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		<title>Sea Ice Guide</title>
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		<summary type="html">&lt;p&gt;Fariatal: fixed italics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in the most hostile environment in the RimWorld planet - [[sea ice]].&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{{See also|Sea ice}}&lt;br /&gt;
&lt;br /&gt;
The sea ice biome is one of the coldest biomes in the game, with only [[orbit]]{{OdysseyIcon}} being colder. There is almost no animal life and no plants. In fact, you shouldn't expect to find anything more than a few [[snowhare]]s in your start, perhaps an [[arctic fox]] or [[polar bear]] if you're lucky.&lt;br /&gt;
&lt;br /&gt;
There is also a complete lack of soil, ruins, geothermal vents, stone, or ore. [[Moisture pump]]s will generate ice and [[deep drill]]s do not function. All these combined will make developing very slow and tedious. It will be harsh before you get a [[heater]] and a [[hydroponics basin]], then you can plant something indoors. It will still be harsh after that too. You'll have to rely on trading, quests, random events and eventually the [[long-range mineral scanner]] to get any other materials with which to build a base.&lt;br /&gt;
&lt;br /&gt;
Even on the warmest sea ice tiles, it's still really cold. The average varies from {{Temperature|-20}} to {{Temperature|-30}} and they never have growing periods due to the temperature. If you chose a warmer landing spot, you still need to eventually make a [[Colony Building Guide#Freezer|freezer]] though, because the summer temperature can be hot enough to spoil your food. Expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
They are particularly bad for travel by caravan. They do not have roads and are always placed in the poles of the world, so they have a big penalty to caravan speed due to winter, which is most of if not the whole year. &lt;br /&gt;
&lt;br /&gt;
It's a deserted, cold, hell.&lt;br /&gt;
&lt;br /&gt;
In order to conquer it, we'll analyze the basics necessary to survive in these conditions and then, what is needed to thrive in it into the endgame. There will be suggestions that branch off from the fundamentals for specific playstyles.&lt;br /&gt;
&lt;br /&gt;
== Immediate Survival ==&lt;br /&gt;
[[Colonist]]s have [[needs]], without the which they get a [[mental break]] or die. Sea ice does very little to help here, which makes the biome so challenging. These can be summarized into:&lt;br /&gt;
* [[Food]]: Without [[nutrition]], your people will die.&lt;br /&gt;
* [[Temperature]]: If your colonist is too hot or too cold, they will die. &lt;br /&gt;
* [[Mood]]: The final purpose of [[recreation]], [[beauty]], certain [[moodlet]]s etc; is all to provide a boost to this stat. Keeping this stat up is required for keeping your pawns in a useful, sane, state.&lt;br /&gt;
&lt;br /&gt;
Each of these topics will be covered in their own subsection.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The most reliable food source is [[hydroponics]], but this requires research, stable heat, lots of electricity, and resources ({{Required Resources|Hydroponics basin}} per basin). &lt;br /&gt;
&lt;br /&gt;
When starting out, colonies can use their starting resources, the initial animals, and trading, but all of these will run out eventually. The two reliable sources of early game food are:&lt;br /&gt;
*[[Cannibalism]]: The [[storyteller]] will send raids and events at the normal rate, even in the brutal sea ice. This is particularly sustainable with a single colonist; not only are there less mouths to feed, but the storyteller will constantly generate new recruit events due to [[PopulationIntent]], which can be converted into human meat.&lt;br /&gt;
*[[Fishing]]{{OdysseyIcon}}: Provided there is a large body of water, your colonists can survive the temperature, and fishing is researched, fishing can be a potentially year-round source of food.&lt;br /&gt;
**Sea water, found at coastal locations, does not freeze at winter. Fresh water lakes will freeze. By creating a [[room]] with water inside it, it is possible to fish year-round, in a temperature-controlled environment. This can be done by enclosing the body of water, or building a small room on top of it (place [[bridge]]s, make a room on top of the bridges, have a gap of water inside said room, then heat up the room. This allows access to the full lake's worth of fish, even if most of the lake is frozen).&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
New Arrivals can easily build a [[heater]], although they will need warm clothing for when the electricity goes out. New Tribes can build a [[campfire]] for the early game, and should eventually get enough warm clothing to not require heat.&lt;br /&gt;
&lt;br /&gt;
Any pawn that arrives in your map (allied or enemy) will typically wear [[parka]]s and other warm clothing. Enough sufficient-quality clothing should let colonists survive the cold with no external heating.&lt;br /&gt;
&lt;br /&gt;
The most heat-efficient shape is a square, as rooms loose heat from their edges, and a square has the best area-to-edge ratio. Double-thick walls have twice the insulation as single-walled ones, and rooms adjacent to each other exchange heat, which makes &amp;quot;huddling&amp;quot; all of your rooms together around a central warm room, efficient. You can further make these rooms double-thick as well to give even more heat insulation from the cold outside for the rooms deeper in the base.&lt;br /&gt;
&lt;br /&gt;
As [[raid]]s bust into your base, as soon as your rooms aren't fully enclosed anymore, they are immediately considered &amp;quot;outside&amp;quot; and default to the ambient temperature. This can immediately kill your precious hydroponic rice.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
This can usually be covered by picking colonist(s) with a helpful mood [[trait]], and/or creating a strong [[ideoligion]].{{IdeologyIcon}} Traits such as [[Iron-willed]], [[Steadfast]], [[Sanguine]] and [[Optimist]] are broadly useful.&lt;br /&gt;
&lt;br /&gt;
Because [[human meat]] is one of the few readily available sources of food, [[bloodlust]], [[cannibal]], and [[psychopath]], and/or their respective [[precept]]s{{IdeologyIcon}} (Cannibalism: Acceptable, Organ Use: Acceptable, and Corpses: Don't Care) are especially helpful. The starting [[xenotype]]{{BiotechIcon}} can be modified to increase mood, cold tolerance, and decrease food consumption.&lt;br /&gt;
&lt;br /&gt;
If a colonist does have a mental break, you can:&lt;br /&gt;
* Arrest them: You can release them immediately afterwards. It won't give them the benefit of Catharsis, but it will end the mental break.&lt;br /&gt;
* Beat them up: It will end the break, give them Catharsis, but they'll need to spend time recovering. Luckily, with so little to do on Sea Ice, colonist downtime is often much less of a problem here than on other biomes.&lt;br /&gt;
* Tank through it: Someone going on a drug binge is not much of a deal when you'd likely have barely any, for example.&lt;br /&gt;
&lt;br /&gt;
Parties, marriage, and successful [[ritual]]s{{IdeologyIcon}} can be a good chance to do mood-hindering tasks like butchering humans.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
After food, temperature, and mood are stabilized, sea ice gameplay becomes slow and potentially tedious, but the gameplay is not itself difficult - it just requires a lot of waiting. It can be a bit more challenging: more can go wrong, it can be harder to recover if something breaks, and playing with a solo colonist always comes with added risk.&lt;br /&gt;
&lt;br /&gt;
===Steel and Components===&lt;br /&gt;
[[File:DiagramSteelProductionSeaIce.png|450px|thumb|center|General route to get more resources.]]&lt;br /&gt;
&lt;br /&gt;
The basic design of the game requires [[steel]] and [[component]]s to advance your colony, which do not generate in the sea ice. This means you'll need to resort to [[trade]] to acquire them, and/or use the [[smelter]] on raider weapons to gather the steel you need to advance. While you might get some lucky amounts of steel and components through raider loot and [[event]]s, a coarse, general route for progressing in sea ice is:&lt;br /&gt;
&lt;br /&gt;
* Budgeting and making use of the materials from your starting [[scenario]]: You won't get more for a very long time. What you start with is what you have. I suggest that you use a spreadsheet to plan out what exactly you will be spending your precious wood and steel on. &lt;br /&gt;
**For Crashlanded and other similarly advanced starts, I strongly recommend to set aside enough steel for a [[smelter]], a [[sun lamp]], a few [[hydroponics]], a [[comms console]] and [[orbital trade beacon]], which leaves very little left over steel. Remember that you can also smelt down your initial gear, like the [[flak vest]] you start with. The budgeting you will need to do might be extreme.&lt;br /&gt;
**With Rich explorer start, you can build silver walls and silver bed, leaving enough steel for a [[wind turbine]], a [[heater]], a smelter, and a [[battery]]. Wood should be used to build a [[door]], a [[simple research bench]], a [[butcher table]], and a [[horseshoes pin]]. The leftover wood could be used for [[shelf|shelves]], campfires, or a [[hand tailor bench]]. Other useful buildings such as [[wall lamp]], a second heater, and [[electric stove]] will require more steel than what you have.&lt;br /&gt;
* [[Smelter]]: The smelter is a free, sustainable source of steel, turning raider gear and chunks from the sky into usable metal.&lt;br /&gt;
* [[Mechanoids]]: Once your colony is advanced enough to encounter [[mechanoid]]s, they can be dismantled at a [[machining table]] or [[crafting spot]]. A [[mechanitor]]{{BiotechIcon}} can also call boss raids for steel.&lt;br /&gt;
* Trading / [[comms console]]: With a comms console, orbital trade with bulk traders can provide an enormous amount of stone, steel, components, etc., if you have something to buy them with (eg. [[lung]]s, [[heart]]s, etc). Trading through [[caravan]] is also possible if a settlement is nearby, although steel is very heavy.&lt;br /&gt;
* [[Long-range mineral scanner]]: A great and infinite source of resources in the late-game, including steel and components. Pack animals, drop pods, or [[passenger shuttle]]s{{OdysseyIcon}} can be used to transport colonists and items both ways. Multiple scanners can be built to find resources faster.&lt;br /&gt;
&lt;br /&gt;
===Late game challenges===&lt;br /&gt;
During the late game, after a trading network and/or a long-range mineral scanner is established, gameplay will start feeling like any other biome. A &amp;quot;death spiral&amp;quot; or a colony-collapsing raid remains difficult to salvage, but the temperature and events like solar flares should no longer be an issue.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that, once the colony has progressed to the point that [[mechanoid]]s are allowed to spawn as raiders, and it is below {{Temperature|-40}}, only mechanoids will raid the colony.&lt;br /&gt;
&lt;br /&gt;
== Starting the Game ==&lt;br /&gt;
&lt;br /&gt;
=== Landing site ===&lt;br /&gt;
&lt;br /&gt;
[[File:seaicesite.png|300px|thumb|right|Example good landing site. In Sea Ice, landing near faction bases is recommended for trade.]]&lt;br /&gt;
&lt;br /&gt;
Sea Ice tiles do not have roads or rivers, neither does the ice sheet which is always next to you. Without Odyssey, the only factors to consider are the temperature, proximity to neutral settlements, and the presence of a coast. With Odyssey,{{OdysseyIcon}} the size of lakes/coastlines for [[fishing]] will matter, as will [[landmark]]s (ice dunes can allow an [[ancient danger]] to generate).&lt;br /&gt;
&lt;br /&gt;
Select the temperature range you want: Either the lowest possible, or one that reaches positive temperatures in the summer. Both have their advantages:&lt;br /&gt;
&lt;br /&gt;
* If the temperature reaches positive, trade caravans are allowed to arrive, human raids will occur even in the late game, and [[fishing]]{{OdysseyIcon}} outside is easier. You will not be able to freeze food outside all year around.&lt;br /&gt;
* If the temperatures are very low, you can freeze your food outside around the year, and might even be able to build an indoor freezer without a [[cooler]]. The low temperature might kill early game raiders before they can attack your base. However, once you reach the necessary wealth, most raids will be mechanoids, so cannibalism will no longer work. You will still be able to fish, but this requires roofing and heating the water tiles.&lt;br /&gt;
&lt;br /&gt;
If you wish to send trade caravans, choose a tile with friendly faction bases nearby. Lack of mountains nearby will make it easier to caravan to trading spots and eventually [[long-range mineral scanner]] sites.&lt;br /&gt;
&lt;br /&gt;
=== Starting colonists ===&lt;br /&gt;
Aside from picking [[traits]] and [[xenotype]]s{{BiotechIcon}} that provide a more direct boost to the fundamentals of mood, food, and temperature, there is more to consider to starting colonists:&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
[[Super-immune]] is an amazing trait for solo colonies in general, and sea ice games are likely to have only 1 colonist for a long time. Despite [[disease]]s being infrequent, [[healroot]] cannot be grown until [[hydroponics]] are established, so they will be an issue in the long-term.&lt;br /&gt;
&lt;br /&gt;
Combat traits like [[tough]] and [[jogger]] are important, since [[spike trap]]s, which are usually one of the best ways to fight raids in the early game, are expensive on the sea ice.&lt;br /&gt;
&lt;br /&gt;
As mentioned in the mood section, [[cannibal]] and other [[mood]] traits will help. Generally good traits like [[industrious]] are also good.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{see also|Skills}}&lt;br /&gt;
&lt;br /&gt;
While a lot of skills can find a place in a Sea Ice colony, there are certain ones that are more helpful than others for the pawns that you will have at the very start.&lt;br /&gt;
&lt;br /&gt;
*[[Animals (skill)|Animals]]: This skill helps with [[fishing]]{{OdysseyIcon}}, making it immediately useful for Tribal starts, and eventually useful for other starts. Without Odyssey, this skill is terrible as there won't be enough food to sustain animals in the early game.&lt;br /&gt;
*[[Artistic]]: Terrible. There are hardly any materials to work with, until much later on.&lt;br /&gt;
*[[Construction]]: Crucial. Especially during the first day, it's very useful to have someone that can build your initial base to stay warm while having the least amount of botches that will waste your precious initial materials.&lt;br /&gt;
*[[Cooking]]: Important for tribals because of their reliance on meals, not very useful for advanced starts as the [[nutrient paste dispenser]] gives a higher ingredient-to-food ratio.&lt;br /&gt;
*[[Crafting]]: Not very important at the immediate start, similar to Artistic, due to the lack of resources. It can help craft a parka or two, but you can just trade for those items, or stay inside. It can also turn [[human leather]] into more profitable clothing, but selling [[liver]]s, [[kidney]]s and [[lung]]s should be enough profit, and human leather [[armchair]]s are reasonable alternatives.&lt;br /&gt;
*[[Medical]]: Very good or crucial. Not only does it help tend to injuries and disease, making it critical for solo colonies, this skill is a great way to pull organs for money.&lt;br /&gt;
*[[Melee]]: Good to have but not necessarily important. [[Environment#Terrain|Ice terrain]] has a 48% movement multiplier, and with the complete lack of natural cover (and artificial cover being expensive as all resources are precious on Sea Ice), gap-closing is difficult vs enemy ranged fire.&lt;br /&gt;
*[[Mining]]: Terrible. Unless you're banking on an extremely unlikely steel meteorite event to bless your earlygame to get you going, there is just nothing to mine on Sea Ice.&lt;br /&gt;
*[[Intellectual]]: Most of what you'll be doing is research, so a passion can help for mood boost and speed. A high starting intellectual skill is not necessary, although it can help get crucial technologies like [[hydroponics basin]] faster.&lt;br /&gt;
*[[Plants (skill)|Plants]]: Good eventually, because of how important hydroponics are. If planning on sustaining a long time with cannibalism or fishing, this skill is not important right away.&lt;br /&gt;
*[[Shooting]]: Very good and far superior to melee. The complete lack of cover and living on the slowest natural terrain in the game favors ranged combat.&lt;br /&gt;
*[[Social (skill)|Social]]: Very good, because of heavy reliance on trading, and the ability to use it to immediately end mental breaks by arresting and then immediately releasing the colonist that is undergoing it.&lt;br /&gt;
&lt;br /&gt;
==== Scenario-specific advice ====&lt;br /&gt;
* (Tribal) You can't feed five people; neither can you put them to sleep in cryptosleep -- and people are the only thing you have that is worth something. So, since you can only feed 1-2 people, you have to sell the other three. You won't use them in the beginning, but you might still meet them later on quests.&lt;br /&gt;
* (Crashlanded) You have enough [[packaged survival meal]]s to endure until you get [[hydroponics basin]]s researched (if you research [[battery]] then hydroponics). If you have a [[nutrient paste dispenser]], one hydroponics basin produces enough food for one colonist, so it's not compulsory to sacrifice or cannibalize any of your starting three.&lt;br /&gt;
* (Rich Explorer &amp;amp; Mechanitor{{BiotechIcon}}) More advanced and with less mouths to feed than Crashlanded, they can reach stability fairly easily.&lt;br /&gt;
&lt;br /&gt;
=== Ideoligion ===&lt;br /&gt;
{{Ideology}}&lt;br /&gt;
&lt;br /&gt;
The following [[meme]]s are particularly useful at sea ice:&lt;br /&gt;
&lt;br /&gt;
* Pain is virtue: Allows the ''Temperature: Tough'' precept, which helps with mood. [[Slab bed]]s require fewer resources than regular [[bed]]s, which can help in the early game. Also enables the ''Corpses: Don't Care'' precept.&lt;br /&gt;
* Shipborn: Allows ''Temperature: Tough'' and ''Eating nutrient paste: Don't mind'' precepts. The {{--|2}} moodlet from not having a space habitat is easy to manage.&lt;br /&gt;
* Nature primacy: Allows setting ''Farm animals wander in'' ritual reward, and has no required precepts, unlike other memes that allow the same reward.&lt;br /&gt;
* Any meme that allows cannibalism or ''Corpses: Don't Care''.&lt;br /&gt;
&lt;br /&gt;
Allowing [[cannibalism]] is obviously very helpful, although if the ideoligion is not fluid, avoid setting cannibalism beyond acceptable (as mechs will be common late game). General mood-enhancers like bigotry and ''Corpses: Don't Care'' will help as well.&lt;br /&gt;
&lt;br /&gt;
[[Ritual]]s are a game changer - it is easiest to start with 6 rituals able to be done at any time, and have them provide random recruits, farm animals, or ancient complexes. The random recruit reward will create a pawn, who will come with warm clothing, some meals, and can be used for [[human meat]]. Setting [[tailcap]] as desired apparel is a further benefit as the recruits will all come with tailcaps. Ancient complexes are a building that can be used for shelter and resources. Rituals can make even Naked Brutality a possibility.&lt;br /&gt;
&lt;br /&gt;
=== Base planning ===&lt;br /&gt;
Because of how scarce and precious materials are on Sea Ice, it's recommended to plan your base right from the beginning, especially your starting one. Besides what you get from your initial [[scenario]] and the few bits of initial wildlife, the map itself provides no resources outside of [[event]]s, such as [[raid]]s for precious [[human meat]] and [[human leather]].&lt;br /&gt;
&lt;br /&gt;
The whole map is empty, save for a few water pools. The good news is that you can place your base right in the middle and make it very symmetrical, if that's of your fancy. Regardless, remember that it will take a really long time to get the materials to make your base, so you'll likely live in just one of your planned rooms for a very long time.&lt;br /&gt;
&lt;br /&gt;
For your initial base, remember that you can use the silver you start with for walls as steel and wood is extremely precious, and that you don't have to fill in corners.&lt;br /&gt;
&lt;br /&gt;
Because of temperature mechanics, it's important to consider that a square is the most temperature-efficient shape (the least heat loss per tile) and that you should make the warmest rooms closest to the general center of your base so that the outer rooms adjacent from it can &amp;quot;leech&amp;quot; off the heat that radiates off of it rather than it being lost to the fixed outside temperature. Additionally, double walls give double insulation against the cold.&lt;br /&gt;
&lt;br /&gt;
[[File:blueprintsseaice.png|450px|thumb|center|Example of base planning. It's recommended to plan your whole base while you still have nothing built.]]&lt;br /&gt;
&lt;br /&gt;
= Tribal Playthrough, no DLC =&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
* Make your starter base with [[wood]]. Give people a place to sleep, eat and play.&lt;br /&gt;
* Whenever you refuel [[campfire]]s, either for cooking or heating up, make sure to disable refueling so they don't refuel it unnecessarily. Forbidding any [[wood]] that is not currently being used will help prevent any mistakes.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* If close to a settlement, arrest your three merchandise colonists.&lt;br /&gt;
* Sell your merchandise colonists and your starting animals.&lt;br /&gt;
* Buy your survival items with the [[silver]] you got from selling your people and animals.&lt;br /&gt;
* Make [[lightleather]] [[bedroll]]s.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing.&lt;br /&gt;
&lt;br /&gt;
Hunt the bunnies, make a room to arrest people, then go sell them.&lt;br /&gt;
&lt;br /&gt;
Go and visit your nearby friendly base to trade your merchandise colonists, your animals and some useless weapons. You should get somewhere between 1500 and 2000 [[silver]] for three colonists and three animals in addition to your starting 200 [[silver]].&lt;br /&gt;
&lt;br /&gt;
Now you have to buy some food, clothes and materials. Since you can't carry all the materials you need, you need to come back to trade many times. Food should be the cheapest option available. [[Nutrient paste meal]]s, insect [[meat]], human [[meat]] and vegetables are the best options. Meat is more expensive but it's better to cook that than buy fancy meals.&lt;br /&gt;
&lt;br /&gt;
Clothes are just a little insulation to save you in the first season, the cheapest [[tuque]] is enough. After that, you need to either make your own clothes or strip clothes from raiders, even if they are tainted.&lt;br /&gt;
&lt;br /&gt;
You need at least 25 [[steel]] to make your [[research bench]] and some [[wood]] to use for cooking. Try to build two [[research bench]]es if you can, otherwise your other colonist will often be idle. Later, you will need more materials to actually build a base. First you want [[wood]] and [[steel]] because they are lighter, but later you want stone blocks, which are cheaper and do not catch fire.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase.png|350px|thumb|center|Base before the first trade.]]&lt;br /&gt;
&lt;br /&gt;
==== BONUS: Buy a [[muffalo]] ====&lt;br /&gt;
&lt;br /&gt;
You need to keep one colonist at base researching, so trading will be really inefficient with just one colonist to carry stuff. There is one solution before electricity: a [[muffalo]].&lt;br /&gt;
&lt;br /&gt;
It will more than triple your carry capacity and eventually give you [[wool]]. Unfortunately, there is no guarantee that a faction base will have a [[muffalo]] for sale, unless you keep reloading before you trade until they have it. If you don't want to do this, you can keep three colonists with you and use two colonists for trading instead. But remember, a colonist eats more and carry less than a [[muffalo]], so it's going to slow down your progress.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase2.png|350px|thumb|center|Base on first week.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Keep trading to get food whenever needed.&lt;br /&gt;
* Keep trading to get materials to make a base.&lt;br /&gt;
* Harvest and sell the organs of anyone you capture alive.&lt;br /&gt;
* Butcher and eat the meat of any dead bodies you get.&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make and sell [[human leather]] [[tribalwear]]s.&lt;br /&gt;
* Wear their tainted [[parka]]s and [[tuque]]s if you've got nothing better.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
The first raid should arrive by the end of the first week. Try to have a colonist with a gun or both together in your base when that happens, because you do not have any defenses yet.&lt;br /&gt;
&lt;br /&gt;
Now the fun starts. You will harvest the organs, eat the meat and wear the skin of your enemies. If anyone tries to join your colony, you will sell or harvest them too because you can't currently afford more people. People who you will harvest include:&lt;br /&gt;
&lt;br /&gt;
* Any raider that shows up.&lt;br /&gt;
* Any [[Events#Wanderer joins|wanderer that decides to join]].&lt;br /&gt;
* Any survivor who arrive in a [[Events#Escape Pod|escape pod]].&lt;br /&gt;
* Any refugee who [[Events#Refugee Chased at (Settlement)|asks for help]]. Also the raiders following them.&lt;br /&gt;
&lt;br /&gt;
By butchering your enemies you will get food and leather, which you can make into [[tribalwear]]s and sell, but that won't be enough. Everything you get is through trading, so you should also harvest and sell the organs of anyone you capture alive before eating them. It's worth buying medicine just for that. You don't need to do this every time, but it gets you a lot of money and will greatly speed up your colony building.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Summon [[Events/Incidental#Man_in_Black|Man In Black]] ===&lt;br /&gt;
&lt;br /&gt;
Getting the [[Events/Incidental#Man_in_Black|Man In Black]] to show up when you have so few people is really easy. Just set their 'Food Restriction' to 'Nothing' and wait until people collapse. Then use him to bring people back up.&lt;br /&gt;
&lt;br /&gt;
The Man in Black comes with good gear. You should strip his gear and sell him into slavery, or harvest him.&lt;br /&gt;
&lt;br /&gt;
[[File:summonmib.png|350px|thumb|center|Base on second week with MIB.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Buy guns.&lt;br /&gt;
* Do all the quests you can, loot and butcher anything and anyone you see.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Once you've researched complex clothing, make [[parka]]s and [[tuque]]s with [[cloth]].&lt;br /&gt;
* Make and sell [[human leather]] [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Make sure to buy some decent guns since your researcher colonist will likely have to defend themself alone while your other colonist is outside trading. Fortunately, you'll be so poor that even on the hardest difficulty, it's likely you'll only face raids of one single melee enemy for the whole first year.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have [[parka]]s and [[tuque]]s you should take every opportunity available to go to another map. Your trading colonist should always be either trading or doing quests. Do not forget to take a [[bedroll]] with them on quests. Quests that matter now include:&lt;br /&gt;
&lt;br /&gt;
* [[Events#Item Stash Opportunity (Time Remaining)|Item stashes]].&lt;br /&gt;
* [[Events#Incapacitated refugee|Incapacitated refugees]].&lt;br /&gt;
* [[Events#Prisoner rescue opportunity|Prisoner rescue]].&lt;br /&gt;
* [[Events#Bandit camp opportunity|Destroy enemy outposts]].&lt;br /&gt;
&lt;br /&gt;
You'll have more things to care about here than you normally would. It's important that you butcher every animal you find and every raider you kill on the quest locations. You might find your previous colonists (which you sold before) on those quests. If your [[human leather]] clothes and organs business is doing well, you can afford to bring one more person to your colony. Don't forget that you'll have to buy more meals for each person you save. Anyone you don't like can be sold or harvested once you return home.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest.png|350px|thumb|center|Lonely sea ice quest.]]&lt;br /&gt;
&lt;br /&gt;
Your research is really slow, since you only have one person at home taking care of everything and doing research at the same time. So another thing to focus on is furniture that you can carry home, since it will take a while for you to be able to make them. [[Heater]]s, [[battery|batteries]] and [[mini-turret|turrets]] are also great to bring home. You don't have electricity yet, but once you do, you're going to have lots of things to plug in.&lt;br /&gt;
&lt;br /&gt;
Make sure you have good clothes before winter starts. It's also about the right time to get rid of tainted clothes and make your own. Go buy [[cloth]] and make some decent [[parka]]s and [[tuque]]s with it. Most importantly, make and sell lots of [[human leather]] [[duster]]s because they are worth a lot.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest2.png|350px|thumb|center|Even in sea ice quests are quite profitable.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture.&lt;br /&gt;
* Make [[bed]]s.&lt;br /&gt;
* Replace your walls with stone.&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Winter makes caravans even worse than they already are. Despite that, you can never stop trading -- nor can you stop doing quests.&lt;br /&gt;
&lt;br /&gt;
Time to make improvements. If you have at least two rooms and all the necessary workbenches, you can start replacing your walls with stone so raiders won't try to set them on fire. Alternatively you can put a second layer over your [[wall]]s made of [[stone]]. Replace your [[bedroll]]s with [[bed]]s. If you want, you can also make some comfortable [[human leather]] [[armchair]]s and [[human leather]] [[animal bed]]s.&lt;br /&gt;
&lt;br /&gt;
Try to replace your [[cloth]](cold insulation 18) for [[bearskin]](cold insulation 20), [[bluefur]](cold insulation 20), [[foxfur]](cold insulation 20), [[devilstrand]](cold insulation 20), [[alpaca wool]](cold insulation 22), [[synthread]](cold insulation 22), [[wolfskin]](cold insulation 24), [[muffalo wool]](cold insulation 24), [[megasloth wool]](cold insulation 26), [[hyperweave]](cold insulation 26), [[chinchilla fur]](cold insulation 30), [[heavy fur]](cold insulation 30) or [[thrumbofur]](cold insulation 34).&lt;br /&gt;
&lt;br /&gt;
Your best bet is [[thrumbofur]] [[parka]]s with [[muffalo wool]] [[tuque]]s. [[Thrumbo]] is the only animal guaranteed to show up in sea ice and you should already have a [[Muffalo]] with you for [[wool]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Set up defenses.&lt;br /&gt;
* Set up power.&lt;br /&gt;
* Make a kitchen.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your second year will be just as hard as the first one. You still have to harvest and eat your enemies while trading [[human leather]] [[duster]]s and organs for materials for your base.&lt;br /&gt;
&lt;br /&gt;
You probably already learned to live from trading and quests by now, and may add another colonist. You should not expect to finish electricity before the end of the second year. So unfortunately, your food will spoil in the second summer. You can try to keep the stocks low to avoid loses or turn your food into [[pemmican]].&lt;br /&gt;
&lt;br /&gt;
Now however, you've got more people so you've got to set up some kind of defense, because raiders will be more numerous. This place is wide open, so you want to make an enclosed environment where you can shoot raiders from behind [[sandbag]]s without getting outranged. In other words, you want a [[Colony Building Guide#Killbox|killbox]]. Once you finish electricity, you can finally use those [[mini-turret|turrets]] that you got from enemy outposts. If you could not bring any [[battery]]s home from quests, you'll have to research them now.&lt;br /&gt;
&lt;br /&gt;
When you are setting up power, keep in mind that [[solar generator]]s will not work at all during winter in sea ice.&lt;br /&gt;
&lt;br /&gt;
With electricity, you can finally make a [[electric stove]] so you may stop buying [[wood]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase4.png|350px|thumb|center|Basic defense.]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
* Make a [[Colony Building Guide#Freezer|freezer]].&lt;br /&gt;
* Research nutrient paste.&lt;br /&gt;
* Make a [[nutrient paste dispenser]].&lt;br /&gt;
* Research microelectronics.&lt;br /&gt;
* Make a [[comms console]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your third year will come with lots of improvements and you can finally start feeling like you are playing on a normal map.&lt;br /&gt;
&lt;br /&gt;
Your first priority after electricity is air conditioning, so you stop losing all your food in summer. Once you're done researching it, make a [[Colony Building Guide#Freezer|freezer]]. That will even allow you to accept more people in your colony since your food now lasts forever.&lt;br /&gt;
&lt;br /&gt;
Then you want to make the almighty [[nutrient paste dispenser]]. It frees your cooker to do other stuff, completely prevents food poisoning and reduces your food consumption by 40%. You may even buy another [[Muffalo]] now to speed up trading.&lt;br /&gt;
&lt;br /&gt;
Then, to increase your trading opportunities, you want a [[comms console]]. Any [[Trade#Bulk goods trader 2|bulks good trade ship]] that shows up will be a blessing to your colony development.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Buy [[Joywire]]s ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed by now that your worst enemy isn't the hunger or the raiders, but the mood penalties that come with harvesting and eating people. Still, you can't stop it, since without that you'd lose your main source of food and your two main sources of [[silver]] ([[human leather]] [[duster]]s and organs).&lt;br /&gt;
&lt;br /&gt;
Now that you have a little extra [[silver]], you can buy a solution: the [[Joywire]]. Overall, in such a stressful colony this implant is well worth it. The drawbacks of the [[Joywire]] can later be offset with bionics.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase5.png|350px|thumb|center|The almighty [[nutrient paste dispenser]].]]&lt;br /&gt;
&lt;br /&gt;
== Seventh agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research hydroponics.&lt;br /&gt;
* Make a [[Colony Building Guide#Greenhouse|greenhouse]].&lt;br /&gt;
* Research biofuel refining.&lt;br /&gt;
* Research gun turrets.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
You are on your fourth year and still have yet to plant something, so you start wondering if you even need to plant anything at all.&lt;br /&gt;
&lt;br /&gt;
A [[Colony Building Guide#Greenhouse|greenhouse]] will require a lot of power, which means you will have to defend a larger area to put extra [[wind turbine]]s in. You will also want to add a lot more [[battery|batteries]] to store power at night so it may be used during the day. Make sure that your [[Colony Building Guide#Greenhouse|greenhouse]] is as small as possible to take less power, and is covered by double walls to increase insulation.&lt;br /&gt;
&lt;br /&gt;
The [[Colony Building Guide#Greenhouse|greenhouse]] will allow you to stop buying food to survive and stop the cannibalism. Of course, it will also allow you to have more colonists. But first, you should plant some [[healroot]] so you can harvest organs without using good medicine. Also plant [[smokeleaf]] and [[psychoid plant]], so you can make [[smokeleaf joint]]s and [[psychite tea]] to reduce the overall stress in your colony. Then you may plant some food.&lt;br /&gt;
&lt;br /&gt;
Without the cannibalism, you may turn your human [[meat]] into [[chemfuel]]. Then you can use [[chemfuel powered generator]]s during winter and [[solar generator]]s during other seasons.&lt;br /&gt;
&lt;br /&gt;
You are getting wealthy and the raiders know it. Eventually, the turrets you get from quests will not be enough, so you need to research them so that you can make more of them by yourself.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase6.png|350px|thumb|center|The [[Colony Building Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Eighth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research and build a [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
There is one last thing worth focusing on in sea ice. The [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
The scanner works normally on sea ice. If you set a colonist to work on it full-time, it can pick up locations of minerals faster than you can retrieve them. Which means you can endlessly make quests for minerals to greatly increase the amount of materials available for you to build your base.&lt;br /&gt;
&lt;br /&gt;
However, you should keep in mind that minerals are heavy, so you need lots of [[Muffalo]]s to carry it. Like a whole 8 [[Muffalo]]s and 6 colonists to mine [[Uranium]]. Which is why it's better to make it after your [[Colony Building Guide#Greenhouse|greenhouse]], because then you can support all the [[Muffalo]]s you need.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]]&lt;br /&gt;
&lt;br /&gt;
== Tenth year ==&lt;br /&gt;
&lt;br /&gt;
With all that empty space, make a huge symmetrical base.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicebigbase.png|450px|thumb|center|Result of early base planning.]]&lt;br /&gt;
&lt;br /&gt;
= Other scenarios specific =&lt;br /&gt;
== Crashlanded ==&lt;br /&gt;
* Build 1 [[wind turbine]] and one [[heater]] inside a small room where your colonists will spend the vast majority of time.&lt;br /&gt;
* [[Steel]] and [[component]]s will be worth their weight in gold. Can be obtained by ship chunks, meteors and traders.&lt;br /&gt;
* Warm clothes can be taken from raiders.&lt;br /&gt;
* Research batteries and build 1-2 near the house.&lt;br /&gt;
* Then turn to hydroponic research. Build 3-4 batteries, 2-3 wind turbines, a sun lamp, and at least 2 basins per pawn (assuming nutrient paste is used). You have a source of food.&lt;br /&gt;
* Using an [[electric smelter]] and [[comms console]] will provide a renewable supply of resources once established.&lt;br /&gt;
&lt;br /&gt;
== Naked Brutality ==&lt;br /&gt;
Hopeless in Core. Technically possible by living nomadically, traveling through tiles to kill snow hares, and getting lucky with early events. Certain DLCs can make settling down possible:&lt;br /&gt;
*[[Ideology]]:{{IdeologyIcon}} It is possible to &amp;quot;cheese&amp;quot; the scenario through an ideoligion that has rituals with the random recruit reward. Random recruits will come with a few meals, a weapon, and warm clothing, and the pawn itself can be used as human meat. Ancient complex rituals can also be used, generating a large deconstructable building that also provides a constant supply of raids. As of 1.5, rituals cannot stray too far from the comfortable temperature, but it can get warm enough in the day, and/or a [[xenotype]]{{BiotechIcon}} with a high cold tolerance can be used.&lt;br /&gt;
*[[Odyssey]]:{{OdysseyIcon}} The ice dune [[landmark]] makes it possible for an [[ancient shrine]] to generate. If lucky enough that no hostiles spawn, or if hostiles can somehow be defeated, the ancient shrine will provide shelter, insulating [[power armor]], and other supplies. [[Fishing]] can provide a source of food once it is researched.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Fariatal</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sea_Ice_Guide&amp;diff=178926</id>
		<title>Sea Ice Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sea_Ice_Guide&amp;diff=178926"/>
		<updated>2026-04-04T00:02:51Z</updated>

		<summary type="html">&lt;p&gt;Fariatal: sea water does not freeze at winter, memes, suggested resource allocation for rich explorer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in the most hostile environment in the RimWorld planet - [[sea ice]].&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{{See also|Sea ice}}&lt;br /&gt;
&lt;br /&gt;
The sea ice biome is one of the coldest biomes in the game, with only [[orbit]]{{OdysseyIcon}} being colder. There is almost no animal life and no plants. In fact, you shouldn't expect to find anything more than a few [[snowhare]]s in your start, perhaps an [[arctic fox]] or [[polar bear]] if you're lucky.&lt;br /&gt;
&lt;br /&gt;
There is also a complete lack of soil, ruins, geothermal vents, stone, or ore. [[Moisture pump]]s will generate ice and [[deep drill]]s do not function. All these combined will make developing very slow and tedious. It will be harsh before you get a [[heater]] and a [[hydroponics basin]], then you can plant something indoors. It will still be harsh after that too. You'll have to rely on trading, quests, random events and eventually the [[long-range mineral scanner]] to get any other materials with which to build a base.&lt;br /&gt;
&lt;br /&gt;
Even on the warmest sea ice tiles, it's still really cold. The average varies from {{Temperature|-20}} to {{Temperature|-30}} and they never have growing periods due to the temperature. If you chose a warmer landing spot, you still need to eventually make a [[Colony Building Guide#Freezer|freezer]] though, because the summer temperature can be hot enough to spoil your food. Expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
They are particularly bad for travel by caravan. They do not have roads and are always placed in the poles of the world, so they have a big penalty to caravan speed due to winter, which is most of if not the whole year. &lt;br /&gt;
&lt;br /&gt;
It's a deserted, cold, hell.&lt;br /&gt;
&lt;br /&gt;
In order to conquer it, we'll analyze the basics necessary to survive in these conditions and then, what is needed to thrive in it into the endgame. There will be suggestions that branch off from the fundamentals for specific playstyles.&lt;br /&gt;
&lt;br /&gt;
== Immediate Survival ==&lt;br /&gt;
[[Colonist]]s have [[needs]], without the which they get a [[mental break]] or die. Sea ice does very little to help here, which makes the biome so challenging. These can be summarized into:&lt;br /&gt;
* [[Food]]: Without [[nutrition]], your people will die.&lt;br /&gt;
* [[Temperature]]: If your colonist is too hot or too cold, they will die. &lt;br /&gt;
* [[Mood]]: The final purpose of [[recreation]], [[beauty]], certain [[moodlet]]s etc; is all to provide a boost to this stat. Keeping this stat up is required for keeping your pawns in a useful, sane, state.&lt;br /&gt;
&lt;br /&gt;
Each of these topics will be covered in their own subsection.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The most reliable food source is [[hydroponics]], but this requires research, stable heat, lots of electricity, and resources ({{Required Resources|Hydroponics basin}} per basin). &lt;br /&gt;
&lt;br /&gt;
When starting out, colonies can use their starting resources, the initial animals, and trading, but all of these will run out eventually. The two reliable sources of early game food are:&lt;br /&gt;
*[[Cannibalism]]: The [[storyteller]] will send raids and events at the normal rate, even in the brutal sea ice. This is particularly sustainable with a single colonist; not only are there less mouths to feed, but the storyteller will constantly generate new recruit events due to [[PopulationIntent]], which can be converted into human meat.&lt;br /&gt;
*[[Fishing]]{{OdysseyIcon}}: Provided there is a large body of water, your colonists can survive the temperature, and fishing is researched, fishing can be a potentially year-round source of food.&lt;br /&gt;
**Sea water, found at coastal locations, does not freeze at winter. Fresh water lakes will freeze. By creating a [[room]] with water inside it, it is possible to fish year-round, in a temperature-controlled environment. This can be done by enclosing the body of water, or building a small room on top of it (place [[bridge]]s, make a room on top of the bridges, have a gap of water inside said room, then heat up the room. This allows access to the full lake's worth of fish, even if most of the lake is frozen).&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
New Arrivals can easily build a [[heater]], although they will need warm clothing for when the electricity goes out. New Tribes can build a [[campfire]] for the early game, and should eventually get enough warm clothing to not require heat.&lt;br /&gt;
&lt;br /&gt;
Any pawn that arrives in your map (allied or enemy) will typically wear [[parka]]s and other warm clothing. Enough sufficient-quality clothing should let colonists survive the cold with no external heating.&lt;br /&gt;
&lt;br /&gt;
The most heat-efficient shape is a square, as rooms loose heat from their edges, and a square has the best area-to-edge ratio. Double-thick walls have twice the insulation as single-walled ones, and rooms adjacent to each other exchange heat, which makes &amp;quot;huddling&amp;quot; all of your rooms together around a central warm room, efficient. You can further make these rooms double-thick as well to give even more heat insulation from the cold outside for the rooms deeper in the base.&lt;br /&gt;
&lt;br /&gt;
As [[raid]]s bust into your base, as soon as your rooms aren't fully enclosed anymore, they are immediately considered &amp;quot;outside&amp;quot; and default to the ambient temperature. This can immediately kill your precious hydroponic rice.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
This can usually be covered by picking colonist(s) with a helpful mood [[trait]], and/or creating a strong [[ideoligion]].{{IdeologyIcon}} Traits such as [[Iron-willed]], [[Steadfast]], [[Sanguine]] and [[Optimist]] are broadly useful.&lt;br /&gt;
&lt;br /&gt;
Because [[human meat]] is one of the few readily available sources of food, [[bloodlust]], [[cannibal]], and [[psychopath]], and/or their respective [[precept]]s{{IdeologyIcon}} (Cannibalism: Acceptable, Organ Use: Acceptable, and Corpses: Don't Care) are especially helpful. The starting [[xenotype]]{{BiotechIcon}} can be modified to increase mood, cold tolerance, and decrease food consumption.&lt;br /&gt;
&lt;br /&gt;
If a colonist does have a mental break, you can:&lt;br /&gt;
* Arrest them: You can release them immediately afterwards. It won't give them the benefit of Catharsis, but it will end the mental break.&lt;br /&gt;
* Beat them up: It will end the break, give them Catharsis, but they'll need to spend time recovering. Luckily, with so little to do on Sea Ice, colonist downtime is often much less of a problem here than on other biomes.&lt;br /&gt;
* Tank through it: Someone going on a drug binge is not much of a deal when you'd likely have barely any, for example.&lt;br /&gt;
&lt;br /&gt;
Parties, marriage, and successful [[ritual]]s{{IdeologyIcon}} can be a good chance to do mood-hindering tasks like butchering humans.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
After food, temperature, and mood are stabilized, sea ice gameplay becomes slow and potentially tedious, but the gameplay is not itself difficult - it just requires a lot of waiting. It can be a bit more challenging: more can go wrong, it can be harder to recover if something breaks, and playing with a solo colonist always comes with added risk.&lt;br /&gt;
&lt;br /&gt;
===Steel and Components===&lt;br /&gt;
[[File:DiagramSteelProductionSeaIce.png|450px|thumb|center|General route to get more resources.]]&lt;br /&gt;
&lt;br /&gt;
The basic design of the game requires [[steel]] and [[component]]s to advance your colony, which do not generate in the sea ice. This means you'll need to resort to [[trade]] to acquire them, and/or use the [[smelter]] on raider weapons to gather the steel you need to advance. While you might get some lucky amounts of steel and components through raider loot and [[event]]s, a coarse, general route for progressing in sea ice is:&lt;br /&gt;
&lt;br /&gt;
* Budgeting and making use of the materials from your starting [[scenario]]: You won't get more for a very long time. What you start with is what you have. I suggest that you use a spreadsheet to plan out what exactly you will be spending your precious wood and steel on. &lt;br /&gt;
**For Crashlanded and other similarly advanced starts, I strongly recommend to set aside enough steel for a [[smelter]], a [[sun lamp]], a few [[hydroponics]], a [[comms console]] and [[orbital trade beacon]], which leaves very little left over steel. Remember that you can also smelt down your initial gear, like the [[flak vest]] you start with. The budgeting you will need to do might be extreme.&lt;br /&gt;
**With Rich explorer start, you can build silver walls and silver bed, leaving enough steel for a [[wind turbine]], a [[heater]], a smelter, and a [[battery]]. Wood should be used to build a [[door]], a [[simple research bench]], a [[butcher table]], and a [[horseshoes pin]]. The leftover wood could be used for [[shelf|shelves]], campfires, or a [[hand tailor bench]]. Other useful buildings such as [[wall lamp]], a second heater, and [[electric stove]] will require more steel than what you have.&lt;br /&gt;
* [[Smelter]]: The smelter is a free, sustainable source of steel, turning raider gear and chunks from the sky into usable metal.&lt;br /&gt;
* [[Mechanoids]]: Once your colony is advanced enough to encounter [[mechanoid]]s, they can be dismantled at a [[machining table]] or [[crafting spot]]. A [[mechanitor]]{{BiotechIcon}} can also call boss raids for steel.&lt;br /&gt;
* Trading / [[comms console]]: With a comms console, orbital trade with bulk traders can provide an enormous amount of stone, steel, components, etc., if you have something to buy them with (eg. [[lung]]s, [[heart]]s, etc). Trading through [[caravan]] is also possible if a settlement is nearby, although steel is very heavy.&lt;br /&gt;
* [[Long-range mineral scanner]]: A great and infinite source of resources in the late-game, including steel and components. Pack animals, drop pods, or [[passenger shuttle]]s{{OdysseyIcon}} can be used to transport colonists and items both ways. Multiple scanners can be built to find resources faster.&lt;br /&gt;
&lt;br /&gt;
===Late game challenges===&lt;br /&gt;
During the late game, after a trading network and/or a long-range mineral scanner is established, gameplay will start feeling like any other biome. A &amp;quot;death spiral&amp;quot; or a colony-collapsing raid remains difficult to salvage, but the temperature and events like solar flares should no longer be an issue.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that, once the colony has progressed to the point that [[mechanoid]]s are allowed to spawn as raiders, and it is below {{Temperature|-40}}, only mechanoids will raid the colony.&lt;br /&gt;
&lt;br /&gt;
== Starting the Game ==&lt;br /&gt;
&lt;br /&gt;
=== Landing site ===&lt;br /&gt;
&lt;br /&gt;
[[File:seaicesite.png|300px|thumb|right|Example good landing site. In Sea Ice, landing near faction bases is recommended for trade.]]&lt;br /&gt;
&lt;br /&gt;
Sea Ice tiles do not have roads or rivers, neither does the ice sheet which is always next to you. Without Odyssey, the only factors to consider are the temperature, proximity to neutral settlements, and the presence of a coast. With Odyssey,{{OdysseyIcon}} the size of lakes/coastlines for [[fishing]] will matter, as will [[landmark]]s (ice dunes can allow an [[ancient danger]] to generate).&lt;br /&gt;
&lt;br /&gt;
Select the temperature range you want: Either the lowest possible, or one that reaches positive temperatures in the summer. Both have their advantages:&lt;br /&gt;
&lt;br /&gt;
* If the temperature reaches positive, trade caravans are allowed to arrive, human raids will occur even in the late game, and [[fishing]]{{OdysseyIcon}} outside is easier. You will not be able to freeze food outside all year around.&lt;br /&gt;
* If the temperatures are very low, you can freeze your food outside around the year, and might even be able to build an indoor freezer without a [[cooler]]. The low temperature might kill early game raiders before they can attack your base. However, once you reach the necessary wealth, most raids will be mechanoids, so cannibalism will no longer work. You will still be able to fish, but this requires roofing and heating the water tiles.&lt;br /&gt;
&lt;br /&gt;
If you wish to send trade caravans, choose a tile with friendly faction bases nearby. Lack of mountains nearby will make it easier to caravan to trading spots and eventually [[long-range mineral scanner]] sites.&lt;br /&gt;
&lt;br /&gt;
=== Starting colonists ===&lt;br /&gt;
Aside from picking [[traits]] and [[xenotype]]s{{BiotechIcon}} that provide a more direct boost to the fundamentals of mood, food, and temperature, there is more to consider to starting colonists:&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{see also|Skills}}&lt;br /&gt;
&lt;br /&gt;
While a lot of skills can find a place in a Sea Ice colony, there are certain ones that are more helpful than others for the pawns that you will have at the very start.&lt;br /&gt;
&lt;br /&gt;
*[[Animals (skill)|Animals]]: This skill helps with [[fishing]]{{OdysseyIcon}}, making it immediately useful for Tribal starts, and eventually useful for other starts. Without Odyssey, this skill is terrible as there won't be enough food to sustain animals in the early game.&lt;br /&gt;
*[[Artistic]]: Terrible. There are hardly any materials to work with, until much later on.&lt;br /&gt;
*[[Construction]]: Crucial. Especially during the first day, it's very useful to have someone that can build your initial base to stay warm while having the least amount of botches that will waste your precious initial materials.&lt;br /&gt;
*[[Cooking]]: Important for tribals because of their reliance on meals, not very useful for advanced starts as the [[nutrient paste dispenser]] gives a higher ingredient-to-food ratio.&lt;br /&gt;
*[[Crafting]]: Not very important at the immediate start, similar to Artistic, due to the lack of resources. It can help craft a parka or two, but you can just trade for those items, or stay inside. It can also turn [[human leather]] into more profitable clothing, but selling [[liver]]s, [[kidney]]s and [[lung]]s should be enough profit, and human leather [[armchair]]s are reasonable alternatives.&lt;br /&gt;
*[[Medical]]: Very good or crucial. Not only does it help tend to injuries and disease, making it critical for solo colonies, this skill is a great way to pull organs for money.&lt;br /&gt;
*[[Melee]]: Good to have but not necessarily important. [[Environment#Terrain|Ice terrain]] has a 48% movement multiplier, and with the complete lack of natural cover (and artificial cover being expensive as all resources are precious on Sea Ice), gap-closing is difficult vs enemy ranged fire.&lt;br /&gt;
*[[Mining]]: Terrible. Unless you're banking on an extremely unlikely steel meteorite event to bless your earlygame to get you going, there is just nothing to mine on Sea Ice.&lt;br /&gt;
*[[Intellectual]]: Most of what you'll be doing is research, so a passion can help for mood boost and speed. A high starting intellectual skill is not necessary, although it can help get crucial technologies like [[hydroponics basin]] faster.&lt;br /&gt;
*[[Plants (skill)|Plants]]: Good eventually, because of how important hydroponics are. If planning on sustaining a long time with cannibalism or fishing, this skill is not important right away.&lt;br /&gt;
*[[Shooting]]: Very good and far superior to melee. The complete lack of cover and living on the slowest natural terrain in the game favors ranged combat.&lt;br /&gt;
*[[Social (skill)|Social]]: Very good, because of heavy reliance on trading, and the ability to use it to immediately end mental breaks by arresting and then immediately releasing the colonist that is undergoing it.&lt;br /&gt;
&lt;br /&gt;
==== Scenario-specific advice ====&lt;br /&gt;
* (Tribal) You can't feed five people; neither can you put them to sleep in cryptosleep -- and people are the only thing you have that is worth something. So, since you can only feed 1-2 people, you have to sell the other three. You won't use them in the beginning, but you might still meet them later on quests.&lt;br /&gt;
* (Crashlanded) You have enough [[packaged survival meal]]s to endure until you get [[hydroponics basin]]s researched (if you research [[battery]] then hydroponics). If you have a [[nutrient paste dispenser]], one hydroponics basin produces enough food for one colonist, so it's not compulsory to sacrifice or cannibalize any of your starting three.&lt;br /&gt;
* (Rich Explorer &amp;amp; Mechanitor{{BiotechIcon}}) More advanced and with less mouths to feed than Crashlanded, they can reach stability fairly easily.&lt;br /&gt;
&lt;br /&gt;
=== Ideoligion ===&lt;br /&gt;
{{Ideology}}&lt;br /&gt;
&lt;br /&gt;
Following memes are particularly useful at sea ice:&lt;br /&gt;
&lt;br /&gt;
* Pain is virtue: Allows *Temperature: Tough* precept, which helps with mood. [[Slab bed]] requires fewer resources than [[Bed]], which can help in the early game. Allows also *Corpses: Don't Care* precept.&lt;br /&gt;
* Shipborn: Allows *Temperature: Tough* and *Eating nutrient paste: Don't mind* precepts. {{--|2}} mood from not having a space habitat is easy to manage.&lt;br /&gt;
* Nature primacy: Allows setting *Farm animals wander in* ritual reward, and has no required precepts, unlike other memes that allow the same reward.&lt;br /&gt;
* Any meme that allows cannibalism or *Corpses: Don't Care*&lt;br /&gt;
&lt;br /&gt;
Allowing [[cannibalism]] is obviously very helpful, although if the ideoligion is not fluid, avoid setting cannibalism beyond acceptable (as mechs will be common late game). General mood-enhancers like bigotry and *Corpses: Don't Care* will help as well.&lt;br /&gt;
&lt;br /&gt;
[[Ritual]]s are a game changer - it is easiest to start with 6 rituals able to be done at any time, and have them provide random recruits, farm animals, or ancient complexes. The random recruit reward will create a pawn, who will come with warm clothing, some meals, and can be used for [[human meat]]. Setting [[tailcap]] as desired apparel is a further benefit as the recruits will all come with tailcaps. Ancient complexes are a building that can be used for shelter and resources. Rituals can make even Naked Brutality a possibility.&lt;br /&gt;
&lt;br /&gt;
=== Base planning ===&lt;br /&gt;
Because of how scarce and precious materials are on Sea Ice, it's recommended to plan your base right from the beginning, especially your starting one. Besides what you get from your initial [[scenario]] and the few bits of initial wildlife, the map itself provides no resources outside of [[event]]s, such as [[raid]]s for precious [[human meat]] and [[human leather]].&lt;br /&gt;
&lt;br /&gt;
The whole map is empty, save for a few water pools. The good news is that you can place your base right in the middle and make it very symmetrical, if that's of your fancy. Regardless, remember that it will take a really long time to get the materials to make your base, so you'll likely live in just one of your planned rooms for a very long time.&lt;br /&gt;
&lt;br /&gt;
For your initial base, remember that you can use the silver you start with for walls as steel and wood is extremely precious, and that you don't have to fill in corners.&lt;br /&gt;
&lt;br /&gt;
Because of temperature mechanics, it's important to consider that a square is the most temperature-efficient shape (the least heat loss per tile) and that you should make the warmest rooms closest to the general center of your base so that the outer rooms adjacent from it can &amp;quot;leech&amp;quot; off the heat that radiates off of it rather than it being lost to the fixed outside temperature. Additionally, double walls give double insulation against the cold.&lt;br /&gt;
&lt;br /&gt;
[[File:blueprintsseaice.png|450px|thumb|center|Example of base planning. It's recommended to plan your whole base while you still have nothing built.]]&lt;br /&gt;
&lt;br /&gt;
= Tribal Playthrough, no DLC =&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
* Make your starter base with [[wood]]. Give people a place to sleep, eat and play.&lt;br /&gt;
* Whenever you refuel [[campfire]]s, either for cooking or heating up, make sure to disable refueling so they don't refuel it unnecessarily. Forbidding any [[wood]] that is not currently being used will help prevent any mistakes.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* If close to a settlement, arrest your three merchandise colonists.&lt;br /&gt;
* Sell your merchandise colonists and your starting animals.&lt;br /&gt;
* Buy your survival items with the [[silver]] you got from selling your people and animals.&lt;br /&gt;
* Make [[lightleather]] [[bedroll]]s.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing.&lt;br /&gt;
&lt;br /&gt;
Hunt the bunnies, make a room to arrest people, then go sell them.&lt;br /&gt;
&lt;br /&gt;
Go and visit your nearby friendly base to trade your merchandise colonists, your animals and some useless weapons. You should get somewhere between 1500 and 2000 [[silver]] for three colonists and three animals in addition to your starting 200 [[silver]].&lt;br /&gt;
&lt;br /&gt;
Now you have to buy some food, clothes and materials. Since you can't carry all the materials you need, you need to come back to trade many times. Food should be the cheapest option available. [[Nutrient paste meal]]s, insect [[meat]], human [[meat]] and vegetables are the best options. Meat is more expensive but it's better to cook that than buy fancy meals.&lt;br /&gt;
&lt;br /&gt;
Clothes are just a little insulation to save you in the first season, the cheapest [[tuque]] is enough. After that, you need to either make your own clothes or strip clothes from raiders, even if they are tainted.&lt;br /&gt;
&lt;br /&gt;
You need at least 25 [[steel]] to make your [[research bench]] and some [[wood]] to use for cooking. Try to build two [[research bench]]es if you can, otherwise your other colonist will often be idle. Later, you will need more materials to actually build a base. First you want [[wood]] and [[steel]] because they are lighter, but later you want stone blocks, which are cheaper and do not catch fire.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase.png|350px|thumb|center|Base before the first trade.]]&lt;br /&gt;
&lt;br /&gt;
==== BONUS: Buy a [[muffalo]] ====&lt;br /&gt;
&lt;br /&gt;
You need to keep one colonist at base researching, so trading will be really inefficient with just one colonist to carry stuff. There is one solution before electricity: a [[muffalo]].&lt;br /&gt;
&lt;br /&gt;
It will more than triple your carry capacity and eventually give you [[wool]]. Unfortunately, there is no guarantee that a faction base will have a [[muffalo]] for sale, unless you keep reloading before you trade until they have it. If you don't want to do this, you can keep three colonists with you and use two colonists for trading instead. But remember, a colonist eats more and carry less than a [[muffalo]], so it's going to slow down your progress.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase2.png|350px|thumb|center|Base on first week.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Keep trading to get food whenever needed.&lt;br /&gt;
* Keep trading to get materials to make a base.&lt;br /&gt;
* Harvest and sell the organs of anyone you capture alive.&lt;br /&gt;
* Butcher and eat the meat of any dead bodies you get.&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make and sell [[human leather]] [[tribalwear]]s.&lt;br /&gt;
* Wear their tainted [[parka]]s and [[tuque]]s if you've got nothing better.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
The first raid should arrive by the end of the first week. Try to have a colonist with a gun or both together in your base when that happens, because you do not have any defenses yet.&lt;br /&gt;
&lt;br /&gt;
Now the fun starts. You will harvest the organs, eat the meat and wear the skin of your enemies. If anyone tries to join your colony, you will sell or harvest them too because you can't currently afford more people. People who you will harvest include:&lt;br /&gt;
&lt;br /&gt;
* Any raider that shows up.&lt;br /&gt;
* Any [[Events#Wanderer joins|wanderer that decides to join]].&lt;br /&gt;
* Any survivor who arrive in a [[Events#Escape Pod|escape pod]].&lt;br /&gt;
* Any refugee who [[Events#Refugee Chased at (Settlement)|asks for help]]. Also the raiders following them.&lt;br /&gt;
&lt;br /&gt;
By butchering your enemies you will get food and leather, which you can make into [[tribalwear]]s and sell, but that won't be enough. Everything you get is through trading, so you should also harvest and sell the organs of anyone you capture alive before eating them. It's worth buying medicine just for that. You don't need to do this every time, but it gets you a lot of money and will greatly speed up your colony building.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Summon [[Events/Incidental#Man_in_Black|Man In Black]] ===&lt;br /&gt;
&lt;br /&gt;
Getting the [[Events/Incidental#Man_in_Black|Man In Black]] to show up when you have so few people is really easy. Just set their 'Food Restriction' to 'Nothing' and wait until people collapse. Then use him to bring people back up.&lt;br /&gt;
&lt;br /&gt;
The Man in Black comes with good gear. You should strip his gear and sell him into slavery, or harvest him.&lt;br /&gt;
&lt;br /&gt;
[[File:summonmib.png|350px|thumb|center|Base on second week with MIB.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Buy guns.&lt;br /&gt;
* Do all the quests you can, loot and butcher anything and anyone you see.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Once you've researched complex clothing, make [[parka]]s and [[tuque]]s with [[cloth]].&lt;br /&gt;
* Make and sell [[human leather]] [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Make sure to buy some decent guns since your researcher colonist will likely have to defend themself alone while your other colonist is outside trading. Fortunately, you'll be so poor that even on the hardest difficulty, it's likely you'll only face raids of one single melee enemy for the whole first year.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have [[parka]]s and [[tuque]]s you should take every opportunity available to go to another map. Your trading colonist should always be either trading or doing quests. Do not forget to take a [[bedroll]] with them on quests. Quests that matter now include:&lt;br /&gt;
&lt;br /&gt;
* [[Events#Item Stash Opportunity (Time Remaining)|Item stashes]].&lt;br /&gt;
* [[Events#Incapacitated refugee|Incapacitated refugees]].&lt;br /&gt;
* [[Events#Prisoner rescue opportunity|Prisoner rescue]].&lt;br /&gt;
* [[Events#Bandit camp opportunity|Destroy enemy outposts]].&lt;br /&gt;
&lt;br /&gt;
You'll have more things to care about here than you normally would. It's important that you butcher every animal you find and every raider you kill on the quest locations. You might find your previous colonists (which you sold before) on those quests. If your [[human leather]] clothes and organs business is doing well, you can afford to bring one more person to your colony. Don't forget that you'll have to buy more meals for each person you save. Anyone you don't like can be sold or harvested once you return home.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest.png|350px|thumb|center|Lonely sea ice quest.]]&lt;br /&gt;
&lt;br /&gt;
Your research is really slow, since you only have one person at home taking care of everything and doing research at the same time. So another thing to focus on is furniture that you can carry home, since it will take a while for you to be able to make them. [[Heater]]s, [[battery|batteries]] and [[mini-turret|turrets]] are also great to bring home. You don't have electricity yet, but once you do, you're going to have lots of things to plug in.&lt;br /&gt;
&lt;br /&gt;
Make sure you have good clothes before winter starts. It's also about the right time to get rid of tainted clothes and make your own. Go buy [[cloth]] and make some decent [[parka]]s and [[tuque]]s with it. Most importantly, make and sell lots of [[human leather]] [[duster]]s because they are worth a lot.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest2.png|350px|thumb|center|Even in sea ice quests are quite profitable.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture.&lt;br /&gt;
* Make [[bed]]s.&lt;br /&gt;
* Replace your walls with stone.&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Winter makes caravans even worse than they already are. Despite that, you can never stop trading -- nor can you stop doing quests.&lt;br /&gt;
&lt;br /&gt;
Time to make improvements. If you have at least two rooms and all the necessary workbenches, you can start replacing your walls with stone so raiders won't try to set them on fire. Alternatively you can put a second layer over your [[wall]]s made of [[stone]]. Replace your [[bedroll]]s with [[bed]]s. If you want, you can also make some comfortable [[human leather]] [[armchair]]s and [[human leather]] [[animal bed]]s.&lt;br /&gt;
&lt;br /&gt;
Try to replace your [[cloth]](cold insulation 18) for [[bearskin]](cold insulation 20), [[bluefur]](cold insulation 20), [[foxfur]](cold insulation 20), [[devilstrand]](cold insulation 20), [[alpaca wool]](cold insulation 22), [[synthread]](cold insulation 22), [[wolfskin]](cold insulation 24), [[muffalo wool]](cold insulation 24), [[megasloth wool]](cold insulation 26), [[hyperweave]](cold insulation 26), [[chinchilla fur]](cold insulation 30), [[heavy fur]](cold insulation 30) or [[thrumbofur]](cold insulation 34).&lt;br /&gt;
&lt;br /&gt;
Your best bet is [[thrumbofur]] [[parka]]s with [[muffalo wool]] [[tuque]]s. [[Thrumbo]] is the only animal guaranteed to show up in sea ice and you should already have a [[Muffalo]] with you for [[wool]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Set up defenses.&lt;br /&gt;
* Set up power.&lt;br /&gt;
* Make a kitchen.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your second year will be just as hard as the first one. You still have to harvest and eat your enemies while trading [[human leather]] [[duster]]s and organs for materials for your base.&lt;br /&gt;
&lt;br /&gt;
You probably already learned to live from trading and quests by now, and may add another colonist. You should not expect to finish electricity before the end of the second year. So unfortunately, your food will spoil in the second summer. You can try to keep the stocks low to avoid loses or turn your food into [[pemmican]].&lt;br /&gt;
&lt;br /&gt;
Now however, you've got more people so you've got to set up some kind of defense, because raiders will be more numerous. This place is wide open, so you want to make an enclosed environment where you can shoot raiders from behind [[sandbag]]s without getting outranged. In other words, you want a [[Colony Building Guide#Killbox|killbox]]. Once you finish electricity, you can finally use those [[mini-turret|turrets]] that you got from enemy outposts. If you could not bring any [[battery]]s home from quests, you'll have to research them now.&lt;br /&gt;
&lt;br /&gt;
When you are setting up power, keep in mind that [[solar generator]]s will not work at all during winter in sea ice.&lt;br /&gt;
&lt;br /&gt;
With electricity, you can finally make a [[electric stove]] so you may stop buying [[wood]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase4.png|350px|thumb|center|Basic defense.]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
* Make a [[Colony Building Guide#Freezer|freezer]].&lt;br /&gt;
* Research nutrient paste.&lt;br /&gt;
* Make a [[nutrient paste dispenser]].&lt;br /&gt;
* Research microelectronics.&lt;br /&gt;
* Make a [[comms console]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your third year will come with lots of improvements and you can finally start feeling like you are playing on a normal map.&lt;br /&gt;
&lt;br /&gt;
Your first priority after electricity is air conditioning, so you stop losing all your food in summer. Once you're done researching it, make a [[Colony Building Guide#Freezer|freezer]]. That will even allow you to accept more people in your colony since your food now lasts forever.&lt;br /&gt;
&lt;br /&gt;
Then you want to make the almighty [[nutrient paste dispenser]]. It frees your cooker to do other stuff, completely prevents food poisoning and reduces your food consumption by 40%. You may even buy another [[Muffalo]] now to speed up trading.&lt;br /&gt;
&lt;br /&gt;
Then, to increase your trading opportunities, you want a [[comms console]]. Any [[Trade#Bulk goods trader 2|bulks good trade ship]] that shows up will be a blessing to your colony development.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Buy [[Joywire]]s ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed by now that your worst enemy isn't the hunger or the raiders, but the mood penalties that come with harvesting and eating people. Still, you can't stop it, since without that you'd lose your main source of food and your two main sources of [[silver]] ([[human leather]] [[duster]]s and organs).&lt;br /&gt;
&lt;br /&gt;
Now that you have a little extra [[silver]], you can buy a solution: the [[Joywire]]. Overall, in such a stressful colony this implant is well worth it. The drawbacks of the [[Joywire]] can later be offset with bionics.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase5.png|350px|thumb|center|The almighty [[nutrient paste dispenser]].]]&lt;br /&gt;
&lt;br /&gt;
== Seventh agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research hydroponics.&lt;br /&gt;
* Make a [[Colony Building Guide#Greenhouse|greenhouse]].&lt;br /&gt;
* Research biofuel refining.&lt;br /&gt;
* Research gun turrets.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
You are on your fourth year and still have yet to plant something, so you start wondering if you even need to plant anything at all.&lt;br /&gt;
&lt;br /&gt;
A [[Colony Building Guide#Greenhouse|greenhouse]] will require a lot of power, which means you will have to defend a larger area to put extra [[wind turbine]]s in. You will also want to add a lot more [[battery|batteries]] to store power at night so it may be used during the day. Make sure that your [[Colony Building Guide#Greenhouse|greenhouse]] is as small as possible to take less power, and is covered by double walls to increase insulation.&lt;br /&gt;
&lt;br /&gt;
The [[Colony Building Guide#Greenhouse|greenhouse]] will allow you to stop buying food to survive and stop the cannibalism. Of course, it will also allow you to have more colonists. But first, you should plant some [[healroot]] so you can harvest organs without using good medicine. Also plant [[smokeleaf]] and [[psychoid plant]], so you can make [[smokeleaf joint]]s and [[psychite tea]] to reduce the overall stress in your colony. Then you may plant some food.&lt;br /&gt;
&lt;br /&gt;
Without the cannibalism, you may turn your human [[meat]] into [[chemfuel]]. Then you can use [[chemfuel powered generator]]s during winter and [[solar generator]]s during other seasons.&lt;br /&gt;
&lt;br /&gt;
You are getting wealthy and the raiders know it. Eventually, the turrets you get from quests will not be enough, so you need to research them so that you can make more of them by yourself.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase6.png|350px|thumb|center|The [[Colony Building Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Eighth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research and build a [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
There is one last thing worth focusing on in sea ice. The [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
The scanner works normally on sea ice. If you set a colonist to work on it full-time, it can pick up locations of minerals faster than you can retrieve them. Which means you can endlessly make quests for minerals to greatly increase the amount of materials available for you to build your base.&lt;br /&gt;
&lt;br /&gt;
However, you should keep in mind that minerals are heavy, so you need lots of [[Muffalo]]s to carry it. Like a whole 8 [[Muffalo]]s and 6 colonists to mine [[Uranium]]. Which is why it's better to make it after your [[Colony Building Guide#Greenhouse|greenhouse]], because then you can support all the [[Muffalo]]s you need.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]]&lt;br /&gt;
&lt;br /&gt;
== Tenth year ==&lt;br /&gt;
&lt;br /&gt;
With all that empty space, make a huge symmetrical base.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicebigbase.png|450px|thumb|center|Result of early base planning.]]&lt;br /&gt;
&lt;br /&gt;
= Other scenarios specific =&lt;br /&gt;
== Crashlanded ==&lt;br /&gt;
* Build 1 [[wind turbine]] and one [[heater]] inside a small room where your colonists will spend the vast majority of time.&lt;br /&gt;
* [[Steel]] and [[component]]s will be worth their weight in gold. Can be obtained by ship chunks, meteors and traders.&lt;br /&gt;
* Warm clothes can be taken from raiders.&lt;br /&gt;
* Research batteries and build 1-2 near the house.&lt;br /&gt;
* Then turn to hydroponic research. Build 3-4 batteries, 2-3 wind turbines, a sun lamp, and at least 2 basins per pawn (assuming nutrient paste is used). You have a source of food.&lt;br /&gt;
* Using an [[electric smelter]] and [[comms console]] will provide a renewable supply of resources once established.&lt;br /&gt;
&lt;br /&gt;
== Naked Brutality ==&lt;br /&gt;
Hopeless in Core. Technically possible by living nomadically, traveling through tiles to kill snow hares, and getting lucky with early events. Certain DLCs can make settling down possible:&lt;br /&gt;
*[[Ideology]]:{{IdeologyIcon}} It is possible to &amp;quot;cheese&amp;quot; the scenario through an ideoligion that has rituals with the random recruit reward. Random recruits will come with a few meals, a weapon, and warm clothing, and the pawn itself can be used as human meat. Ancient complex rituals can also be used, generating a large deconstructable building that also provides a constant supply of raids. As of 1.5, rituals cannot stray too far from the comfortable temperature, but it can get warm enough in the day, and/or a [[xenotype]]{{BiotechIcon}} with a high cold tolerance can be used.&lt;br /&gt;
*[[Odyssey]]:{{OdysseyIcon}} The ice dune [[landmark]] makes it possible for an [[ancient shrine]] to generate. If lucky enough that no hostiles spawn, or if hostiles can somehow be defeated, the ancient shrine will provide shelter, insulating [[power armor]], and other supplies. [[Fishing]] can provide a source of food once it is researched.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Fariatal</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=178924</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=178924"/>
		<updated>2026-04-02T20:31:02Z</updated>

		<summary type="html">&lt;p&gt;Fariatal: /* Sea ice */ ice dunes can contain ancient ruins&lt;/p&gt;
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{{Rewrite|reason=Verification needed. At least a couple of the growing periods for the biomes are wrong, though their exact ranges are unknown.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:{{{clear|right}}}; margin-bottom:.5em; padding:.5em 0 .8em 1.4em; background:transparent; max-width:20em;&amp;quot; class=&amp;quot;toclimit-3&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Image wanted|reason=Requesting updated versions of biomes intensity, possibly with correct temperature ranges instead of cold/warm/hot}}&lt;br /&gt;
{{Recode|reason=Odyssey flora and fauna need to be rewritten to use appropriate templates}}&lt;br /&gt;
{{Split|reason=A number of biomes still need individual pages}}&lt;br /&gt;
'''Biomes''' are types of area on a planet, characterized by their terrain properties, [[Weather|climate]], [[Plants|flora]] and [[Animals|fauna]], [[disease]]s and special challenges. Each world tile has one particular biome. There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold. Oceans and lakes appear as world tiles but are not playable biomes. The [[Odyssey DLC]] introduces five new playable biomes, each with a unique gimmick or challenge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:World overview.png|550px|World Map]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.&lt;br /&gt;
&lt;br /&gt;
[[File:BiomeIntensityDiagram.png|750px|Biome Intensity Diagram]]&lt;br /&gt;
&lt;br /&gt;
== Warm biomes ==&lt;br /&gt;
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.&lt;br /&gt;
&lt;br /&gt;
=== Temperate forest ===&lt;br /&gt;
{{Main|Temperate forest}}&lt;br /&gt;
Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateForest.png|400px|thumb|right|Temperate Forest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: {{Q|Temperate forest|Roads and Rivers}}.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: {{%|{{Q|Temperate forest|Forageability}} }}. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease {{MTB}}: {{Q|Temperate forest|Disease MTB Days}} days.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Temperate swamp ===&lt;br /&gt;
{{Main|Temperate swamp}}&lt;br /&gt;
Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Temperate Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateSwamp.png|400px|thumb|right|Temperate Swamp]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but sometimes 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.5 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
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 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tropical rainforest ===&lt;br /&gt;
{{Main|Tropical rainforest}}&lt;br /&gt;
A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the &amp;quot;green hell&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Tropical Rainforests are famous for having many diseases, including [[Disease#Sleeping Sickness|Sleeping Sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics.  Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalRainforest.png|400px|thumb|right|Tropical Rainforest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 2, rarely 4 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tropical swamp ===&lt;br /&gt;
{{Main|Tropical swamp}}&lt;br /&gt;
A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalSwamp.png|400px|thumb|right|Tropical Swamp]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, rarely 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 2.0 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Hot biomes ==&lt;br /&gt;
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.&lt;br /&gt;
&lt;br /&gt;
=== Arid shrubland ===&lt;br /&gt;
{{Main|Arid shrubland}}&lt;br /&gt;
A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find.&lt;br /&gt;
&lt;br /&gt;
[[File:AridShrubland.png|400px|thumb|right|Arid Shrubland]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Desert ===&lt;br /&gt;
{{Main|Desert}}&lt;br /&gt;
A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches.  The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert.png|400px|thumb|right|Desert]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 25%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
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 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Extreme desert ===&lt;br /&gt;
{{Main|Extreme desert}}&lt;br /&gt;
An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here.&lt;br /&gt;
&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grow better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
[[File:ExtremeDesert.png|400px|thumb|right|Extreme Desert]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 30/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-5}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Cold biomes ==&lt;br /&gt;
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.&lt;br /&gt;
&lt;br /&gt;
=== Boreal forest ===&lt;br /&gt;
{{Main|Boreal forest}}&lt;br /&gt;
Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers.&lt;br /&gt;
&lt;br /&gt;
[[File:BorealForest.png|400px|thumb|right|Boreal Forest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but often 3 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.0 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Cold bog ===&lt;br /&gt;
{{Main|Cold bog}}&lt;br /&gt;
A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
[[File:Cold Bog.png|400px|thumb|right|Cold Bog]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but often 6 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.3 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tundra ===&lt;br /&gt;
{{Main|Tundra}}&lt;br /&gt;
These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators. Animal migrations may occur once or twice per year.&lt;br /&gt;
&lt;br /&gt;
Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
[[File:Tundra.png|400px|thumb|right|Tundra]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 20/60 days to never.&lt;br /&gt;
* Average Temperature: {{Temperature|0}} to {{Temperature|-20}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-50}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but most of the time 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.8 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ice sheet ===&lt;br /&gt;
{{Main|Ice sheet}}&lt;br /&gt;
Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to hunt, trade and cannibalize until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
[[File:IceSheet.png|400px|thumb|right|Ice Sheet]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-40}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-70}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sea ice ===&lt;br /&gt;
{{Main|Sea ice}}&lt;br /&gt;
Permanent ice sheets floating on water. There is no soil for plants to grow, no minerals to mine, and almost no animal life.&lt;br /&gt;
&lt;br /&gt;
Sea Ice maps do not have geothermal vents or [[Ruins|ruins]] (except at [[Landmarks#Ice_dunes|ice dunes]] landmarks and in [[Quests#Ancient_Complex|ancient complex]] sites). [[Deep drill]]s cannot be used. [[Moisture pump]]s will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, fishing, trading and cannibalism until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]]. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.&lt;br /&gt;
&lt;br /&gt;
[[File:SeaIce.png|400px|thumb|right|Sea Ice]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-30}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-60}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Odyssey biomes ==&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
These are biomes added with the Odyssey DLC enabled. These biomes usually include gimmicks and challenges that are unique from conventional natural climates.&lt;br /&gt;
&lt;br /&gt;
=== Glowforest ===&lt;br /&gt;
{{Main|Glowforest}}&lt;br /&gt;
Geysers spew out massive sulfur clouds that cast the region into permanent darkness. Huge fungal colonies bloom in the dark, fed by the nutrients that the geysers bring to the surface. These areas are alluring and dangerous.&lt;br /&gt;
&lt;br /&gt;
[[File:Glowforest.jpg|400px|thumb|right|Glowforest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days. (Darkened skies)&lt;br /&gt;
* Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).&lt;br /&gt;
* Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.&lt;br /&gt;
* Roads and Rivers: Yes&lt;br /&gt;
* Movement Difficulty: 2.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scarlands ===&lt;br /&gt;
{{Main|Scarlands}}&lt;br /&gt;
Ruins of an ancient city which was destroyed by weapons of mass destruction. Water here is toxic and scaria runs rampant among the animals. Mechanoids lurk among the shattered buildings, waiting to awaken and kill again.&lt;br /&gt;
&lt;br /&gt;
[[File:Scarlands.jpg|400px|thumb|right|Scarlands]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 25%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Grassland ===&lt;br /&gt;
&amp;lt;!--{{Main|Grassland}}--&amp;gt;&lt;br /&gt;
An open expanse dominated by tall grasses. These areas are good for farming and ranching, except when there's a drought. The lack of trees and other vegetation means there's always a steady breeze. Steam geysers never appear here due to low geothermal activity.&lt;br /&gt;
&lt;br /&gt;
[[File:Grassland.jpg|400px|thumb|right|Grasslands]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Glacial plain ===&lt;br /&gt;
&amp;lt;!--{{Main|Glacial plain}}--&amp;gt;&lt;br /&gt;
An open area scraped clean by the movement of glaciers. While vegetation and soil are sparse, a few hardy species have made their home here.&lt;br /&gt;
&lt;br /&gt;
There are no [[geyser]]s in glacial plain maps. Frozen ruins are hidden in the glaciers on all maps, with much bigger ruins when a [[frozen ruins]] landmark is present.&lt;br /&gt;
&lt;br /&gt;
[[File:GlacialPlains.jpg|400px|thumb|right|Glacial plain]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 0%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Lava field ===&lt;br /&gt;
&amp;lt;!--{{Main|Lava field}}--&amp;gt;&lt;br /&gt;
Barren wastes burned clean by volcanic heat. Periodic lava eruptions can burn people and buildings, but also enrich the soil with mineral deposits.&lt;br /&gt;
&lt;br /&gt;
[[File:Lava Fields.jpg|400px|thumb|right|Lava field]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 50%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Tropical rainforest added.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Boreal forest and tundra added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Extreme Desert biome added.&lt;br /&gt;
* [[Version/0.16.1393|0.16.1393]] - Sea Ice biome added.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added Swamp biomes: Tropical swamp, Temperate swamp, Cold bog.&lt;br /&gt;
* [[Version 1.6]] ([[Odyssey DLC]]) - Added Biomes: Glacial plain, Glowforest, Grassland, Lava field, Scarlands. &lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Environment]][[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Fariatal</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Eating&amp;diff=178863</id>
		<title>Eating</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Eating&amp;diff=178863"/>
		<updated>2026-04-02T20:26:09Z</updated>

		<summary type="html">&lt;p&gt;Fariatal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For|the mechanics surrounding the need to eat|Saturation}}&lt;br /&gt;
{{Capacity&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0.1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = A character's ability to eat. &lt;br /&gt;
}}{{#set:Effective Minimum|0.1}}{{#set:Effective Maximum|{{#expr:{{Q|Consciousness|Effective Maximum}}*1.25}} }}&lt;br /&gt;
Eating is a function of a human's or animal's health, affected by Consciousness, the jaw, tongue, and neck. &lt;br /&gt;
&lt;br /&gt;
Eating and manipulation are the two determining factors of the [[Eating Speed]] stat.&lt;br /&gt;
&lt;br /&gt;
Eating is not affected by [[Body parts|stomach]] efficiency or [[digestion]]; these factors independently affect the ability to use [[nutrition]] to satisfy [[hunger]]. [[Moving]] can severely restrict a creature's ability to move to nearby nutrition but are also independent from eating. [[Sight]] does not affect eating nor a creature's ability to find available nutrition.&lt;br /&gt;
&lt;br /&gt;
== Affected stats ==&lt;br /&gt;
{{#ask: [[Eating Importance::+]]&lt;br /&gt;
| ?Health Type = Type&lt;br /&gt;
| ?Eating Importance# = Weight&lt;br /&gt;
| ?Eating Limit# = Max&lt;br /&gt;
| ?description&lt;br /&gt;
| format = broadtable&lt;br /&gt;
| limit  = 100&lt;br /&gt;
| mainlabel = Name&lt;br /&gt;
| headers = plain&lt;br /&gt;
| sort = Health Type&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
&lt;br /&gt;
=== Base Factors ===&lt;br /&gt;
The following factors affect Eating:&lt;br /&gt;
* [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::-|No]] Max&lt;br /&gt;
* Jaw part efficiency. 100% importance, no allowed defect. No Max (effectively 125%). &lt;br /&gt;
** [[Denture]]: '''80%''' part efficiency resulting in {{--|20%}} eating.&lt;br /&gt;
** [[Bionic jaw]]: '''125%''' part efficiency resulting in {{+|25%}} eating.&lt;br /&gt;
** Tongue part efficiency. 100% importance, no allowed defect. No Max (effectively 100%).&lt;br /&gt;
*** [[Bionic tongue]]: '''100%''' part efficiency, resulting in no changes.&lt;br /&gt;
&lt;br /&gt;
=== Post factors ===&lt;br /&gt;
The following factors affect Eating. They are applied after the Base Factors and offsets (if there was any). &lt;br /&gt;
* [[Food poisoning]]:&lt;br /&gt;
** Initial: {{Bad|x0.5}}&lt;br /&gt;
** Major: {{Bad|x0.3}}&lt;br /&gt;
** Recovering: {{Bad|x0.5}}&lt;br /&gt;
*** Note that food poisoning also penalizes Consciousness, so the effective penalty is greater than this would suggest.&lt;br /&gt;
&lt;br /&gt;
Since consciousness is effectively maxed out to {{Good|{{%|{{Q|Consciousness|Effective Maximum}} }} }}, ''eating'' effectively ranges from {{Bad|{{%|{{P|Effective Minimum}} }} }} (absolute minimum) to {{Good|{{%|{{P|Effective Maximum}}}}}}, with a [[bionic jaw]] installed on top of maximum [[consciousness]].&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;br /&gt;
{{Verified|1.4.3901}}&lt;/div&gt;</summary>
		<author><name>Fariatal</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=178558</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=178558"/>
		<updated>2026-04-02T20:27:14Z</updated>

		<summary type="html">&lt;p&gt;Fariatal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]. Once the table is updated, also add chronophagy to relevant cured ailments. Add ailment in-game descriptions to each, and format them such that they're obviously quotes}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 33.6 years old to get Alzheimer's, meaning it can first occur at their 34th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer mech serum#Summary|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Death refusal]]{{AnomalyIcon}}: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
* [[Chronophagy]]{{AnomalyIcon}}: As pawns younger than 34 cannot get Alzheimer's, reversing age to younger than that in a Chronophagy ritual will remove it.&lt;br /&gt;
* [[Unnatural healing]]{{AnomalyIcon}}: a Creepjoiner with unnatural healing replicates the effect of a healer mech serum and so can be similarly used to cure Alzheimers at the minor risk of replacing an arm with a flesh tentacle for the cured pawn&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 40 years old to get a bad back, meaning it can first occur at their 41st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get cataracts, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery has a 100% base chance to succeed. If it fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 22.4 years old to get carcinoma from aging, meaning it can first occur at their 23rd birthday. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s{{RoyaltyIcon}}, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with a [[healer mech serum]], [[luciferium]], [[unnatural healing]]{{AnomalyIcon}} or the [[chronophagy]] psychic ritual.{{AnomalyIcon}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at level 4&lt;br /&gt;
**15% at level 12&lt;br /&gt;
**25% at level 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 68 years old to get dementia from aging, meaning it can first occur at their 69th birthday. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], [[unnatural healing]] ability,{{AnomalyIcon}} the [[Chronophagy]] psychic ritual,{{AnomalyIcon}} implantation of the [[scarless]] gene{{BiotechIcon}}, or with the use of [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 50 years old to get frail, meaning it can first occur at their 51st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 100 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 60 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 30 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 20 years old to get an artery blockage, meaning it can first occur at their 21st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s.&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get hearing loss, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval, '''SG60''' for short, is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess.&lt;br /&gt;
## Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;'''SG60''' = max(0.000375, 0.0000645 × effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve !! X !! Y&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7| {{Graph:Chart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 100|| 60&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:middle&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Excess&amp;lt;br/&amp;gt;Temperature (°C)&amp;lt;ref&amp;gt;Ambient Temperature - Maximum Comfortable Temperature (°C)&amp;lt;/ref&amp;gt;&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || {{0}}93023 || 1.6 days &lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || {{0}}62016 || 24.8 hours&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003225 || {{0}}18605 || 7.4 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005160 || {{0}}11628 || 4.7 hours&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 0.015480 || {{0|00}}3876 || 1.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.063855 || {{0|000}}939 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027 × heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature. Severity decreases at a constant rate of 1.5% when at 55.6% or above, slowing down until reaching its slowest (0.15%) at 5.6% and below. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike [[#Heatstroke|hyperthermia]], hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:center&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Temperature&amp;lt;br/&amp;gt;Delta&amp;lt;ref&amp;gt;&amp;lt;small&amp;gt;Minimum Comfortable Temperature - Ambient Temperature&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;(°C)&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game hours&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25  || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50  || 0.002580 || 23256 || {{0}}9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || {{0}}4.1&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 0.012255 || {{0}}4896 || {{0}}2.0 &amp;lt;!-- 1.96--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || {{0}}3208 || {{0}}1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027 × hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}} &lt;br /&gt;
* [[Manipulation]] {{Bad|-50%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vacuum exposure ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
Vacuum exposure occurs when a pawn is subjected to [[Orbit|hard vacuum]] without adequate protection.&lt;br /&gt;
&lt;br /&gt;
The rate of severity growth is directly proportional to the vacuum percentage of the pawn's current tile, and to the difference between 1 and a pawn's [[vacuum resistance]] stat. Vacuum will be 100% outside pressurized rooms; otherwise, it will vary depending on the presence of [[oxygen pump]]s, open connections to other rooms, and so on. The specific algorithm is:&lt;br /&gt;
# Start with a default of 2% per second.&lt;br /&gt;
# Multiply the amount by the tile's current vacuum percentage.&lt;br /&gt;
# Multiply the product by the difference between 1 and the pawn's vacuum resistance.&lt;br /&gt;
Expressed as a formula, the increase of severity every {{ticks|60}} is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in vacuum exposure severity = 0.02 * tile vacuum percentage * (1 - vacuum resistance)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vacuum exposure builds up extremely quickly in pawns without significant vacuum resistance. An unprotected pawn with no resistance will die in just {{ticks|3000}} of exposure to a complete vacuum, making even brief spacewalks a risky prospect.&lt;br /&gt;
&lt;br /&gt;
Pawns recover quickly from vacuum exposure while inside a pressurized area; severity will simply fall at a flat 10% per second until the condition disappears entirely. Affected pawns that reach 100% vacuum resistance while still exposed (such as by equipping a [[vacsuit]]) will keep their current level of exposure until they return to a pressurized tile, but its severity will not increase any further.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at&amp;lt;br/&amp;gt;severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || Initial ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || ≥15% ||&lt;br /&gt;
* {{Bad|-{{0}}5%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}5%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (mild)''' || ≥30% ||&lt;br /&gt;
* {{Bad|-10%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}8%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (moderate)''' || ≥50% ||&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || ≥85% ||&lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || 100% ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{| class = &amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin: auto;&amp;quot; width=100%&lt;br /&gt;
  |-&lt;br /&gt;
  !Graph&lt;br /&gt;
  |-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
  |width=940&lt;br /&gt;
  |height=600&lt;br /&gt;
  |type=line&lt;br /&gt;
  |legend=Legend&lt;br /&gt;
  |y1Title=No vacuum resistance [50s]&lt;br /&gt;
  |y2Title=Vacsuit chest only (32%) [73s]&lt;br /&gt;
  |y3Title= Vacuum resistant (45%) [90.9s]&lt;br /&gt;
  |y4Title=Vacsuit helmet only (69%) [161s]&lt;br /&gt;
  |y5Title= Vacskin Gland (85%) [5 min 33s]&lt;br /&gt;
  |y6Title=Full Recon armour (95%) [16min 40s]&lt;br /&gt;
  |y7Title=Full Marine armour (97%) [27min 46s]&lt;br /&gt;
  |y8Title=Full Cataphract armour (98%) [41.7min]&lt;br /&gt;
  |y9Title= Vacsuit helmet and any power armor (99%) [83.3min]&lt;br /&gt;
&lt;br /&gt;
  |x = 0,50,73.5,90.0,161.3,333.3,1000,1666.7,2500,5000&lt;br /&gt;
  |y1=0,100&lt;br /&gt;
  |y2=0,68.03,100&lt;br /&gt;
  |y3=0,55.56,81.67,100&lt;br /&gt;
  |y4=0,30.99,45.56,55.79,100&lt;br /&gt;
  |y5=0,15,22.05,27,48.4,100&lt;br /&gt;
  |y6=0,5,7.35,9,16.13,33.33,100&lt;br /&gt;
  |y7=0,3,4.41,5.40,9.68,20,60,100&lt;br /&gt;
  |y8=0,2,2.94,3.6,6.45,13.33,40,66.67,100&lt;br /&gt;
  |y9=0,1,1.47,1.8,3.23,6.67,20,33.33,50,100&lt;br /&gt;
  |xAxisTitle = Time (s)&lt;br /&gt;
  |yAxisTitle = Vacuum exposure (%)&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
Sterilizing a pregnant animal will not terminate the pregnancy.&lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Pawns can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy or IUD insertion.{{BiotechIcon}} It is currently unknown if there are other sources.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative [[liver]] disease caused by excessive [[alcohol]] consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the [[Organ harvesting|transplantation]] of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or [[glitterworld medicine]] to do so.&lt;br /&gt;
* Other than transplantation, only [[healer mech serum]] and [[unnatural healing]]{{AnomalyIcon}} can cure cirrhosis.&lt;br /&gt;
&lt;br /&gt;
Alcohol [[tolerance]] above '''45%'''  imposes a chance to get [[cirrhosis]] in the liver proportional to the tolerance held.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Tolerance !! Average cirrhosis interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Cirrhosis (Days) | x = 49, 50, 100 | y =  250, 60, 45 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 60 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 45 Days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]] or via [[unnatural healing]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Currently, the most cost-effective known method to damage the brain is to purposefully fail the surgery to remove a [[Painstopper|painstopper]]. Painstoppers are the cheapest brain implant that can be removed. Attempting to remove it costs only one [[herbal medicine]] and failing will not destroy the implant. Performing the operation outside, on a [[Sleeping spot]] or an [[Ancient bed]],{{IdeologyIcon}} in the dark, with a low level surgeon with lowered Sight and Manipulation will maximize the chance for the operation to fail. If the operation accidentally succeeds, then the patient should be moved to a high quality hospital to reinsert the painstopper, as failure would destroy the implant and greatly increase the overall cost. It takes on average between 50 and 100 failed brain operations for a patient to become trauma savant. &lt;br /&gt;
&lt;br /&gt;
Trauma savant negates the [[consciousness]] penalty from all brain damage, including scars that existed before the condition. On another hand, those brain scars will still lower the brain's health and can potentially still cause pain. Also, Trauma savant will not prevent loss of consciousness from other brain conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Unnatural healing]]{{AnomalyIcon}} ability (or possibly through other means as well). It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Main|Bliss lobotomy}}&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty. Makes pawn incapable of cooking, construction, plant work, mining, crafting and intellectual. Can generate on [[horax cult|cultist]] raiders or be deliberately induced via a brain surgery at the cost of 2 medicine and 30 [[bioferrite|bioferrites]].&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is primarily determined by the cook's [[food poison chance]] stat, with the [[Cleanliness|cleanliness of the room]] where it was prepared also being a potential factor. &lt;br /&gt;
&lt;br /&gt;
[[Corpse]]s have a flat chance of 5% to give food poisoning. Other raw food has a flat chance in between 1% and 4% depending on the type of food — most raw food having a 2% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;margin: auto; text-align:center;&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; | '''0''' || style=&amp;quot;background-color:#F00000&amp;quot; | '''5.00%''' || rowspan=&amp;quot;10&amp;quot;| {{Graph:Chart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
Chance = ([[Cleanliness|Room Cleanliness]] + 2) * 0.05 / 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Capped between 0% and 5%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot; &lt;br /&gt;
| '''1''' || '''4.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| '''2''' || '''3.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| '''3''' || '''2.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| '''4''' || '''1.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| '''5''' || '''1.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| '''6''' || '''0.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| '''7''' || '''0.25%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| '''8''' || '''0.15%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| '''9-20''' || '''0.10%'''&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]]  (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only be minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or by making [[Baby food]] or [[nutrient paste meal]]s as they will never cause food poisoning. Installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}}, [[nuclear stomach]] {{RoyaltyIcon}} or [[fleshmass stomach]] {{AnomalyIcon}}, or having the [[strong stomach]] gene{{BiotechIcon}} render pawns immune to contracting food poisoning. Note that [[bionic stomach]]s reduce the chance of getting food poisoning by 50% but cannot outright prevent it.&lt;br /&gt;
&lt;br /&gt;
The notification for a colonist being poisoned will explain the cause of the poisoning. This can be very helpful if an unattended kitchen was allowed to cross into the very dirty -2 cleanliness danger zone, as a nearby cleaner can simply be ordered to clean the kitchen and avoid more unnecessary poisoning.&lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before. [[Unnatural healing]]{{AnomalyIcon}} is the vastly more economical option, though it carries opportunity cost of the 6 day cooldown.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between &amp;quot;attacks&amp;quot; that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
Primarily occurs with exposure to [[toxic fallout]], [[pollution]],{{BiotechIcon}} [[tox gas]],{{BiotechIcon}} and tox rain.{{OdysseyIcon}} Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]] {{RoyaltyIcon}}, or [[venom fangs]] {{RoyaltyIcon}}. &lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout and tox rain, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to toxic fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.{{Check Tag|Rate from tox rain?}}&lt;br /&gt;
&lt;br /&gt;
There are two stats that reduce toxic build up stats:&lt;br /&gt;
* All sources of toxic buildup are affected by the [[Toxic Resistance]] [[stat]]. [[Human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Some ways of increasing this stat are the [[detoxifier kidney]]{{BiotechIcon}} and [[tox resistance]] [[gene]].{{BiotechIcon}}&lt;br /&gt;
* [[Toxic Environment Resistance]] protects against all sources of buildup except for direct attacks like cobra bites. Some ways of increasing this stat are the [[face mask]], [[gas mask]]{{BiotechIcon}}, and [[detoxifier lung]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Both stats reduce the amount of buildup received by the % of the stat, so 50% Toxic Resistance = 50% less build up. Toxic Resistance and Toxic Environment Resistance will multiplicatively stack with each other, so if a human has 50% in both stats, the effective rate of buildup from environmental sources is 25%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Pilot assistant]] {{OdysseyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC|Royalty]] and [[Odyssey DLC|Odyssey]] DLCs, it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[neural heat limit]]s when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Subcore softscanner}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]]{{RoyaltyIcon}}, or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. Vomiting lasts a random duration from {{Ticks|300}} to {{Ticks|900}}, and every 150 interval ticks it reduces the pawn's food bar by 0.04 and generates 1 stack of [[vomit]] filth on the tile they're facing. Note that this interval tick occurs independently from the beginning of the vomiting duration, and as such the number of times it occurs may not be the simple division of the chose duration divided by 150. As such, between one fewer and one more interval may occur than the the division would indicate. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected before ailments show by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day. Progress can be paused through the use of a [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[healer mech serum]] as well as the [[unnatural healing]] ability so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable, short of destroying the colonists brain then resurrecting them with either a [[resurrector mech serum]] or [[death refusal]]. However, consistently destroying the brain can be difficult. There are 5 main ways to achieve it:&lt;br /&gt;
* With the [[Biotech DLC]], using a [[Subcore ripscanner]] on the colonist in question will kill it by destroying its brain.&lt;br /&gt;
* Also with the Biotech DLC, extracting the pawn's genes with a [[Gene extractor]] while the '''Genes Regrowing''' Hefiff remains active will kill it by brain destruction.&lt;br /&gt;
* With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will destroy its head reliably and safely.&lt;br /&gt;
* Fatal [[Luciferium]] withdraw kills by destroying the brain.&lt;br /&gt;
* Allow colonists or animals to eat sections of the corpse, risking consuming the entire body before the head is removed.&lt;br /&gt;
&lt;br /&gt;
Furthermore, no matter how successful the head removal, the costs and downsides of the either the serum or refusal remain. If this strategy is used, remember not to euthanize them or they will be no longer of your faction after resurrection.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, [[Ghoul|ghoul infusion]] will not cure crumbling mind and it will hinder ghoul's combat abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (mild)''' || Initial ||&lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (moderate)''' || ≥40% severity ||&lt;br /&gt;
* {{Bad|x75%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (extreme)''' || ≥80% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbled mind''' || 100% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
* Incapable of [[Work#Incapable of work types|skilled and dumb labor, caring, and intellectual]]&lt;br /&gt;
* Incurable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Duplicate sickness ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse. However, the condition will not be lethal.&lt;br /&gt;
&lt;br /&gt;
Duplicate sickness is one of the potential outcomes from the duplication of a pawn by a [[corrupted obelisk]]. It affects both the original pawn and the duplicate{{Check Tag|Wb other duplicates?|Test both a previous duplicate (i.e. use obelisk gizmo, wait cooldown use again) and mass cloning (i.e. when 30 pawns spawn when it reaches max activity}} and is initially hidden. Severity increases by 10% per day that both pawns are alive. A pawn in [[cryptosleep]] will not gain severity, but being in cryptosleep will ''not'' prevent the other copy of the pawn from gaining severity. This gradually reduces the consciousness of both pawns and makes them more likely to have [[mental breaks]], before eventually rendering both comatose. &lt;br /&gt;
&lt;br /&gt;
It cannot be treated,{{Check Tag|Verify}} but can be cured by one of three methods: [[healer mech serum]], the [[unnatural healing]] ability, or the death of one of the two pawns. &lt;br /&gt;
&lt;br /&gt;
If one of the two connected pawns is killed, the other's duplication sickness severity immediately starts regressing at the rate of 50% per day, while the killed pawn's duplication sickness is instantly cured. The killed pawn can then be immediately resurrected with a [[resurrector mech serum]] or [[death refusal]] without stopping the regression of the other pawn's sickness. Similarly, if one of the linked pawns is turned into a [[ghoul]], killed, and revived with a [[ghoul resurrection serum]], the same mechanics apply.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || Initial ||&lt;br /&gt;
* No symptoms, condition not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || ≥20% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|5%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|4%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (moderate)''' || ≥50% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|10%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (extreme)''' || ≥80% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|15%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|14%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (debilitating)''' || ≥95% severity ||&lt;br /&gt;
* [[Consciousness]] Max: {{Bad|10%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. Hopefully this gives you enough time to find a [[healer mech serum]] to heal the ailment, find another [[resurrector mech serum]] to attempt the resurrection again once the psychosis has run its course, or build a [[cryptosleep casket]] to give you time to find either serum. There are no other ways to cure the disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be 2 or more colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-60% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 60-80% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 80-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 70% of life expectancy (i.e. 56 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 90% of life expectancy (i.e. 72 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity.  Each interval the heart attack severity will randomly change by a value between {{---|40%}} to {{++|60%}}. This means that it is possible for a heart attack to recover on its own, but usually (~76% likelihood){{Check Tag|Detail needed|How is this calculated??}} an untreated heart attack progresses to fatal severity. The interval between changes is random, and varies between {{Ticks|500}} and {{Ticks|10000}}.&amp;lt;!-- 5000 x Rand.Range(0.1, 2.0) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by {{---|30%}}. Successfully reducing severity below 0% will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The chance a particular treatment can succeed is 65% multiplied by the [[tend quality]], for an effective maximum of 84.5% with [[glitterworld medicine]].&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Vacuum exposure implemented with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Fariatal</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sea_Ice_Guide&amp;diff=175588</id>
		<title>Sea Ice Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sea_Ice_Guide&amp;diff=175588"/>
		<updated>2026-02-16T18:58:36Z</updated>

		<summary type="html">&lt;p&gt;Fariatal: /* Starting the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Rewrite|reason= [[Template:Verified|Verification]] and/or updates to current version and DLC options needed}}&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in the most hostile environment in RimWorld - Sea ice.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
{{see also|Biomes#Sea Ice}}&lt;br /&gt;
&lt;br /&gt;
The Sea Ice biome is one of the coldest biomes in the game. There is almost no animal life and no plants. In fact, you shouldn't expect to find anything more than a few [[snowhare]]s in your start, perhaps an [[arctic fox]] or [[polar bear]] if you're lucky.&lt;br /&gt;
&lt;br /&gt;
In addition to that, there is no kind of soil available and [[moisture pump]]s will only generate more ice. It is not possible to grow anything in the ground. It will be harsh before you get a [[heater]] and a [[hydroponics basin]], then you can plant something indoors. It will still be harsh after that too.&lt;br /&gt;
&lt;br /&gt;
Even worse is that there are no ruins, geothermal vents or minerals to mine. Also, [[deep drill]]s and [[ground penetrating scanner]]s do not work. The only non-[[events]] resource you have to build with, besides your starting materials, is [[animal flap]]s made from leather from the scarse local wildlife.&lt;br /&gt;
&lt;br /&gt;
You'll have to rely on trading, quests, random events and eventually the [[long-range mineral scanner]] to get any other materials with which to build a base.&lt;br /&gt;
&lt;br /&gt;
Even on the warmest sea ice tiles, it's still really cold. The average varies from {{Temperature|-20}} to {{Temperature|-30}} and they never have growing periods due to the temperature. If you chose a warmer landing spot, you still need to eventually make a [[Colony Building Guide#Freezer|freezer]] though, because the summer temperature can be hot enough to spoil your food. Expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
They are particularly bad for travel by caravan. They do not have roads and are always placed in the poles of the world, so they have a big penalty to caravan speed due to winter, which is most of if not the whole year. &lt;br /&gt;
&lt;br /&gt;
It's a deserted, cold, hell.&lt;br /&gt;
&lt;br /&gt;
In order to conquer it, we'll analyze the basics necessary to survive in these conditions and then, what is needed to thrive in it into the endgame. There will be suggestions that branch off from the fundamentals for specific playstyles.&lt;br /&gt;
&lt;br /&gt;
== Fundamentals for survival and growth ==&lt;br /&gt;
&lt;br /&gt;
=== Survival ===&lt;br /&gt;
[[Colonist]]s have [[needs]], without the which they get a [[mental break]] or die. Sea Ice does very little to help here, which makes Sea Ice so challenging. These can be summarized into:&lt;br /&gt;
* [[Mood]]: The final purpose of [[recreation]], [[beauty]], certain [[moodlet]]s etc; is all to provide a boost to this stat. Keeping this stat up is required for keeping your pawns in a useful, sane, state. &lt;br /&gt;
* [[Food]]: Without [[nutrition]], your people will die.&lt;br /&gt;
* [[Temperature]]: If your colonist is too hot or too cold, they will die. &lt;br /&gt;
&lt;br /&gt;
Each of these fundamentals will be further expanded upon in their own section.&lt;br /&gt;
&lt;br /&gt;
=== Growth ===&lt;br /&gt;
[[File:DiagramSteelProductionSeaIce.png|450px|thumb|center|Requirements for functioning hydroponics, once researched]]&lt;br /&gt;
Common to all biomes, the basic design of the game requires [[research]], but more importantly: acquiring [[steel]] and [[components]] to advance your colony. None of those two naturally spawn in Sea Ice, meaning that you'll need to resort to [[trade]] to acquire them, and/or use the [[smelter]] on raider weapons to gather the steel you need to advance. While you might get some lucky amounts of steel and components from smelting [[raider]] gear and [[event]]s, a coarse, general route for progressing in Sea Ice is:&lt;br /&gt;
&lt;br /&gt;
* Budgetting and making use of the steel and materials your start with from your [[Scenario]]: You won't get more for a very long time. What you start with is what you have. I suggest that you use a spreadsheet to plan out what exactly you will be spending your precious wood and steel on. I strongly recommend to set aside enough steel for a [[smelter]], a [[sun lamp]], a few [[hydroponics]], a [[comms console]] and [[orbital trade beacon]], which leaves very little left over steel. Remember that you can also smelt down your initial gear, like the [[flak vest]] you start with. The budgeting you will need to do might be extreme.&lt;br /&gt;
* [[Comms console]]: Orbital trade with bulk traders can give you enormous amounts of steel, if you have something to buy them with (eg. [[lung]]s, [[heart]]s, etc). Aside from trading with other settlements (which you may not have the availability to do), its an enormous boost to your steel acquisition, even if heavily RNG-reliant to get bulk traders. Later on, due to traders not scaling with your own [[Wealth]] but rather, being fixed in the amount and diversity of wares they provide, this source of steel falls off in the lategame. Multiple comms consoles or beacons do not give you more traders, but you can use and build and use multiple scanners.&lt;br /&gt;
* [[Long-range mineral scanner]]: Infinite steel and components. You can use [[pack animal]]s to caravan to and from scanner sites, although [[drop pod]]ding is much faster, keeps your top miners mining for longer as time spent on a caravan is not time spent mining, and it synergizes well with a chemfuel-based base. After this technology, there is nothing else in the game to further boost your steel production besides further perfecting and scaling your use of this scanner.&lt;br /&gt;
&lt;br /&gt;
== Mood ==&lt;br /&gt;
&lt;br /&gt;
With so few people and such a stressful life, handling mood is challenging on Sea Ice.&lt;br /&gt;
&lt;br /&gt;
===Preventing Mental Breaks===&lt;br /&gt;
{{see also|Traits}}&lt;br /&gt;
Traits that improve [[mood]] in various ways are very useful to endure the likely rampant human butchering, organ harvesting and monotony. Traits such as [[Iron-willed]], [[Steadfast]], [[Sanguine]] and [[Optimist]] are broadly useful, while [[Bloodlust]], [[Cannibal]] and [[Psychopath]] are especially useful.&lt;br /&gt;
&lt;br /&gt;
Certain [[xenotypes]]{{BiotechIcon}} have naturally high Mood, like Highmates, while others like Impids have naturally lower which may be much harder to keep satisfied on Sea Ice, as with [[Pessimist]]s, [[Neurotic]]s and similar.&lt;br /&gt;
&lt;br /&gt;
You can also set your colonists to a bi-phasic or multi-phasic schedule to keep their mood higher than otherwise.&lt;br /&gt;
&lt;br /&gt;
A [[Party]] or [[Marriage]] are fantastic times to dig up and butcher people (or harvest their organs, if you're lucky enough to have someone alive for it around), because the mood boost from them will offset the mental penalties for doing so.&lt;br /&gt;
&lt;br /&gt;
===Dealing with Mental Breaks===&lt;br /&gt;
&lt;br /&gt;
If they do have a mental break, you can:&lt;br /&gt;
* Arrest them: You can release them immediately afterwards. It won't give them the benefit of Catharsis, but it will end the mental break.&lt;br /&gt;
* Beat them up: It will end the break, give them Catharsis, but they'll need to spend time recovering. Luckily, with so little to do on Sea Ice, colonist downtime is often much less of a problem here than on other biomes.&lt;br /&gt;
* Tank through it: Someone going on a drug binge is not much of a deal when you'd likely have barely any, for example. &lt;br /&gt;
&lt;br /&gt;
== Food ==&lt;br /&gt;
&lt;br /&gt;
[[File:DiagramHydroponicsSeaIce.png|450px|thumb|center|Requirements for hydroponics, once researched]]&lt;br /&gt;
&lt;br /&gt;
If you're not breaking thermodynamics with nutrient paste shenanigans, the most reliable food source on sea ice is some real nice hydroponic [[rice]]. These hydroponics need four things to work:&lt;br /&gt;
* [[Steel]]: Acquired through your initial resources, trade, or the long-range scanner.&lt;br /&gt;
* [[Components]]: Same as above&lt;br /&gt;
* [[Power]]: [[Wind turbine]]s are unlocked as soon as [[Electricity]] is available (default for non-tribals [[Scenario]]s), although their extremely inconsistent power requires the use of [[batteries]]. [[Chemfuel powered generator]]s can run off your rice turned into [[chemfuel]] in a [[Refinery]], is more compact, and additionally provides heat without needing to build a [[heater]] for it. [[Solar panel]]s are more space-efficient than turbines, give power when you need it most - during the day, for your [[sun lamp]]s, but their power output is seasonal, being greater in summer than in winter.&lt;br /&gt;
* [[Temperature]]: Without the right temperature, your hydroponic rice will die. Below is explained how to deal with that. &lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
Without a [[parka]], or somewhere warm to live in, your colonists will likely quickly die of [[hypothermia]]. You start with neither, and need to quickly build a starter base, likely with a [[campfire]] if you're a tribal, or a [[heater]] otherwise to stay inside to be warm.&lt;br /&gt;
&lt;br /&gt;
There are multiple sources of precious heat for your base, and multiple ways to prevent losing it.&lt;br /&gt;
&lt;br /&gt;
=== Gaining heat ===&lt;br /&gt;
[[Heater]]s and [[campfire]]s provide warmth in enclosed spaces, as well as [[chemfuel powered generator]]s. Your [[colonist]]s themselves also give off body heat, as well as any [[animal]]s you have inside.&lt;br /&gt;
&lt;br /&gt;
=== Preventing the loss of heat ===&lt;br /&gt;
The most heat-efficient shape is a square, as rooms loose heat from their edges, and a square has the best area-to-edge ratio. Double-thick walls have twice the insulation as single-walled ones, and rooms adjacent to each other exchange heat, which makes &amp;quot;huddling&amp;quot; all of your rooms together around a central warm room, efficient. You can further make these rooms double-thick as well to give even more heat insulation from the cold outside for the rooms deeper in the base.&lt;br /&gt;
&lt;br /&gt;
As [[raid]]s bust into your base, as soon as your rooms aren't fully enclosed anymore, they are immediately considered &amp;quot;outside&amp;quot; and default to the ambient temperature. This can immediately kill your precious hydroponic rice.&lt;br /&gt;
&lt;br /&gt;
== Starting the Game ==&lt;br /&gt;
&lt;br /&gt;
=== Landing site ===&lt;br /&gt;
&lt;br /&gt;
[[File:seaicesite.png|300px|thumb|right|Example good landing site. In Sea Ice, landing near faction bases is recommended for trade.]]&lt;br /&gt;
&lt;br /&gt;
Sea Ice tiles do not have roads or rivers, neither does Ice Sheet which is always next to you. The only factors to consider are the temperature and the size of the lakes for fishing (to see the latter you need a mod to preview the map before settling).&lt;br /&gt;
&lt;br /&gt;
Select the temperature range you want: Either the lowest possible, or one that reaches positive temperatures in the summer. Both have their advantages:&lt;br /&gt;
&lt;br /&gt;
* If the temperature reaches positive, you can fish during the summer. Trade caravans and human raids are more likely to come, bringing you more food. You will not be able to freeze food outside all year around.&lt;br /&gt;
* If the temperatures are very low, you can freeze your food outside around the year, and might even be able to build an indoor freezer without a [[cooler]]. The low temperature might kill raiders before they can attack your base. However, once you reach the necessary wealth, most raids will be mechanoids, so food might be harder to come by. You will still be able to fish, but this requires roofing and heating the water tiles.&lt;br /&gt;
&lt;br /&gt;
If you wish to send trade caravans, choose a tile with friendly faction bases nearby. Lack of mountains nearby will make caravanning easier to trading spots and eventually [[long-range mineral scanner]] sites.&lt;br /&gt;
&lt;br /&gt;
=== Starting colonists ===&lt;br /&gt;
&lt;br /&gt;
Aside from picking [[Traits]] and [[Xenotype]]s that provide a more direct boost to the fundamentals of mood and temperature, there is more to consider to starting colonists:&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{see also|Skills}}&lt;br /&gt;
&lt;br /&gt;
While a lot of skills can find a place in a Sea Ice colony, there are certain ones that are more helpful than others for the pawns that you will have at the very start.&lt;br /&gt;
&lt;br /&gt;
*[[Animals]]: It's not very important, especially early in the game. Animals are harder to get and raise on Sea Ice compared to other biomes, due to the scarcity of local fauna, grazable ground, and the inability of the biome to produce [[hay]], as hydroponics cannot produce it either. However, some animals like [[Chicken]]s that produce more nutrients than they consume can be useful. &lt;br /&gt;
*[[Artistic]]: Terrible. There are hardly any materials to work with, until much later on.&lt;br /&gt;
*[[Construction]]: Crucial. Especially during the first day, it's very useful to have someone that can build your initial base to stay warm while having the least amount of botches that will waste your precious initial materials.&lt;br /&gt;
*[[Cooking]]: Important for tribals because of their reliance on meals, not very useful for others because the [[nutrient paste dispenser]] gives a higher ingredient-to-food ratio.&lt;br /&gt;
*[[Crafting]]: Not very important at the immediate start. Similar to Artistic, there just aren't much material at all to work with, until later on. It can be helpful for crafting a parka or two, but you can just trade for those items, or just stay inside. You can also just have your colonists share a single parka for going outdoors now and then to satisfy their outdooring needs, making this skill much less important in the beginning. [[Human leather]] could be turned into [[duster]]s for cash, but even then, besides that you can already turn it into [[armchair]]s instead with the Construction skill, selling [[liver]]s, [[kidney]]s and [[lung]]s is much more profitable. &lt;br /&gt;
*[[Medical]]: Very useful for pulling organs out of people for money, besides just being an essential for keeping most colonies alive from an early [[plague]] or [[flu]].&lt;br /&gt;
*[[Melee]]: Good to have but not necessarily important. Ice terrain [[Environment#Terrain]] has a 48% movement multiplier, and with the complete lack of natural cover (and artificial cover being expensive as all resources are precious on Sea Ice), gap-closing is difficult vs enemy ranged fire.&lt;br /&gt;
*[[Mining]]: Terrible. Unless you're banking on an extremely unlikely steel meteorite event to bless your earlygame to get you going, there is just nothing to mine on Sea Ice.&lt;br /&gt;
*[[Intellectual]]: Very good. Most of what you'll be doing, as you wait out the days and quadrums in the Sea Ice earlygame, is research. A passion for this is a useful mood boost, since they'll be doing this, a lot. It also helps to get crucial technologies like [[hydroponics basin]] faster.&lt;br /&gt;
*[[Plants]]: Very good, because of how important hydroponics are.&lt;br /&gt;
*[[Shooting]]: Very good and far superior to melee. The complete lack of cover and living on the slowest natural terrain in the game favors ranged combat.&lt;br /&gt;
*[[Social]]: Very good, because of heavy reliance on trading, and the ability to use it to immediately end mental breaks by arresting and then immediately releasing the colonist that is undergoing it.&lt;br /&gt;
&lt;br /&gt;
==== Scenario-specific advice ====&lt;br /&gt;
* (Tribal) You can't feed five people; neither can you put them to sleep in cryptosleep -- and people are the only thing you have that is worth something. So, since you can only feed about two people, you have to sell the other three. You won't use them in the beginning, but you might still meet them later on quests.&lt;br /&gt;
* (Crashlanded) You have enough [[packaged survival meal]]s to endure until you get [[hydroponics basin]]s researched (if you research [[battery]] then hydroponics). If you have a [[nutrient paste dispenser]], one hydroponics basin produces enough food for one colonist, so it's not compulsory to sacrifice or cannibalize any of your starting three.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base planning ===&lt;br /&gt;
&lt;br /&gt;
Because of how scarse and precious materials are on Sea Ice, it's recommended to plan your base right from the beginning, especially your starting one. Besides what you get from your initial [[Scenario]] and the few bits of initial wildlife, the map itself provides no resources outside of [[Event]]s, such as [[Raid]]s for precious [[human meat]] and [[human leather]].&lt;br /&gt;
&lt;br /&gt;
The whole map is empty, save for a few water pools. The good news is that you can place your base right in the middle and make it very symmetrical, if that's of your fancy. Regardless, remember that it will take a really long time to get the materials to make your base, so you'll likely live in just one of your planned rooms for a very long time.&lt;br /&gt;
&lt;br /&gt;
For your initial base, remember that you can use the silver you start with for walls as steel and wood is extremely precious, and that you don't have to fill in corners.&lt;br /&gt;
&lt;br /&gt;
Because of temperature mechanics, it's important to consider that a square is the most temperature-efficient shape (the least heat loss per tile) and that you should make the warmest rooms closest to the general center of your base so that the outer rooms adjacent from it can &amp;quot;leech&amp;quot; off the heat that radiates off of it rather than it being lost to the fixed outside temperature. Additionally, double walls give double insulation against the cold.&lt;br /&gt;
&lt;br /&gt;
[[File:blueprintsseaice.png|450px|thumb|center|Example of base planning. It's recommended to plan your whole base while you still have nothing built.]]&lt;br /&gt;
&lt;br /&gt;
= Tribal Playthrough =&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
* Make your starter base with [[wood]]. Give people a place to sleep, eat and play.&lt;br /&gt;
* Whenever you refuel [[campfire]]s, either for cooking or heating up, make sure to disable refueling so they don't refuel it unnecessarily. Forbidding any [[wood]] that is not currently being used will help prevent any mistakes.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* Arrest your three merchandise colonists.&lt;br /&gt;
* Sell your merchandise colonists and your starting animals.&lt;br /&gt;
* Buy your survival items with the [[silver]] you got from selling your people and animals.&lt;br /&gt;
* Make [[lightleather]] [[bedroll]]s.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing.&lt;br /&gt;
&lt;br /&gt;
Hunt the bunnies, make a room to arrest people, then go sell them.&lt;br /&gt;
&lt;br /&gt;
Go and visit your nearby friendly base to trade your merchandise colonists, your animals and some useless weapons. You should get somewhere between 1500 and 2000 [[silver]] for three colonists and three animals in addition to your starting 200 [[silver]].&lt;br /&gt;
&lt;br /&gt;
Now you have to buy some food, clothes and materials. Since you can't carry all the materials you need, you need to come back to trade many times. Food should be the cheapest option available. [[Nutrient paste meal]]s, insect [[meat]], human [[meat]] and vegetables are the best options. Meat is more expensive but it's better to cook that than buy fancy meals.&lt;br /&gt;
&lt;br /&gt;
Clothes are just a little insulation to save you in the first season, the cheapest [[tuque]] is enough. After that, you need to either make your own clothes or strip clothes from raiders, even if they are tainted.&lt;br /&gt;
&lt;br /&gt;
You need at least 25 [[steel]] to make your [[research bench]] and some [[wood]] to use for cooking. Try to build two [[research bench]]es if you can, otherwise your other colonist will often be idle. Later, you will need more materials to actually build a base. First you want [[wood]] and [[steel]] because they are lighter, but later you want stone blocks, which are cheaper and do not catch fire.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase.png|350px|thumb|center|Base before the first trade.]]&lt;br /&gt;
&lt;br /&gt;
==== BONUS: Buy a [[Muffalo]] ====&lt;br /&gt;
&lt;br /&gt;
You need to keep one colonist at base researching, so trading will be really inefficient with just one colonist to carry stuff. There is one solution: a [[Muffalo]].&lt;br /&gt;
&lt;br /&gt;
It will more than triple your carry capacity and eventually give you [[wool]]. Unfortunately, there is no guarantee that a faction base will have a [[Muffalo]] for sale, unless you keep reloading before you trade until they have it. If you don't want to do this, you can keep three colonists with you and use two colonists for trading instead. But remember, a colonist eats more and carry less than a [[Muffalo]], so it's going to slow down your progress.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase2.png|350px|thumb|center|Base on first week.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Keep trading to get food whenever needed.&lt;br /&gt;
* Keep trading to get materials to make a base.&lt;br /&gt;
* Harvest and sell the organs of anyone you capture alive.&lt;br /&gt;
* Butcher and eat the meat of any dead bodies you get.&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make and sell [[human leather]] [[tribalwear]]s.&lt;br /&gt;
* Wear their tainted [[parka]]s and [[tuque]]s if you've got nothing better.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
The first raid should arrive by the end of the first week. Try to have a colonist with a gun or both together in your base when that happens, because you do not have any defenses yet.&lt;br /&gt;
&lt;br /&gt;
Now the fun starts. You will harvest the organs, eat the meat and wear the skin of your enemies. If anyone tries to join your colony, you will sell or harvest them too because you can't currently afford more people. People who you will harvest include:&lt;br /&gt;
&lt;br /&gt;
* Any raider that shows up.&lt;br /&gt;
* Any [[Events#Wanderer joins|wanderer that decides to join]].&lt;br /&gt;
* Any survivor who arrive in a [[Events#Escape Pod|escape pod]].&lt;br /&gt;
* Any refugee who [[Events#Refugee Chased at (Settlement)|asks for help]]. Also the raiders following them.&lt;br /&gt;
&lt;br /&gt;
By butchering your enemies you will get food and leather, which you can make into [[tribalwear]]s and sell, but that won't be enough. Everything you get is through trading, so you should also harvest and sell the organs of anyone you capture alive before eating them. It's worth buying medicine just for that. You don't need to do this every time, but it gets you a lot of money and will greatly speed up your colony building.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Summon [[Events/Incidental#Man_in_Black|Man In Black]] ===&lt;br /&gt;
&lt;br /&gt;
Getting [[Events/Incidental#Man_in_Black|Man In Black]] to show up when you have so few people is really easy. Just set their 'Food Restriction' to 'Nothing' and wait until people collapse. Then use him to bring people back up.&lt;br /&gt;
&lt;br /&gt;
'''Man in Black''' comes with good gear. You should strip his gear and sell him into slavery, or harvest him.&lt;br /&gt;
&lt;br /&gt;
[[File:summonmib.png|350px|thumb|center|Base on second week with MIB.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Buy guns.&lt;br /&gt;
* Do all the quests you can, loot and butcher anything and anyone you see.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Once you've researched complex clothing, make [[parka]]s and [[tuque]]s with [[cloth]].&lt;br /&gt;
* Make and sell [[human leather]] [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Make sure to buy some decent guns since your researcher colonist will likely have to defend themself alone while your other colonist is outside trading. Fortunately, you'll be so poor that even on the hardest difficulty, it's likely you'll only face raids of one single melee enemy for the whole first year.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have [[parka]]s and [[tuque]]s you should take every opportunity available to go to another map. Your trading colonist should always be either trading or doing quests. Do not forget to take a [[bedroll]] with them on quests. Quests that matter now include:&lt;br /&gt;
&lt;br /&gt;
* [[Events#Item Stash Opportunity (Time Remaining)|Item stashes]].&lt;br /&gt;
* [[Events#Incapacitated refugee|Incapacitated refugees]].&lt;br /&gt;
* [[Events#Prisoner rescue opportunity|Prisoner rescue]].&lt;br /&gt;
* [[Events#Bandit camp opportunity|Destroy enemy outposts]].&lt;br /&gt;
&lt;br /&gt;
You'll have more things to care about here than you normally would. It's important that you butcher every animal you find and every raider you kill on the quest locations. You might find your previous colonists (which you sold before) on those quests. If your [[human leather]] clothes and organs business is doing well, you can afford to bring one more person to your colony. Don't forget that you'll have to buy more meals for each person you save. Anyone you don't like can be sold or harvested once you return home.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest.png|350px|thumb|center|Lonely sea ice quest.]]&lt;br /&gt;
&lt;br /&gt;
Your research is really slow, since you only have one person at home taking care of everything and doing research at the same time. So another thing to focus on is furniture that you can carry home, since it will take a while for you to be able to make them. [[Heater]]s, [[battery|batteries]] and [[mini-turret|turrets]] are also great to bring home. You don't have electricity yet, but once you do, you're going to have lots of things to plug in.&lt;br /&gt;
&lt;br /&gt;
Make sure you have good clothes before winter starts. It's also about the right time to get rid of tainted clothes and make your own. Go buy [[cloth]] and make some decent [[parka]]s and [[tuque]]s with it. Most importantly, make and sell lots of [[human leather]] [[duster]]s because they are worth a lot.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest2.png|350px|thumb|center|Even in sea ice quests are quite profitable.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture.&lt;br /&gt;
* Make [[bed]]s.&lt;br /&gt;
* Replace your walls with stone.&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Winter makes caravans even worse than they already are. Despite that, you can never stop trading -- nor can you stop doing quests.&lt;br /&gt;
&lt;br /&gt;
Time to make improvements. If you have at least two rooms and all the necessary workbenches, you can start replacing your walls with stone so raiders won't try to set them on fire. Alternatively you can put a second layer over your [[wall]]s made of [[stone]]. Replace your [[bedroll]]s with [[bed]]s. If you want, you can also make some comfortable [[human leather]] [[armchair]]s and [[human leather]] [[animal bed]]s.&lt;br /&gt;
&lt;br /&gt;
Try to replace your [[cloth]](cold insulation 18) for [[bearskin]](cold insulation 20), [[bluefur]](cold insulation 20), [[foxfur]](cold insulation 20), [[devilstrand]](cold insulation 20), [[alpaca wool]](cold insulation 22), [[synthread]](cold insulation 22), [[wolfskin]](cold insulation 24), [[muffalo wool]](cold insulation 24), [[megasloth wool]](cold insulation 26), [[hyperweave]](cold insulation 26), [[chinchilla fur]](cold insulation 30), [[heavy fur]](cold insulation 30) or [[thrumbofur]](cold insulation 34).&lt;br /&gt;
&lt;br /&gt;
Your best bet is [[thrumbofur]] [[parka]]s with [[muffalo wool]] [[tuque]]s. [[Thrumbo]] is the only animal guaranteed to show up in sea ice and you should already have a [[Muffalo]] with you for [[wool]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Set up defenses.&lt;br /&gt;
* Set up power.&lt;br /&gt;
* Make a kitchen.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your second year will be just as hard as the first one. You still have to harvest and eat your enemies while trading [[human leather]] [[duster]]s and organs for materials for your base.&lt;br /&gt;
&lt;br /&gt;
You probably already learned to live from trading and quests by now, and may add another colonist. You should not expect to finish electricity before the end of the second year. So unfortunately, your food will spoil in the second summer. You can try to keep the stocks low to avoid loses or turn your food into [[pemmican]].&lt;br /&gt;
&lt;br /&gt;
Now however, you've got more people so you've got to set up some kind of defense, because raiders will be more numerous. This place is wide open, so you want to make an enclosed environment where you can shoot raiders from behind [[sandbag]]s without getting outranged. In other words, you want a [[Colony Building Guide#Killbox|killbox]]. Once you finish electricity, you can finally use those [[mini-turret|turrets]] that you got from enemy outposts. If you could not bring any [[battery]]s home from quests, you'll have to research them now.&lt;br /&gt;
&lt;br /&gt;
When you are setting up power, keep in mind that [[solar generator]]s will not work at all during winter in sea ice.&lt;br /&gt;
&lt;br /&gt;
With electricity, you can finally make a [[electric stove]] so you may stop buying [[wood]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase4.png|350px|thumb|center|Basic defense.]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
* Make a [[Colony Building Guide#Freezer|freezer]].&lt;br /&gt;
* Research nutrient paste.&lt;br /&gt;
* Make a [[nutrient paste dispenser]].&lt;br /&gt;
* Research microelectronics.&lt;br /&gt;
* Make a [[comms console]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your third year will come with lots of improvements and you can finally start feeling like you are playing on a normal map.&lt;br /&gt;
&lt;br /&gt;
Your first priority after electricity is air conditioning, so you stop losing all your food in summer. Once you're done researching it, make a [[Colony Building Guide#Freezer|freezer]]. That will even allow you to accept more people in your colony since your food now lasts forever.&lt;br /&gt;
&lt;br /&gt;
Then you want to make the almighty [[nutrient paste dispenser]]. It frees your cooker to do other stuff, completely prevents food poisoning and reduces your food consumption by 40%. You may even buy another [[Muffalo]] now to speed up trading.&lt;br /&gt;
&lt;br /&gt;
Then, to increase your trading opportunities, you want a [[comms console]]. Any [[Trade#Bulk goods trader 2|bulks good trade ship]] that shows up will be a blessing to your colony development.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Buy [[Joywire]]s ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed by now that your worst enemy isn't the hunger or the raiders, but the mood penalties that come with harvesting and eating people. Still, you can't stop it, since without that you'd lose your main source of food and your two main sources of [[silver]] ([[human leather]] [[duster]]s and organs).&lt;br /&gt;
&lt;br /&gt;
Now that you have a little extra [[silver]], you can buy a solution: the [[Joywire]]. Overall, in such a stressful colony this implant is well worth it. The drawbacks of the [[Joywire]] can later be offset with bionics.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase5.png|350px|thumb|center|The almighty [[nutrient paste dispenser]].]]&lt;br /&gt;
&lt;br /&gt;
== Seventh agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research hydroponics.&lt;br /&gt;
* Make a [[Colony Building Guide#Greenhouse|greenhouse]].&lt;br /&gt;
* Research biofuel refining.&lt;br /&gt;
* Research gun turrets.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
You are on your fourth year and still have yet to plant something, so you start wondering if you even need to plant anything at all.&lt;br /&gt;
&lt;br /&gt;
A [[Colony Building Guide#Greenhouse|greenhouse]] will require a lot of power, which means you will have to defend a larger area to put extra [[wind turbine]]s in. You will also want to add a lot more [[battery|batteries]] to store power at night so it may be used during the day. Make sure that your [[Colony Building Guide#Greenhouse|greenhouse]] is as small as possible to take less power, and is covered by double walls to increase insulation.&lt;br /&gt;
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The [[Colony Building Guide#Greenhouse|greenhouse]] will allow you to stop buying food to survive and stop the cannibalism. Of course, it will also allow you to have more colonists. But first, you should plant some [[healroot]] so you can harvest organs without using good medicine. Also plant [[smokeleaf]] and [[psychoid plant]], so you can make [[smokeleaf joint]]s and [[psychite tea]] to reduce the overall stress in your colony. Then you may plant some food.&lt;br /&gt;
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Without the cannibalism, you may turn your human [[meat]] into [[chemfuel]]. Then you can use [[chemfuel powered generator]]s during winter and [[solar generator]]s during other seasons.&lt;br /&gt;
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You are getting wealthy and the raiders know it. Eventually, the turrets you get from quests will not be enough, so you need to research them so that you can make more of them by yourself.&lt;br /&gt;
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[[File:seaiceminibase6.png|350px|thumb|center|The [[Colony Building Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
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== Eighth agenda ==&lt;br /&gt;
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* Research and build a [[long-range mineral scanner]].&lt;br /&gt;
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=== Notes ===&lt;br /&gt;
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There is one last thing worth focusing on in sea ice. The [[long-range mineral scanner]].&lt;br /&gt;
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The scanner works normally on sea ice. If you set a colonist to work on it full-time, it can pick up locations of minerals faster than you can retrieve them. Which means you can endlessly make quests for minerals to greatly increase the amount of materials available for you to build your base.&lt;br /&gt;
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However, you should keep in mind that minerals are heavy, so you need lots of [[Muffalo]]s to carry it. Like a whole 8 [[Muffalo]]s and 6 colonists to mine [[Uranium]]. Which is why it's better to make it after your [[Colony Building Guide#Greenhouse|greenhouse]], because then you can support all the [[Muffalo]]s you need.&lt;br /&gt;
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[[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]]&lt;br /&gt;
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== Tenth year ==&lt;br /&gt;
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With all that empty space, make a huge symmetrical base.&lt;br /&gt;
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[[File:seaicebigbase.png|450px|thumb|center|Result of early base planning.]]&lt;br /&gt;
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== Other scenarios specific ==&lt;br /&gt;
[[AI_Storytellers#Difficulty|Crashlanded]]: &lt;br /&gt;
* Build 1 wind turbine and one heater inside small room when your colonists will spend the vast majority of time.&lt;br /&gt;
* Steel and components will be worth their weight in gold. Can be increased by ship chunks, meteors and traders.&lt;br /&gt;
* Obtain 1 advanced component at any cost.&lt;br /&gt;
* Research batteries and build 1-2 near the house.&lt;br /&gt;
* Then turn to hydroponic research. Until its done, build 3-4 batteries, 2-3 wind turbines, sun lamp and 1.5 farms per pawn. You have a source of food.&lt;br /&gt;
* Create advanced research table and research the deep drill and Ground-penetrating scanner. Build them, and you now have unlimited steel to build a base.&lt;br /&gt;
* From this moment, if you already have warm clothes, you can easily survive.&lt;br /&gt;
[[AI_Storytellers#Difficulty|Naked Brutality]] - hopeless.&lt;br /&gt;
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{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Fariatal</name></author>
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