Hierarchy of Needs:&lt;br /&gt;
&lt;br /&gt;
===Basic Needs===&lt;br /&gt;
Keeping colonists fed, sheltered, well-rested, clothed, and as far from death as possible is the most important aspect of your colony. Food paste is disgusting but the penalty for a hungry colonist is much greater, otherwise make sure your colony is more than a sleeping spot on an open field- walls and roofs are your friend. Be sure to pay close attention to the traits of your colonists, some hate being outdoors and would rather be kept in a small room, some demand the freedom of nudity, and some are just miserable people. Otherwise your own choices as a player can have a significant impact- making your colonists commit cannibalism, steal people's organs, or forcing everyone to wear cowboy hats made of human skin usually outweigh giving them an extra hour of rest every day.&lt;br /&gt;
&lt;br /&gt;
===Safety needs===&lt;br /&gt;
Sickness and pain are going to be some of the greatest influences to the mood of your colony. Some colonist suffer from pre-existing scars or injuries which naturally lower their mood and you will have to overcompensate for these using other means. Providing clean, spacious, and well decorated bedrooms for each individual colonist, as well as a conformable place to eat and spend time when not working or sleeping, are generally some of the best ways to provide positive mood. The difference between the best and worst of environments can be as much as 60 mood points.&lt;br /&gt;
&lt;br /&gt;
===Social needs===&lt;br /&gt;
Having a lover or a pet, allowing colonists to socialize, and allotting time for recreational actives (time alone, entertainment, drugs) are all great sources of consistent positive mood. Beware that the death of a loved one, negative social interaction, and unfulfilled drug addictions can all result in negative mood. Providing beautiful work spaces with clean floors and [[quality]] furniture also passively increase mood. Consider spreading recreation time over the day to keep colonists' recreation need topped up at all times.&lt;br /&gt;
&lt;br /&gt;
===Passion===&lt;br /&gt;
Assigning colonists to work they are passionate for cause them to learn that specific skill faster and gain a significant boost to mood. &lt;br /&gt;
&lt;br /&gt;
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.&lt;br /&gt;
&lt;br /&gt;
[[Lavish meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.&lt;br /&gt;
&lt;br /&gt;
===Extreme measures===&lt;br /&gt;
&lt;br /&gt;
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if given the very best. If you don't want to deal with constant mental breaks, you have a few options.&lt;br /&gt;
&lt;br /&gt;
To have a mental break, a pawn must be awake and able to move.  This yields these strategies to prevent a mental break by inhibiting movement:&lt;br /&gt;
* Assigning the pawn to go to sleep (works for some hours until the rest bar fills up)&lt;br /&gt;
* Anesthetizing the pawn (decent for short periods, but costs medicine every time)&lt;br /&gt;
* Putting the pawn in a [[cryptosleep casket]] (drug withdrawal probably won't progress during stasis but most effects probably will)&lt;br /&gt;
* Using the level 2 [[psycast]] Neural heat dump to put the pawn in a psychic coma for one day (Another neural heat-generating psycast must be casted prior in order to use Neural heat dump) {{RoyaltyIcon}}&lt;br /&gt;
* The famous/infamous &amp;quot;cut their legs off&amp;quot; approach (install peg legs, then remove them).&lt;br /&gt;
&lt;br /&gt;
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.&lt;br /&gt;
&lt;br /&gt;
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''&lt;br /&gt;
&lt;br /&gt;
== Moodlet Table of Contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Eating| Eating]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Room Stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation General| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation RoomStats| Situation RoomStats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation TraitsPerm| Situation TraitsPerm]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Exotic==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Eating==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}{{Royalty|no category}}{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gatherings==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Misc==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}{{Royalty|no category}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Room Stats==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's [[Impressiveness]] stat. Most rooms don't have the full range listed.&lt;br /&gt;
#Awful&lt;br /&gt;
#Dull&lt;br /&gt;
#Mediocre&lt;br /&gt;
#Decent&lt;br /&gt;
#Slightly impressive&lt;br /&gt;
#Somewhat Impressive (/ Impressive*)&lt;br /&gt;
#Very impressive&lt;br /&gt;
#Extremely impressive&lt;br /&gt;
#Unbelievably impressive&lt;br /&gt;
#Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
**Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Social#Lovers|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|no category}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation General==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Needs==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation RoomStats==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation Special==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|no category}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|no category}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation Traits==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation TraitsPerm==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts RoyalTitles==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts Ideoligion==&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thought Details==&lt;br /&gt;
====Justified execution====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Someone was organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====Justified execution of colonist====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Colonist organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====A prisoner was sold====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
====Ate fine meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate lavish meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate nutrient paste====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]].&lt;br /&gt;
&lt;br /&gt;
====Ate without table====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.&lt;br /&gt;
&lt;br /&gt;
====Ate raw food====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
====[[Beauty]]====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Hideous environment: When their opinion dips below 15.&lt;br /&gt;
*Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
*Ugly environment: When their opinion dips below 42.&lt;br /&gt;
*Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
*Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
*Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
====Bionics====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Transhumanist pawns:&lt;br /&gt;
*Transhumanist frustrated: no parts.&lt;br /&gt;
*Transhumanist pleased: 1 part.&lt;br /&gt;
*Transhumanist quite pleased: 2 parts.&lt;br /&gt;
*Transhumanist delighted: 3 parts.&lt;br /&gt;
*Transhumanist enchanted: 4 parts.&lt;br /&gt;
*Transhumanist overjoyed: 5 parts.&lt;br /&gt;
*Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
*Body purist squeamish: 1 part.&lt;br /&gt;
*Body purist disgusted: 2 parts.&lt;br /&gt;
*Body purist violated: 3 parts.&lt;br /&gt;
*Body purist horrified: 4 parts.&lt;br /&gt;
*Body purist nightmare: 5 parts.&lt;br /&gt;
*I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
====Cabin Fever (outdated information)====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
*Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
*Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.&lt;br /&gt;
&lt;br /&gt;
====Cannibalism====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
*Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
*Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
====Catharsis====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.&lt;br /&gt;
&lt;br /&gt;
====Cold====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
*Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
*Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
*Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
====My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died====&lt;br /&gt;
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.&lt;br /&gt;
&lt;br /&gt;
====Colonist banished====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
====Colonist left to die====&lt;br /&gt;
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
====Colonist left unburied====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
====Comfort====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
*Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
*Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
*Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
*Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
*Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
====Tainted apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
====Defeated hostile leader====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
====Disturbed sleep====&lt;br /&gt;
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Exhaustion====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
*Drowsy: When rest level dips below 28%.&lt;br /&gt;
*Tired: When rest level dips below 14%.&lt;br /&gt;
*Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
====Forced to take drugs====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
====Hot====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
*Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
*Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
*Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
*Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
====Human leather apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
====Hungover (pounding)====&lt;br /&gt;
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.&lt;br /&gt;
&lt;br /&gt;
====Hungover (strong)====&lt;br /&gt;
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.&lt;br /&gt;
&lt;br /&gt;
====Hungover (slight)====&lt;br /&gt;
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.&lt;br /&gt;
&lt;br /&gt;
====Hunger====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severities depending on how long the pawn hasn't had access to food.  See [[Saturation]].&lt;br /&gt;
*Hungry: When saturation level dips below 0.3.&lt;br /&gt;
*Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
*Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
**Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
**Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
**Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
**Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
**Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
====I Butchered humanlike====&lt;br /&gt;
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
====Imprisoned====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
====Insulted====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
====In darkness====&lt;br /&gt;
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (warm)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (tipsy)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (drunk)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (hammered)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
====Expectation moodlets====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game. Pawns enslaved into the colony will have expectations between extremely low and very low, ignoring the current Wealth Limit as long as they are enslaved.{{Check Tag|Fact Check|Seems outdated as there are now multiple ranks of slave expectations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}} || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}} || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}} || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}} || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}  || 182,000 - 308,000        || 8%  || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''  || 308,000 -  1,000,000,000 || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}  || {{--|6}} || ''N/A''                  || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====My organ harvested====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
====Naked====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
====New colony hope====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
====New colony optimism====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.&lt;br /&gt;
&lt;br /&gt;
====Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
*Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
*Pain (moderate): When pain reaches 15%.&lt;br /&gt;
*Pain (acute)： When pain reaches 40%.&lt;br /&gt;
*Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
*Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
*Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.&lt;br /&gt;
&lt;br /&gt;
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.&lt;br /&gt;
&lt;br /&gt;
====Psychic effects====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
*Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
*Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
*Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
*Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
====Sick====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
====Sleeping conditions====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
*Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
**This thought does not occur in unroofed rooms.&lt;br /&gt;
*Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
*Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature| {{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
*Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
====Someone's organ harvested====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]], when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
====Strange feeling====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
====Spacious interior====&lt;br /&gt;
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Cramped interior====&lt;br /&gt;
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Confined interior====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Was imprisoned====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
====Ratty apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
====Tattered apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
====We butchered humanlike====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* ? - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blight&amp;diff=135385</id>
		<title>Blight</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blight&amp;diff=135385"/>
		<updated>2023-06-27T17:16:28Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: cleared 1 detail, removed 1 fact check tag (deemed not relevant by Harakoni), minor formatting. Cannot yet verify blight initial spawn coverage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Crop blight.png|400px|thumb|right|Blighted [[potato plant]]s with a bubble-shaped yellow indicator above them.]]&lt;br /&gt;
&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and can spread the blight to other nearby plants within 4 tiles while losing health points and dying.&lt;br /&gt;
Blighted plants cannot be saved or healed, and must be destroyed.&lt;br /&gt;
== Progression ==&lt;br /&gt;
Blight starts on one species of plant, at 10% severity, affecting 20% of your plants{{Check Tag|Fact Check|An incident of 40% initial plants affected was reported in December of 2020}} (1 in 5). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
[[File:Rimworld V1.4 blight crop jump Gif.gif|thumb|right|Blight jumping from a rice field to a potato crop past a 3 tile gap]]&lt;br /&gt;
&lt;br /&gt;
== Unaffected Plants ==&lt;br /&gt;
[[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
== Removal == &lt;br /&gt;
To stop the spread of blight and allow replanting, the affected plants must be removed. Blighted plants can be automatically marked for removal en masse by selecting a blighted plant and clicking the &amp;quot;Cut all blight&amp;quot; button, designating all plants currently infected with blight across the map for cutting as if the [[Orders#Cut plants|Cut plants]] order was used. Note that this only designates the plants that are currently blighted at the time of the order - it will not automatically designate the plants blight spreads to in the meantime. The affected plants can also be manually designated for cutting using the right-click plant cut command, or the Cut plants orders tab of the [[Architect]] menu. No matter the designation method, colonists with the [[Work#Plant cut|Plant cut]] work enabled will then cut the blighted plants. Consider temporarily setting Plant Cut priority to 1 in the Work tab if colonists do not respond immediately. &lt;br /&gt;
&lt;br /&gt;
If grower time is short, then the plants can also be destroyed by any other means such as by burning them with [[Molotov cocktails]] or [[Incendiary launcher]]s. The fire will spread and rapidly destroy the field, though this risks igniting healthy plants, colony structures, or colonists.&lt;br /&gt;
&lt;br /&gt;
== Mitigation strategy ==&lt;br /&gt;
To mitigate the effects of blight, it is recommended to leave 4-square wide strips between crops, left empty or planted with species not affected by blight.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523]] - Added a &amp;quot;cut all blight&amp;quot; command to blighted plants.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xksdqezox2g2suv8&amp;topic_postId=xku5mznx0l2wxav8&amp;topic_revId=xku5mznx0l2wxav8&amp;action=single-view</id>
		<title>Topic:Xksdqezox2g2suv8</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xksdqezox2g2suv8&amp;topic_postId=xku5mznx0l2wxav8&amp;topic_revId=xku5mznx0l2wxav8&amp;action=single-view"/>
		<updated>2023-06-27T17:18:00Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Falmingkitter&quot; class=&quot;mw-userlink&quot; title=&quot;User:Falmingkitter&quot;&gt;&lt;bdi&gt;Falmingkitter&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Falmingkitter&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Falmingkitter (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Falmingkitter&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Falmingkitter&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:Xksdqezox2g2suv8&amp;amp;topic_showPostId=xku5mznx0l2wxav8#flow-post-xku5mznx0l2wxav8&quot;&gt;commented&lt;/a&gt; on &quot;Fact check for outdated versions?&quot; (&lt;em&gt;Instead of opening a new topic I&amp;#039;ll ask under here- Is there Gif compatibility on the wiki? the 2 frame gif I uploaded is a still image o...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blight&amp;diff=135383</id>
		<title>Blight</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blight&amp;diff=135383"/>
		<updated>2023-06-26T23:07:23Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: /* Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Crop blight.png|400px|thumb|right|Blighted [[potato plant]]s with a bubble-shaped yellow indicator above them.]]&lt;br /&gt;
&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days.&lt;br /&gt;
&lt;br /&gt;
Blighted crops will not grow or yield anything when harvested, and can spread the blight to other nearby plants while losing health points and dying.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
Blight starts on one species of plant, at 10% severity, affecting 20% of your plants{{Check Tag|Fact Check|An incident of 40% initial plants affected was reported in December of 2020}} (1 in 5). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
[[File:Rimworld V1.4 blight crop jump Gif.gif|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Unaffected Plants ==&lt;br /&gt;
[[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
== Removal == &lt;br /&gt;
To stop the spread of blight and allow replanting, the affected plants must be removed. Blighted plants can be removed en masse by selecting a blighted plant and clicking the &amp;quot;Cut all blight&amp;quot; button, designating them for cutting as if the [[Orders#Cut plants|Cut plants]] order was used.{{Check Tag|Detail|Exactly which plants will be designated? All plants of that type with blight? All plants with blight on the map? All plants with blight on the map etc}} Note that this only designates the plants that are currently blighted at the time of the order - it will not automatically designate the plants blight spreads to in the meantime. The affected plants can also be manually designated for cutting using the right-click plant cut command, or the Cut plants orders tab of the [[Architect]] menu. No matter the designation method, colonists with the [[Work#Plant cut|Plant cut]] work enabled will then cut the blighted plants. Consider temporarily setting Plant Cut priority to 1 in the Work tab if colonists do not respond immediately. &lt;br /&gt;
&lt;br /&gt;
If grower time is short, then the plants can also be destroyed by any other means such as by burning them with [[Molotov cocktails]] or [[Incendiary launcher]]s. The fire will spread and rapidly destroy the field, though this risks igniting healthy plants, colony structures, or colonists.&lt;br /&gt;
&lt;br /&gt;
== Mitigation strategy ==&lt;br /&gt;
To mitigate the effects of blight, it is recommended to leave 4-square wide{{Check Tag|Fact Check|4 tiles is true for the latest version but 3 seems true for some older versions}} strips between crops, left empty or planted with species not affected by blight.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523]] - Added a &amp;quot;cut all blight&amp;quot; command to blighted plants.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xksdqezox2g2suv8&amp;topic_postId=xksdqezox6e50ytg&amp;topic_revId=xksdqezox6e50ytg&amp;action=single-view</id>
		<title>Topic:Xksdqezox2g2suv8</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xksdqezox2g2suv8&amp;topic_postId=xksdqezox6e50ytg&amp;topic_revId=xksdqezox6e50ytg&amp;action=single-view"/>
		<updated>2023-06-26T22:10:30Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Falmingkitter&quot; class=&quot;mw-userlink&quot; title=&quot;User:Falmingkitter&quot;&gt;&lt;bdi&gt;Falmingkitter&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Falmingkitter&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Falmingkitter (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Falmingkitter&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Falmingkitter&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:Xksdqezox2g2suv8&amp;amp;topic_showPostId=xksdqezox6e50ytg#flow-post-xksdqezox6e50ytg&quot;&gt;commented&lt;/a&gt; on &quot;Fact check for outdated versions?&quot; (&lt;em&gt;I was uploading a gif of blight jumping 3 empty tiles into a different crop when I noticed the fact check in the Mitigation strategy is f...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Rimworld_V1.4_blight_crop_jump_Gif.gif&amp;diff=135377</id>
		<title>File:Rimworld V1.4 blight crop jump Gif.gif</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Rimworld_V1.4_blight_crop_jump_Gif.gif&amp;diff=135377"/>
		<updated>2023-06-26T21:32:36Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Short animation showing blight jump from one crop to another, over a 3 space gap&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Falmingkitter&amp;diff=135312</id>
		<title>User:Falmingkitter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Falmingkitter&amp;diff=135312"/>
		<updated>2023-06-17T05:54:50Z</updated>

		<summary type="html">&lt;p&gt;Falmingkitter: Created page with &amp;quot;(͡ ͡° ͜ つ ͡͡°)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(͡ ͡° ͜ つ ͡͡°)&lt;/div&gt;</summary>
		<author><name>Falmingkitter</name></author>
	</entry>
</feed>