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	<updated>2026-04-04T20:55:44Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scarlands&amp;diff=170594</id>
		<title>Scarlands</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scarlands&amp;diff=170594"/>
		<updated>2025-10-01T18:37:03Z</updated>

		<summary type="html">&lt;p&gt;Fatcat: /* Analysis */  added more detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox biome&lt;br /&gt;
| name = Scarlands&lt;br /&gt;
| image = ScarlandsWide.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = ScarlandsTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = Yes&lt;br /&gt;
| animal density = 1.0&lt;br /&gt;
| plant density = 0.4&lt;br /&gt;
| movement difficulty = 1&lt;br /&gt;
| min temperature = -10&lt;br /&gt;
| min rainfall = 600&lt;br /&gt;
| max swampiness = 1 &lt;br /&gt;
| forageability = 1&lt;br /&gt;
| wild plant regrow days = 20&lt;br /&gt;
| disease mtb days = 50&lt;br /&gt;
| max fish population = 0&lt;br /&gt;
| description = 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;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 12&lt;br /&gt;
| fog = 1&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 1&lt;br /&gt;
| rainy thunderstorm = 1&lt;br /&gt;
| foggy rain = 2&lt;br /&gt;
| hard snow = 2&lt;br /&gt;
| soft snow = 2&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| tox rain = 1&lt;br /&gt;
| overcast = 6&lt;br /&gt;
}}&lt;br /&gt;
'''Scarlands''' is a temperate [[biome]] in RimWorld added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
One of the new [[biomes]] added in [[Odyssey]], Scarlands have multiple unique traits compared to other biomes. Water body inside of scarlands are always toxic, as well as tox rain falling out of the sky, both of which will inflict [[toxic buildup]] to your pawns who are exposed to their effects. Though it shares similar properties like temperature, growing season and rainfall as other temperate biomes, scarlands have a significantly lower amount of wild [[plants]] and [[animals]] - the latter of which, 50% of the time, can spawn on your map already infected with [[scaria]]. As well as a lack of fertile soil and few patches of soil for growing food, these make scarlands a challenge to settle long-term.&lt;br /&gt;
&lt;br /&gt;
Players entering a scarlands will be greeted with a large complex of ancient ruins. Most buildings are empty, though you can find treasures hidden among those buildings, as well as dangerous traps and dormant [[mechanoid]]s.&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Scarlands::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Scarlands&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Scarlands&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Scarlands&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]]{{BiotechIcon}}, then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Scarlands (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Scarlands has a disease {{MTB}} of 50 days. The following diseases can occur in a scarlands:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Malaria]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
Water bodies spawned inside of scarlands do not contain fish.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=More detail, strategies, and general cleanup needed.}}&lt;br /&gt;
The scarlands present a unique risk/reward dilemma. The buildings can be used for free shelter to settle and build into from day one, and they can contain valuables like components, steel, and chemfuel scattered throughout. The downside is that much of the growable soil is replaced with a unique ancient megastructure tile that acts like concrete; additionally, there are no natural trees or havestable plants, and the few animals that exist are often conaminated by [[Scaria]]. This means that you need to rely on scattered patches of low fertility soil for food. Additionally while the buildings can provide shelter and resources, they also can contain deadly mechanoids and [[Hunter trap]]'s that can easily kill or cripple unprepared colonists. And there is also the innate [[Pollution]] that comes with the scarlands, causing acidic smog every ~200 days that blocks out the sun, causes [[Toxic buildup]], and slows plant growth further. Overall the scarlands can bring unique challenges and rewards compared to other biomes, but it's not recommended unless you have some experience with rimworld.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ScarlandsWide.png|A scarlands&lt;br /&gt;
ScarlandsPolluted.png|A [[polluted]] scarlands {{BiotechIcon}}&lt;br /&gt;
Scarlands.jpg|A fully generated scarlands&lt;br /&gt;
ScarlandsTexture.png|Scarlands's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Temperate Biomes]]&lt;/div&gt;</summary>
		<author><name>Fatcat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Help_talk:Editing_pages&amp;diff=170588</id>
		<title>Help talk:Editing pages</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Help_talk:Editing_pages&amp;diff=170588"/>
		<updated>2025-10-01T17:43:09Z</updated>

		<summary type="html">&lt;p&gt;Fatcat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey just a question, how long does it generally take for wiki edits to be approved? Sorry I'm new to the wiki. [[User:Fatcat|Fatcat]] ([[User talk:Fatcat|talk]]) 17:18, 25 September 2025 (UTC)&lt;br /&gt;
: Hi, moderation is done manually until users are sufficiently established to be automoderated, so turn around depends on moderator availability. I'm the most active, and try to check it frequently but life obviously gets in the way at times. there are also a number of less active moderators that still drop in from time to time. Also the larger or more complex the edit, the longer it might take. You should still be able to continue editing while you're waiting however. &lt;br /&gt;
:I know it can be frustrating to wait however we've had a number of significant vandalism issues, and this is the only method available to prevent it with our current user base. if you have any particular issues though, hmu on the wiki or the discord and I can see what I can do. -[[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:15, 26 September 2025 (UTC)&lt;br /&gt;
:: Oh, thanks for the help! :) [[User:Fatcat|Fatcat]] ([[User talk:Fatcat|talk]]) 17:42, 1 October 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Fatcat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Help_talk:Editing_pages&amp;diff=170440</id>
		<title>Help talk:Editing pages</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Help_talk:Editing_pages&amp;diff=170440"/>
		<updated>2025-09-25T17:18:31Z</updated>

		<summary type="html">&lt;p&gt;Fatcat: wiki editing help&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey just a question, how long does it generally take for wiki edits to be approved? Sorry I'm new to the wiki. [[User:Fatcat|Fatcat]] ([[User talk:Fatcat|talk]]) 17:18, 25 September 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Fatcat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Alpha_thrumbo_horn&amp;diff=170437</id>
		<title>Alpha thrumbo horn</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Alpha_thrumbo_horn&amp;diff=170437"/>
		<updated>2025-09-25T16:50:03Z</updated>

		<summary type="html">&lt;p&gt;Fatcat: /* Analysis */ Expanded the analysis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Alpha thrumbo horn&lt;br /&gt;
| image = AlphaThrumboHorn.png&lt;br /&gt;
| description = An alpha thrumbo's horn. It's razor-sharp and priceless in most markets. This is a true trophy, as well as a deadly melee weapon.&amp;lt;br&amp;gt;The alpha horn is much lighter than a normal thrumbo horn, making it much faster to wield.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| class = &lt;br /&gt;
| hp = 300&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| deterioration = 0.05&lt;br /&gt;
| meleeattack1dmg = 32&lt;br /&gt;
| meleeattack1ap = 48&lt;br /&gt;
| meleeattack1type = stab&lt;br /&gt;
| meleeattack1part = point&lt;br /&gt;
| meleeattack1cool = 1.6&lt;br /&gt;
| meleeattack2dmg = 32&lt;br /&gt;
| meleeattack2ap = 48&lt;br /&gt;
| meleeattack2type = scratch&lt;br /&gt;
| meleeattack2part = point&lt;br /&gt;
| meleeattack2cool = 1.6&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3ap = 13.5&lt;br /&gt;
| meleeattack3type = blunt&lt;br /&gt;
| meleeattack3part = base&lt;br /&gt;
| meleeattack3cool = 1.4&lt;br /&gt;
| meleeattack3chancefactor = &lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| marketvalue = 3000&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = False&lt;br /&gt;
| flammability = 0.4&lt;br /&gt;
| tradeTags = ExoticMisc, AnimalPart&lt;br /&gt;
| thingSetMakerTags = AnimalPart&lt;br /&gt;
| thingCategories = ItemsMisc &lt;br /&gt;
}}&lt;br /&gt;
'''Alpha thrumbo horns''' are valuable and exceptionally powerful [[Weapons#Melee Weapons|melee weapons]] obtained by butchering [[alpha thrumbo]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Butchering an adult [[alpha thrumbo]] will yield one alpha thrumbo horn unless the part has been destroyed by damage. Only a full adult alpha thrumbo will produce a horn when butchered. All wild alpha thrumbos spawn as adults.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Alpha thrumbo horns function identically to any other melee weapon, despite their unorthodox method of production. They do not have a [[quality]] value - all alpha thrumbo horns are statistically identical.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing. Consider [[thrumbo horn]] but will require more consideration than a copy}}&lt;br /&gt;
&lt;br /&gt;
While regular thrumbo horns are inferior to high-quality longswords, alpha thrumbo horns are superior to anything less than legendary plasteel longswords in terms of raw DPS. Their armor penetration is not as high, but is still strong. Overall by the time you get the horn other options like [[Monosword]]'s become more viable and are overall better in DPS and armor penetration. &lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Improvised Weapons]]&lt;br /&gt;
[[Category:Exotic Item]]&lt;/div&gt;</summary>
		<author><name>Fatcat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Fatcat&amp;diff=170436</id>
		<title>User:Fatcat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Fatcat&amp;diff=170436"/>
		<updated>2025-09-25T16:45:09Z</updated>

		<summary type="html">&lt;p&gt;Fatcat: user page made&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a rimworld lover who wants to help with edits :)&lt;br /&gt;
&lt;br /&gt;
Currently doing a mechanator run.&lt;/div&gt;</summary>
		<author><name>Fatcat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Remote_repairer&amp;diff=170435</id>
		<title>Remote repairer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Remote_repairer&amp;diff=170435"/>
		<updated>2025-09-25T15:25:58Z</updated>

		<summary type="html">&lt;p&gt;Fatcat: Added a basic desc to the analysis and some comparisons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=General. Mechanics. Also specifically does it apply the mechanitor's [[mech repair speed]] and therefore synergise with [[repair probe]]s}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Remote repairer&lt;br /&gt;
| image = Health item prosthetic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = &lt;br /&gt;
| description = A neural implant which allows the mechanitor to repair from a distance. The user links to the mechanoid and uses their own brain to psychically guide the self-repair mechanites.&amp;lt;br/&amp;gt;This implant can be self-installed without surgery.&amp;lt;br/&amp;gt;This implant can be installed up to 3 times to increase its range.&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Powerfocus chip&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = &lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue  = 1200&lt;br /&gt;
| thingCategories = BodyPartsMechtech&lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
'''Remote repairers''' are [[artificial body parts]] added by the [[Biotech DLC]] that allow [[mechanitor]]s to repair their [[mechanoids]] from a distance. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:RW1.5_mech_remote_repair_icon.png|left|100px]]{{Quote|''Remotely repair a mech. The mechanitor links with the mech and uses their brain to provide detailed guidance for its self-repair mechanites beyond its own psychic capacity. This allows the mech to make progress in rapidly healing damage.''|&amp;quot;Remote Repair&amp;quot; Ability description}}&lt;br /&gt;
&lt;br /&gt;
Having at least 1 remote repairer installed gives access to the ''Remote Repair'' ability. &lt;br /&gt;
&lt;br /&gt;
Remote repair is analogous to regular repairing, just from a distance.{{Check Tag|Verify|Is remote repair ''exactly'' the same repair?}} A mechanitor must have line of sight in order to initiate the repair, but it can be sustained through walls. Both the mechanitor and the mech are unable to shoot or use abilities during remote repair. The mech can move freely, but must stay in range to remain repaired.&lt;br /&gt;
&lt;br /&gt;
Up to 3 remote repairers can be installed in each mechanitor's brain. Each installed repairer increases repair range as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Num.&amp;lt;br&amp;gt;Repairers !! Repair range&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt; !! Increase from prev.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 7.9 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 13.9 || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 19.9 || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
&lt;br /&gt;
Unlike most medical implants, the remote repairer is not installed via an [[operation]] and instead can be painlessly self-installed by a conscious mechanitor in about 2 seconds. Simply right click on the item on the ground and click &amp;quot;Implant remote repairer&amp;quot; or &amp;quot;Upgrade remote repairer to level X&amp;quot; if one has already been installed. A max of 3 can be installed on any one mechanitor and cannot be uninstalled. If the mechanitor dies by any means and is resurrected all upgrades will be preserved, but if the mechlink is extracted to be installed in another pawn, all upgrades to the Mechlink will be lost.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Needs more detail}}&lt;br /&gt;
Much like the [[Remote  shielder]], the Remote repairer can be used to protect valuable mechs in a critical moment, greatly increasing their survivability. It is especially useful on ultraheavy, high value mechs; like [[War queen]]'s. Where replacing or reviving them is incredibly costly and time intensive. In comparison to the [[Remote shielder]], the Remote repairer can sometimes to be better; as the Remote repairer still lets the mech fire ranged projectiles, where the Remote shielder - while providing better survivability - prevents the firing of projectiles.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Fatcat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=170434</id>
		<title>Remote shielder</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=170434"/>
		<updated>2025-09-25T14:51:17Z</updated>

		<summary type="html">&lt;p&gt;Fatcat: /* Analysis */  Added a basic analysis featuring basic use cases and strategies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Remote shielder&lt;br /&gt;
| image = Health item prosthetic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = &lt;br /&gt;
| description = An implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.&amp;lt;br/&amp;gt;Placing a shield at a distance requires a substantial amount of energy. It can be used to save a mech at a critical moment.&amp;lt;br/&amp;gt;This implant can be self-installed in the same way as the mechlink.&amp;lt;br/&amp;gt;This implant can be installed up to 3 times to increase its range and shield energy.&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Powerfocus chip&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = &lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue  = 1200&lt;br /&gt;
| thingCategories = BodyPartsMechtech&lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
'''Remote shielders''' are [[artificial body parts]] and upgrades to a [[mechanitor]]s [[Mechlink]] added by the [[Biotech DLC]]{{BiotechIcon}} that allow a mechanitor to remotely create a shield around their [[mechanoids]].&lt;br /&gt;
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== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
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== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Many check tags}} &lt;br /&gt;
[[File:RW1.5_mech_remote_shield_icon.png|left|100px]]{{Quote|''Remotely project a personal defense shield onto a mech. The shield stops incoming damage, but also prevents shooting out, so this can be useful even when cast on enemies. The mechanitor must continuously focus on the mech in order to maintain the shield.''|&amp;quot;Remote Shield&amp;quot; ability description}}&lt;br /&gt;
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Having at least 1 remote shielder installed gives access to the ''Remote Shield'' ability which can be cast on any [[mechanoid]] within range and line of sight, the mech moving out of line of sight will cancel the shield. The mechanoid does not need to be linked to the user and can even be hostile. Note that hostile mechs will continue attempting to fire their weapons from within the shield, damaging the shield in the process.&lt;br /&gt;
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Using the shield has no warmup time{{Check Tag|Pause instant?|Unlike low shields will not apply while paused, unsure how to phrase this though}} and no direct resource cost other than your mechanitor's full attention. The shield lasts roughly 30 seconds. {{Check Tag|Duration verification}} Instructing the mechanitor to take any action will cancel the shield immediately - this includes, but is not limited to, moving, attacking, undrafting, and using other abilities such as [[psycasts]].{{RoyaltyIcon}}. Downing or killing the mechanitor cancels the shield while injuries to the mechanitor do not.  When the shield is broken, expires, or is cancelled, the effect ends and a {{Ticks|300}} cooldown is imposed, which starts as soon as mechanitor stops projecting the shield. The termination of the shield has no other effect on the mechanoid or mechanitor, regardless of the cause.&lt;br /&gt;
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Up to 3 remote shielders can be installed in each mechanitor's brain. Each installed shielder increases shield range and energy as follows:  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Num.&amp;lt;br&amp;gt;Shielders !! Shield range&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt; !! Shield energy&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;i.e. Damage capacity&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 7.9 ||  75&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 13.9 || 150 &lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 19.9 || 225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon casting, a 3x3 shield surrounds the targeted mechanoid, following it as the mechanoid moves. The shield will break if the mechanoid moves outside the remote shielder's range. The shield stops all incoming and outgoing ground-level{{Check Tag|Verify|Check if it stops aerodrones/bombardments - mortars will be hard to distinguish given the small radius}} fire from passing through the bubble, including fire from the target mechanoid, and detonates explosive projectiles at the point of impact with the shield radius. &amp;lt;!--Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the boundary including those from intercepted projectiles.--&amp;gt;&lt;br /&gt;
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The shield can absorb damage equal to its shield energy before breaking. The shield recharges energy extremely slowly at a rate of roughly 0.2 energy/second which is not interrupted by damage and does not scale with the number of installed implants.{{Check Tag| Exact numbers required|}}{{Check Tag|Check energy|Describe how to check energy, what in god's name is going on with this check?}} If an attack would is sufficient to completely deplete the shield's charge, then the shield is broken and any damage remaining is negated.&lt;br /&gt;
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EMPing the shielded mech directly immediately disables the shield however EMP explosions that merely overlap with the shield's radius do not effect it. The shield does not protect the mech from EMP. EMP projectiles that are intercepted by the shield but do not EMP the mech (such as an EMP launcher hitting the corner of the shield) disable the shield but do not impact the mech. EMPing the Mechanitor has no effect on the shield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The shield will be terminated when the shield intercepts a projectile that deals [[EMP]] damage or when EMP damage from any source is dealt to the mechanoid itself. Projectiles that the shield type does not stop, such as [[EMP shells]], will not have any effect when crossing the shield, nor does an EMP's area of effect overlapping with the projected shield - a projectile must be intercepted or the EMP damage must be dealt to the mechanoid.--&amp;gt;&lt;br /&gt;
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=== Installation ===&lt;br /&gt;
Unlike most medical implants, the remote shielder is not installed via an [[operation]] and instead can be painlessly self-installed by a conscious mechanitor in about 2 seconds. Simply right click on the item on the ground and click &amp;quot;Implant remote shielder&amp;quot; or &amp;quot;Upgrade remote shielder to level X&amp;quot; if one has already been installed. &lt;br /&gt;
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A max of 3 can be installed on any one mechanitor and they cannot be uninstalled. If the mechanitor dies by any means and is resurrected all upgrades will be preserved, but if the mechlink is extracted to be installed in another pawn, all upgrades to the mechlink will be lost.&lt;br /&gt;
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== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Needs more detail}}&lt;br /&gt;
Similar to the [[Remote repairer]], the Remote shielder can be used on high value mechs on the frontlines to increase their survivability, or even used to save a mech if it's about to die and let it make an escape. Its best used on ultraheavy mechs like [[War queen]]'s, where ressurecting them is very time and steel intensive.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Increased the health of the mechanitor's remote shielder ability to 75/150/225 {{Check Tag|From?|What was the value before the change?}}&lt;br /&gt;
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{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Fatcat</name></author>
	</entry>
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