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	<updated>2026-08-30T08:12:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Packaged_survival_meal&amp;diff=182913</id>
		<title>Packaged survival meal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Packaged_survival_meal&amp;diff=182913"/>
		<updated>2026-08-11T06:22:37Z</updated>

		<summary type="html">&lt;p&gt;Frikker: fixed minor grammar error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Packaged survival meal&lt;br /&gt;
| image = Packaged survival meal a.png&lt;br /&gt;
| description = A high-quality packaged meal, manufactured for use in survival situations. While it never rots, it can still deteriorate if left outside. Great for traveling.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Meal&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 0.25&lt;br /&gt;
| marketvalue = 24&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| food type = meal&lt;br /&gt;
| taste = Simple&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition = 0.9&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| work speed stat = Cooking Speed&lt;br /&gt;
| production facility 1 = Fueled stove&lt;br /&gt;
| production facility 2 = Electric stove&lt;br /&gt;
| research = Packaged survival meal&lt;br /&gt;
| skill 1 = cooking&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| resource 1 = Nutrition&lt;br /&gt;
| resource 1 type = non-vegan&lt;br /&gt;
| resource 1 amount = 0.3&lt;br /&gt;
| resource 2 = Nutrition&lt;br /&gt;
| resource 2 type = vegan&lt;br /&gt;
| resource 2 amount = 0.3&lt;br /&gt;
| bulk product amount = 4&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = MealSurvivalPack&lt;br /&gt;
| preferability = Simple&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Meal/SurvivalPack&lt;br /&gt;
| label = packaged survival meal&lt;br /&gt;
| parent name = MealBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = Meal_Eat&lt;br /&gt;
| thing class = Meal&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Packaged survival meals''', sometimes abbreviated as 'PSM', are a high-tech never expiring food option. Note that they can still [[deteriorate]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Packaged survival meals can be cooked at a [[fueled stove]] or [[electric stove]] once the [[Research#Packaged survival meal|Packaged survival meal]] research project has been completed. It requires a [[Cooking]] skill of 8 to be made.&lt;br /&gt;
&lt;br /&gt;
One packaged survival meal requires 0.30 nutrition from meat and 0.30 nutrition from vegetables and {{Ticks|{{P|Work To Make}}}} ticks. Alternatively, it can be made in batches of 4 at the cost of 1.2 nutrition of each type and {{ticks|1440}} of work.&lt;br /&gt;
 &lt;br /&gt;
It can also be purchased from [[trade]]rs, or occasionally recovered from non-tribal [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
Additionally, some [[scenario]]s give packaged survival meals {{Icon Small|packaged survival meal}} on startup. The ingredients used on each depend on the starting [[ideoligion]]'s{{IdeologyIcon}} precepts, with '''cannibalism: preferred''' and above containing human meat {{Check Tag|Needs testing|Cannibalism has been tested but meat eating and fungus has not been. presumably disapproved would have no impact due to the precept being fine with neutral meals but required would have meals containing meat}}.&lt;br /&gt;
* The [[Scenario system#Crashlanded|Crashlanded scenario]] gives 50 {{Icon Small|packaged survival meal}}.&lt;br /&gt;
* The [[Scenario system#The_Rich_Explorer|Rich Explorer scenario]] and the [[Scenario system#The_Mechanitor|Mechanitor scenario]]{{BiotechIcon}} each give 40 {{Icon Small|packaged survival meal}}.&lt;br /&gt;
* The [[Scenario system#The_Sanguophage|Sanguophage scenario]]{{BiotechIcon}} gives 30 {{Icon Small|packaged survival meal}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As most [[meals|cooked meal]]s, each unit of packaged survival meal is worth 0.90 nutrition. As each one requires 0.6 units of raw food, packaged survival meals have has a nutrition efficiency of 150%. &lt;br /&gt;
&lt;br /&gt;
Packaged survival meals do not rot, but can still [[deteriorate]].&lt;br /&gt;
&lt;br /&gt;
They have no innate mood impact, but if made from [[insect meat]], [[human meat]], or [[twisted meat]],{{AnomalyIcon}} the usual mood penalties apply. Any [[ideoligion]]{{IdeologyIcon}} related ingredients will also take effect. With the [[Ideology DLC]]{{IdeologyIcon}} packaged survival meals have three colors, red if containing meat, green if containing solely vegetables and yellow is default and can be created if the meal solely uses animal products.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As packaged survival meals have a lower nutrition efficiency than most other [[meals|cooked meal]]s in exchange for not requiring refrigeration, its regular colony use is not recommended. Instead, its use lies as emergency rations, long-range caravans unable to forage, and as a trading good.&lt;br /&gt;
&lt;br /&gt;
Packaged survival meals will always be accepted by trade caravans and orbital traders in trade. Their market value is not affected by their ingredients; [[insect meat]] and [[human meat]] can be converted into packaged survival meals to sell at full value.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to pemmican ===&lt;br /&gt;
When packaged survival meals {{Icon Small|packaged survival meal}} are compared to [[pemmican]]{{Icon Small|pemmican}}:&lt;br /&gt;
&lt;br /&gt;
* {{Icon Small|packaged survival meal}} have slightly worse nutrition per ingredient (50% vs. 60%)&lt;br /&gt;
* {{Icon Small|packaged survival meal}} lack the nutritional flexibility that pemmican has, only offering a single chunk of 0.9 nutrition vs. the precise 0.05 bites of pemmican. See the [[Pemmican#Benefits of discrete nutrition|Pemmican]] page for details.&lt;br /&gt;
* {{Icon Small|packaged survival meal}} are ''slightly'' more efficient in terms of carry weight (3 nutrition/kg vs. 2.78 nutrition/kg, or ~8% more/kg carried).&lt;br /&gt;
* {{Icon Small|packaged survival meal}} are significantly more efficient in storage space (9 nutrition/stack vs. 3.75 nutrition/stack).&lt;br /&gt;
* {{Icon Small|packaged survival meal}} require 43% less work to make.&lt;br /&gt;
* {{Icon Small|packaged survival meal}} never expire, while pemmican expires after 70 days if not refrigerated or frozen.&lt;br /&gt;
* {{Icon Small|packaged survival meal}} are slightly less valuable in terms of wealth (0.038 nutrition/$ vs. 0.036 nutrition/$).&lt;br /&gt;
* {{Icon Small|packaged survival meal}} are accepted by all traders; pemmican may not be.&lt;br /&gt;
&lt;br /&gt;
This makes researching and producing packaged survival meals a good choice for long-term travel or emergency rations, once a colony has both the required stove and cook.&lt;br /&gt;
&lt;br /&gt;
=== Money making ===&lt;br /&gt;
{{Rewrite|section=1|reason=needs rewrite to bring it in line with the guide, with some worked examples of work required that takes into account ingredient acquisition and contradts it against other money making options including just selling the raw ingredients}}&lt;br /&gt;
{{See also|Money making guide}}&lt;br /&gt;
Packaged survival meals are a useful and sustainable way to make money:&lt;br /&gt;
* They don't rot, useful for both long term storage and caravanning to faction bases.&lt;br /&gt;
* They're easy to store (especially compared to [[raw food]]).&lt;br /&gt;
* They have a high work/profit ratio, but a high material cost.&lt;br /&gt;
* They can be sold to any trader.&lt;br /&gt;
* Any stored stock also acts as an emergency food supply. &lt;br /&gt;
Each PSM needs 6 units of meat and 6 units of vegetables, and has a market value of {{P|Market Value Base}} {{Icon Small|silver}}. This makes hunting animals and gathering berries to make PSMs a fast way to earn money, though it's not worth it if the ingredients must be purchased. &lt;br /&gt;
&lt;br /&gt;
The use of [[human meat]], [[insect meat]], [[raw fungus]], or [[twisted meat]]{{AnomalyIcon}} doesn't lower the value of the PSM. This is useful for colonies that don't approve of those ingredients otherwise, though keep in mind the potential mood penalties for butchering humans or eating the PSMs if the stock is also used as an emergency food supply.&lt;br /&gt;
&lt;br /&gt;
Since PSMs use a lot of raw food, care must be taken to convert and/or sell more food than is sustainable. Outside of specific emergency purchases, focus should be placed first on maintaining the colony's food supply, with excess vegetable production scaled to excess meat and animal product production capacity. Keep in mind that even if production is misscaled, the nutrition losses versus normal meals are minor and a colony can always swap to eating the meals rather than selling them until an equilibrium is found.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Packaged survival meal a.png|One packaged survival meal&lt;br /&gt;
Packaged survival meal b.png|Partial stack&lt;br /&gt;
Packaged survival meal c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Carnivore packaged survival meal a.png|One carnivore packaged survival meal&lt;br /&gt;
Carnivore packaged survival meal b.png|Partial stack&lt;br /&gt;
Carnivore packaged survival meal c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Vegetarian packaged survival meal a.png|One vegetarian packaged survival meal&lt;br /&gt;
Vegetarian packaged survival meal b.png|Partial stack&lt;br /&gt;
Vegetarian packaged survival meal c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Incorrect calculation for packaged survival meal bulk recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Packaged survival meal old 2.png|Texture from A14&lt;br /&gt;
Packaged survival meal old.png|Texture from before A14&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Processed Food]] [[Category:Meal]]&lt;/div&gt;</summary>
		<author><name>Frikker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_emanator&amp;diff=182911</id>
		<title>Psychic emanator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_emanator&amp;diff=182911"/>
		<updated>2026-08-11T06:25:15Z</updated>

		<summary type="html">&lt;p&gt;Frikker: Added punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| image = Psychic emanator.png&lt;br /&gt;
| description = An ancient device that projects a soothing psychic field around itself. This improves the mood of anyone nearby. Works through walls.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| cover effectiveness = 0.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 100&lt;br /&gt;
| cover = 0.20&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| marketvalue = 1300&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| power = -200&lt;br /&gt;
| reward item = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| deconstruct yield = {{Icon Small|steel||25}} + {{Icon Small|advanced component||3}}&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
| tradeability = Sellable&lt;br /&gt;
| tradeTags = ExoticBuilding&lt;br /&gt;
}}&lt;br /&gt;
The '''psychic emanator''' is a special building only received as a [[quest]] reward that provides a [[mood]] bonus to all [[human]] pawns around it when powered. &lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Psychic emanators cannot be constructed nor bought from [[trader]]s. Instead they can only be acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to an emanator in a given play-through. They may also be found occasionally inside the following containers:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_18 text-center}}&lt;br /&gt;
! colspan=2| Container&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon small|Security crate}}&lt;br /&gt;
! [[Security crate]]{{IdeologyIcon}}&lt;br /&gt;
| {{#expr: 8.4/19 round 2}}% / {{#expr: 8.4/23 round 2}}%&amp;lt;sup&amp;gt;All DLC&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon small|Gray box}}&lt;br /&gt;
! [[Gray box]]{{AnomalyIcon}}&lt;br /&gt;
| 1.06%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon small|Flesh sack}}&lt;br /&gt;
! [[Flesh sack]]{{AnomalyIcon}}&lt;br /&gt;
| 1.17%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon small|Sealed crate}}&lt;br /&gt;
! [[Sealed crate]]{{OdysseyIcon}}&lt;br /&gt;
| ?/1%&amp;lt;sup&amp;gt;All DLC&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Psychic emanator radius.png|thumb|left|200px|Psychic emanator radius of effect]] When provided with {{#expr:-{{P|Power Consumption}}}}W of [[power]], a psychic emanator projects an aura in a 14.9-tile radius around itself. This radius is not blocked by any structure, including [[walls]]. All human pawns within the radius experience a {{Thought|desc=The psychic emanator makes me feel strange, but also very relaxed.|label=Psychic emanator soothe|value=+5}} bonus, directly scaled to the [[psychic sensitivity]] of the pawn. That is, a [[psychically hypersensitive]] pawn, with the resulting 180% sensitivity, will experience a {{+|9}} mood bonus, while a [[psychically deaf]] pawn with 0% sensitivity will have no change to their mood at all. All humans in range experience the thought - [[colonist]], [[raider]], and [[guest]]; adult, child and [[baby]]{{BiotechIcon}} alike.&lt;br /&gt;
&lt;br /&gt;
The mood bonus only lasts for as long as a pawn remains within its area of effect.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple emanators do not stack.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The mood bonus from the emanator immediately ends once the pawn moves out of its somewhat short range, however Mood [[Mood#Mechanics|moves gradually]] in response to changes. Having the mood stabilize at the higher level obviously helps while inside the radius, but the mood will also take time to tick down to baseline after leaving the area. The higher the mood bonus, the longer it will be in effect - a psychically hypersensitive pawn will have over an hour of time before their mood stabilizes. As such, it is advisable to place the emanator in places where pawns stay for long periods of time, or frequently spend time in. &lt;br /&gt;
&lt;br /&gt;
Suggestions include:&lt;br /&gt;
* Hospitals to help negate some of the negative effects of being bedridden with an illness. Note that pawns that are immobile or unconscious cannot break and are therefore a low priority for mood management.&lt;br /&gt;
* Near prison cells to reduce mental breaks.&lt;br /&gt;
* Near work spaces to provide a mood bonuses throughout the day - a pawn that spends all of its time in the field and then goes out of it to eat and sleep effectively has it 24/7. Ideal places include workshops, kitchens, [[meditation]] locations,{{RoyaltyIcon}} and any worksite that does not require the pawn to range over a large area.&lt;br /&gt;
* In shared spaces such as dining and rec rooms - this is less efficient on a per pawn basis but will increase the happiness of the colony as a whole more effectively.&lt;br /&gt;
* In Nurseries, due to [[children]]{{BiotechIcon}} causing either a {{Thought|desc=It's sad to see that the young folk are struggling.|label=sad youngsters|value=-2|stack=3}} or {{Thought|desc=It's nice to see that the young folk are doing well.|label=happy youngsters|value=+2|stack=3}} to colonists without the [[Psychopath]] trait, babies do not have many mood offsets and frequently have their moods decrease due to their play need not being satisfied or just not going to sleep.&lt;br /&gt;
* In areas frequented by particularly break-prone pawns, such as those with the [[Depressive]] trait or that have recently lost family members.&lt;br /&gt;
* To negate the effects of the [[Sleep suppressor]]{{AnomalyIcon}} and [[Frenzy inducer]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
As mood does not change while sleeping, it should not be placed near bedrooms.&lt;br /&gt;
&lt;br /&gt;
Because of the rarity and high value of the emanator, you can wall to prevent angry pawns from destroying it during a [[tantrum]], or raiders from damaging or stealing it. &lt;br /&gt;
&lt;br /&gt;
If targeted at improving the mood of a specific pawn or pawns, consider enhancing their [[psychic sensitivity]] to maximize the effect on their mood. [[Eltex]] clothing{{RoyaltyIcon}} is ideal, especially if the mood boost is not intended to be permanent, but a variety of methods exist. For a full list of potential enhancers, see the [[Psychic Sensitivity]] page.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|special|wide}}&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
[[Category:Special]]&lt;/div&gt;</summary>
		<author><name>Frikker</name></author>
	</entry>
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