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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Harakoni</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Harakoni"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Harakoni"/>
	<updated>2026-06-07T20:55:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Powerfocus_chip&amp;diff=180679</id>
		<title>Powerfocus chip</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Powerfocus_chip&amp;diff=180679"/>
		<updated>2026-06-04T22:15:25Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=1) General stub - missing details in every section, including infobox (e.g. type?) 2) Study time/xp/other details 3) Confirm that feral queens (player created ones gone uncontrolled) don't drop chips. 4) analysis re how players should prioritize usign the chips}}&lt;br /&gt;
{{infobox main|resource|&lt;br /&gt;
| name = Powerfocus chip&lt;br /&gt;
| image = PowerfocusChip.png&lt;br /&gt;
| description = An energy-focusing mechanoid micro-organ. It is necessary to produce certain advanced types of mechanoids and equipment. A mechanitor can study this chip to help unlock higher tiers of mechtech research.&lt;br /&gt;
| type = &lt;br /&gt;
| type2 = &lt;br /&gt;
| path cost = &lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = 0.25&lt;br /&gt;
| marketvalue = 1000&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 2.0&lt;br /&gt;
| defName = PowerfocusChip&lt;br /&gt;
| thingCategories = Manufactured&lt;br /&gt;
| tradeTags = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Powerfocus chips''' are a resource added by the [[Biotech DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
A single powerfocus chip will be dropped by a hostile [[war queen]] upon death, regardless of whether the war queen is summoned by a [[mechband antenna]] or spawned naturally as part of a [[raid]]. It is not relevant who kills the war queen - a war queen killed by other factions, wild animals, or berserk mechanoids still drop the signal chip. Player controlled war queens will not drop a powerfocus chip.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Powerfocus chips are used to create various mechanitor items, and studying one at a [[research bench]] is required to research [[High mechtech]]. The chip is not consumed in the process of studying it.&lt;br /&gt;
&lt;br /&gt;
They are used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The chip is flammable and has a considerable low HP given the intensity of warfare often required to take down the queen mech. It is thus recommended to immediately haul the chip back as soon as the drop takes place. In the event that combat is ongoing when the chip is dropped, the [[skip]] [[psycast]]{{RoyaltyIcon}} can be used to transport the chip out of harm's way without requiring a hauler run into combat. &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]] - Updated textures for all super-mechanoid chips to look more appropriately ultratech than archotech.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PowerfocusChip  Old.png|Texture between Biotech Release until 1.4.3555&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Signal chip]] - A similar resource dropped by [[Diabolus|Diaboli]].&lt;br /&gt;
* [[Nano structuring chip]] - A similar resource dropped by [[Apocriton]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category: Crafted Resource]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=180678</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=180678"/>
		<updated>2026-06-04T22:11:56Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = SubcoreSoftscanner north.png&lt;br /&gt;
| description = A pod with thousands of tiny tissue probes and a high-energy brain scanner. Once a person is inserted, the system uses the probes and scanner to sense a neuro-psychic pattern that it can analog-transfer to a new standard-tier mechanoid subcore. The person will be left temporarily sick, but unharmed.&amp;lt;br&amp;gt;Subcores are mechanoid brains and producing any mechanoid requires one. Standard-tier subcores produced by this softscanner can only power standard-tier mechanoids.&amp;lt;br&amp;gt;Higher tier subcores can be created by building a subcore ripscanner.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = &lt;br /&gt;
| mass base = 25&lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2x3&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 8000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| room role = Laboratory&lt;br /&gt;
}}&lt;br /&gt;
The '''subcore softscanner''' is a building added by the [[Biotech DLC]] that allows for the creation of [[standard subcore]]s by scanning [[human]] minds.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The subcore softscanner takes 150 W of [[power]]. Its only purpose is to produce a [[standard subcore]], which is an ingredient used in the gestation of the following mechanoids:&lt;br /&gt;
{{Ingredient List|Standard subcore|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
The scanner must be loaded with {{Icon Small|Steel}} 50 [[Steel]] and {{Icon Small|Component}} 4 [[Component]]s before each scan. Then any [[human]] (who is not a temporary faction member or [[baby]]) without scanning sickness can be selected for scanning by using the &amp;quot;Insert Person&amp;quot; button when selecting the subcore softscanner building. Upon selection, colonists and slaves will walk to the scanner if able, however prisoners or downed persons must be carried to the building by someone else. The scanning process takes {{Ticks|7500}} and inflicts scanning sickness upon completion.&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{quote|&amp;quot;This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage.&amp;quot;|In-game description}}&lt;br /&gt;
A person scanned in a [[subcore softscanner]] to produce a [[standard subcore]] is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day for non-mechanitor pawns and severity decreasing by 2 per day for [[mechanitor]] pawns. This has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Manipulation]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Moving]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Vomiting]] {{MTB}}: {{Bad|1.5 days}}&lt;br /&gt;
* [[Mood]]: {{--|8}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Scanning sickness reduces a colonist's [[consciousness]], [[moving]], and [[manipulation]] by 25% for four in-game days, which results in a severe reduction in productivity. As such, [[prisoner]]s are ideal candidates for scanning as they cannot do work anyways. The second best choice would be a [[slave]]{{IdeologyIcon}} or low productivity refugee. Another alternative would be a [[Mechanitor]], due to their accelerated recovery rate.&lt;br /&gt;
&lt;br /&gt;
Standard subcores are used in the gestation of a variety of useful mech types, such as [[tunneler]]s for mining ore deposits or [[scyther]]s for general melee combat. The softscanner is not expensive to build, but if you do not need or want any of the mechs that are gestated using standard subcores, then it is safe to skip.&lt;br /&gt;
&lt;br /&gt;
Note that every mech that requires a standard subcore is created at a [[large mech gestator]] and uses the [[large mech recharger]]. These two buildings cost {{Icon Small|steel||{{#expr: {{Q|Large mech gestator|Resource 1 Amount}} + {{Q|Large mech recharger|Resource 1 Amount}} }} }} [[steel]] and {{Icon Small|component||{{#expr: {{Q|Large mech gestator|Resource 2 Amount}} + {{Q|Large mech recharger|Resource 2 Amount}} }} }} [[component]]s. This is in addition to costs of the softscanner itself and the gestation of the mechs.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Subcore encoder]] - Creates [[basic subcore]]s.&lt;br /&gt;
* [[Subcore ripscanner]] - Creates [[high subcore]]s.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Added more feedback to subcore scanners.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Softcore{{Sic}} scanner tooltip formating.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=180677</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=180677"/>
		<updated>2026-06-04T22:11:07Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = SubcoreSoftscanner north.png&lt;br /&gt;
| description = A pod with thousands of tiny tissue probes and a high-energy brain scanner. Once a person is inserted, the system uses the probes and scanner to sense a neuro-psychic pattern that it can analog-transfer to a new standard-tier mechanoid subcore. The person will be left temporarily sick, but unharmed.&amp;lt;br&amp;gt;Subcores are mechanoid brains and producing any mechanoid requires one. Standard-tier subcores produced by this softscanner can only power standard-tier mechanoids.&amp;lt;br&amp;gt;Higher tier subcores can be created by building a subcore ripscanner.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = &lt;br /&gt;
| mass base = 25&lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2x3&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 8000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| room role = Laboratory&lt;br /&gt;
}}&lt;br /&gt;
The '''subcore softscanner''' is a building added by the [[Biotech DLC]] that allows for the creation of [[standard subcore]]s by scanning [[human]] minds.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The subcore softscanner takes 150 W of [[power]]. Its only purpose is to produce a [[standard subcore]], which is an ingredient used in the gestation of the following mechanoids:&lt;br /&gt;
{{Ingredient List|Standard subcore|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
The scanner must be loaded with {{Icon Small|Steel}} 50 [[Steel]] and {{Icon Small|Component}} 4 [[Component]]s before each scan. Then any [[human]] (who is not a temporary faction member or [[baby]]) without scanning sickness can be selected for scanning by using the &amp;quot;Insert Person&amp;quot; button when selecting the subcore softscanner building. Upon selection, colonists and slaves will walk to the scanner if able, however prisoners or downed persons must be carried to the building by someone else. The scanning process takes {{Ticks|7500}} and inflicts scanning sickness upon completion.&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{quote|&amp;quot;This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage.&amp;quot;|In-game description}}&lt;br /&gt;
A person scanned in a [[subcore softscanner]] to produce a [[standard subcore]] is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day for non-mechanitor pawns and severity decreasing by 2 per day for [[mechanitor]] pawns. This has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Manipulation]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Moving]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Vomiting]] {{MTB}}: {{Bad|1.5 days}}&lt;br /&gt;
* [[Mood]]: {{--|8}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Scanning sickness reduces a colonist's [[consciousness]], [[moving]], and [[manipulation]] by 25% for four in-game days, which results in a severe reduction in productivity. As such, [[prisoner]]s are ideal candidates for scanning as they cannot do work anyways. The second best choice would be a slave or low productivity refugee. Another alternative would be a [[Mechanitor]], due to their accelerated recovery rate.&lt;br /&gt;
&lt;br /&gt;
Standard subcores are used in the gestation of a variety of useful mech types, such as [[tunneler]]s for mining ore deposits or [[scyther]]s for general melee combat. The softscanner is not expensive to build, but if you do not need or want any of the mechs that are gestated using standard subcores, then it is safe to skip.&lt;br /&gt;
&lt;br /&gt;
Note that every mech that requires a standard subcore is created at a [[large mech gestator]] and uses the [[large mech recharger]]. These two buildings cost {{Icon Small|steel||{{#expr: {{Q|Large mech gestator|Resource 1 Amount}} + {{Q|Large mech recharger|Resource 1 Amount}} }} }} [[steel]] and {{Icon Small|component||{{#expr: {{Q|Large mech gestator|Resource 2 Amount}} + {{Q|Large mech recharger|Resource 2 Amount}} }} }} [[component]]s. This is in addition to costs of the softscanner itself and the gestation of the mechs.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Subcore encoder]] - Creates [[basic subcore]]s.&lt;br /&gt;
* [[Subcore ripscanner]] - Creates [[high subcore]]s.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Added more feedback to subcore scanners.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Softcore{{Sic}} scanner tooltip formating.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Combat&amp;diff=180676</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Combat&amp;diff=180676"/>
		<updated>2026-06-04T22:09:03Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: Gold is about the safe radius of the central shooter sterile is about the safe formation of multiple pawns all shooting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Rewrite|reason=Tone too guidelike and missing actual detail about combat not explained well elsewhere. melee verbs, damage types, etc should be explained conceptually here, and then further detail linked where appropriate.}}&lt;br /&gt;
RimWorld's combat system may seem a little daunting to new players at first, however a few simple guidelines will have you ready to repel attacks and hold ground like a pro.&lt;br /&gt;
&lt;br /&gt;
In every gunfight there is one very important lifesaving rule to remember:&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Always use whatever [[cover]] is available!'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat basics ==&lt;br /&gt;
[[Draft]] pawns to have them enter combat. While drafted, pawns with a ranged weapon will automatically fire at enemies they see. [[Wall]]s and other impassible objects will block line of fire. When adjacent to an enemy, pawns will always fight in melee - even if they are holding a gun. You can assign specific targets for both melee and ranged attackers.&lt;br /&gt;
&lt;br /&gt;
There are several other key mechanics in the combat system of the game:&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
{{main|Cover}}&lt;br /&gt;
Using the strongest [[cover]] available is key to winning a firefight. Pawns will automatically use cover, like [[sandbag]]s and stone [[chunk]]s, that they are adjacent to.  If you have the time and resources to spare, you can make multi-layer defenses, with rows of cover you can fall back to if you're being overwhelmed. The drawback is that, if enemies advance, they can use your defensive lines as cover.&lt;br /&gt;
&lt;br /&gt;
[[Wall]]s are the best possible cover, shielding colonists from 75% of bullets. While they cannot be fired through, pawns will &amp;quot;lean&amp;quot; out from a wall and fire from its side. A row of 1-tile wide walls, interspersed with [[barricade]]s or [[sandbag]]s, are the strongest formation of cover. &lt;br /&gt;
&lt;br /&gt;
Cover can also be used by your enemies. [[Chunk]]s of stone and steel slag are much more effective than [[tree]]s, and should be cleared out. Conversely, if assaulting a [[siege]] or [[mech cluster]] ,{{RoyaltyIcon}} you should use any preexisting cover, such as chunks, [[ruins]], or [[mountain]]s.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
{{Main|Defense tactics}}&lt;br /&gt;
Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders.&lt;br /&gt;
&lt;br /&gt;
===Logistics===&lt;br /&gt;
During battle, it's often handy to keep colonists with [[firefighting]] duties nearby in case a [[fire]] breaks out. Pawns lit on fire will run around wildly, unable to attack. [[Firefoam pop pack]]s will extinguish colonists while preventing future fires. Even if someone is incapable of violence, they can help end fires nearby and rescue people in need.&lt;br /&gt;
&lt;br /&gt;
After battle, you'll likely need to clean up and repair any damage done to your base. Undraft colonists so that they can start on work. Build [[grave]]s, set up a dumping stockpile accepting corpses, or use an [[electric crematorium]] to dispose of bodies, in order to avoid the mood penalty for seeing [[corpse]]s.&lt;br /&gt;
&lt;br /&gt;
=== Pause frequently! ===&lt;br /&gt;
The most important combat tip is saved for last. Use the pause feature! The tide of battle changes very quickly with a smoking turret or thrown grenade in the middle of your colonists. Take advantage of the space bar to freeze the action and give your colonists new orders.&lt;br /&gt;
&lt;br /&gt;
==Colonist management==&lt;br /&gt;
Ultimately, colonists are beings with [[mood]], [[need]]s, and [[injuries]] to take care of. A tired, hungry colonist will become progressively more upset, while [[pain]] isn't a particularly pleasant experience. [[Mental break]]s are absolutely ''lethal'' in combat, as the pawn will refuse to shoot or follow orders. To prevent this, you should ideally care for colonists ''before'' combat starts. &lt;br /&gt;
&lt;br /&gt;
A pleasant base - great dining, recreation, and bedrooms specifically - will keep soldiers' spirits high. Alternatively, you can assign colonists to carry [[drug]]s at all times (Assign tab -&amp;gt; Drug policy). Order colonists to take the drug as combat begins. [[Go-juice]], while inherently addictive, confers major combat-related boosts.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
As pawns can only hold one weapon at a time, colonists that are great at one combat stat (Shooting or Melee) are better than one decent at both. Shooting skill has a greater impact the further away a colonist is shooting from, so assign longer range weapons to skilled colonists. Give your best melee fighters the best melee weapons.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should keep your best doctors away from direct combat. In practice, having an extra shooter is more valuable - just don't be overly risky with them.&lt;br /&gt;
&lt;br /&gt;
===Triage===&lt;br /&gt;
Tending to wounded colonists is important to save them from dying. Drafted colonists can immediately tend to others on the field, with or without medicine. Prioritize those who are bleeding out the most. While medicine does not staunch the flow of bleeding of a specific wound any faster, it can stop multiple wounds at the same time.&lt;br /&gt;
&lt;br /&gt;
If a colonist starts to sustain too many injuries, you can use your less combat-skilled colonists to take over while they retreat. If need be, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place. If a pawn takes on too much damage, they may become [[downed]] and require rescue.&lt;br /&gt;
&lt;br /&gt;
== Ranged ==&lt;br /&gt;
{{stub|section=1|reason= melee preventing ranged fire snd player exception}}&lt;br /&gt;
Ranged combat involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do?&lt;br /&gt;
&lt;br /&gt;
Note that RimWorld does not have any ammo mechanics, even for items that visually appear to be finite, like [[pila]] and [[grenades]]. [[Doomsday rocket launcher]]s and [[triple rocket launcher]]s are consumed on use, while every other held weapon is infinite. Weapons will not be damaged so long as they are wielded, and weapon damage has no impact on their combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Weapon stats===&lt;br /&gt;
Ranged weapons consist of many attributes:&lt;br /&gt;
*'''Damage:''' How much health each bullet can do. For reference, the brain has 10 HP, the heart has 15 HP, and the torso (general body) has 40 HP.&lt;br /&gt;
*'''Armor penetration:''' The ability to ignore [[armor]]. AP directly subtracts from armor rating; if a weapon's AP &amp;gt; the armor %, then armor is completely ignored.&lt;br /&gt;
*'''Stopping power:''' The ability to stagger, or slow, pawns with a body size equal to or less than the stopping power. A stopping power of 1 can stagger humans, as they have a body size of 1. When staggered, a pawn is reduced to 1/6th of their normal speed for {{ticks|95}}.&lt;br /&gt;
*'''Burst count:''' How many bullets are fired at a time. If a weapon fires multiple shots, there will be a short delay between bullets.&lt;br /&gt;
*'''Aim time''' and '''Cooldown time''': How long it takes between each burst. Aim time happens before shooting, cooldown happens after.&lt;br /&gt;
*'''Range:''' How far a weapon can shoot.&lt;br /&gt;
*'''Accuracy:''' A weapon's own modifier to accuracy. Shooting skill and other factors also determine accuracy.&lt;br /&gt;
** Each weapon has specific accuracy values at Touch (3), short (12), medium (25) and long (40) ranges. Linear interpolation is used for any values in between. (e.g. accuracy at 17.5 tiles is equal to the average of the short and medium accuracy)&lt;br /&gt;
&lt;br /&gt;
There are two summary stats of how a weapon will actually perform:&lt;br /&gt;
*'''Optimal DPS:''' How much damage a weapon can do, per second, if every shot hits an unarmored target.&lt;br /&gt;
*'''DPS (Range):''' How much damage a weapon can do, per second, factoring in weapon accuracy at a specific range. (Before the shooter's accuracy, armor, etc.)&lt;br /&gt;
DPS is a measure of how fast a weapon can deal out [[pain]]. [[Pain shock]] is the primary way of disabling pawns in combat; hurt them enough, and they will be [[downed]]. Note that enemies downed from pain have a chance to [[death|die]], anyways. Other factors like range, stopping power, and aiming/cooldown time can all impact how you use a weapon in battle, but damage is a stat to be prioritized first.&lt;br /&gt;
&lt;br /&gt;
===Effective accuracy===&lt;br /&gt;
Conventional (non-explosive) ranged weapon accuracy follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy = ([[Shooting Accuracy]]&amp;lt;sup&amp;gt;Range&amp;lt;/sup&amp;gt; &amp;amp;times; Weapon Accuracy &amp;amp;times; Other factors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In simpler terms:&lt;br /&gt;
*[[Shooting Accuracy]] is the stat of the shooter. A shooter's accuracy becomes exponentially more important the further a shot is fired. Higher Shooting skill, [[manipulation]], a [[gunlink]],{{RoyaltyIcon}} etc. all improve this stat.&lt;br /&gt;
*Weapon accuracy is the stat of the weapon. Each weapon has specific accuracy values for shooting at specific ranges. This is a factor applied after shooting accuracy.&lt;br /&gt;
*Factors like [[cover]], [[smoke]], [[weather]], and body size are all multipliers or offsets to the &amp;quot;final&amp;quot; accuracy. See [[Weapons#Accuracy]] for the full list.&lt;br /&gt;
&lt;br /&gt;
If a ranged weapon is calculated to hit, it will hit, regardless of where the bullet visually lands or any defender movement. If the bullet misses, then it can impact other tiles.&lt;br /&gt;
&lt;br /&gt;
===Miss mechanics===&lt;br /&gt;
Whenever a regular ranged weapon misses, the projectile will land within a random distance from the original target depending on the actual accuracy of the shot based on the weapon and the shooter. Stray shots have a 50% chance of hitting nothing, and a 50% chance of hitting another target on the alternative cell it happens to land on. Projectiles can also hit other things that are between the target and the shooter, such as stray animals. Accuracy to maximum miss distances are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Accuracy !! Max Miss Distance !! Area (cells)&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 1.0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22% || 2.0 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 11% || 4.0 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 7% || 6.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 4% || 8.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 2% || 10.0 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are special mechanics in regards to [[friendly fire]], or hitting a pawn from the same faction.&lt;br /&gt;
&lt;br /&gt;
===Forced miss===&lt;br /&gt;
{{Rewrite|section=1|reason=Added in 2018, verify this still works like this and if so then integrate with existing FMR weapon pages}}&lt;br /&gt;
Many weapons (mostly explosives) have a Forced Miss Radius stat. Forced miss is modified with distance:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Distance (cells) !! Radius Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 8 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 - 24 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 48 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| 49+ || 1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons with this stat will ''always'' land within their forced miss radius, ignoring every factor to accuracy. There is a small chance to use standard accuracy instead, more likely with a small radius.&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
{{stub|section=1|reason= what circumstances does a wild shot get intercepted? not when it targets the floor? does friendly fire setting work on allies, enemies, guests, or only colonists? also are some weapons exempt like rockets}}&lt;br /&gt;
Living pawns, human or animal, can intercept projectiles on their way to their target if that shot is a hit, or with unknown conditions if it goes wild. The chance of an interception is based on four factors:&lt;br /&gt;
# The [[Body Size]] of the pawn, specifically a 40% multiplied by body size, with a minimum of 0.1 (4%) and maximum of 2.0 (80%)&lt;br /&gt;
# The distance between the shooter and the prospective interceptor, interception is impossible at a distance of 5 or fewer tiles, and the chance scales up to the body size factor at a distance of 12 or more.&lt;br /&gt;
# If the interceptor is downed the chance is reduced.&lt;br /&gt;
# The Friendly Fire difficulty setting of the storyteller; the above chances are directly multiplied by this setting if both the shooter and interceptor are colonists.&lt;br /&gt;
&lt;br /&gt;
There appears to be no, or a very high limit, to the number of pawns per tile which are checked for interception; densely packing large animals using zones can form a nigh-impenetrable bullet sponge.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
[[File:Melee_test_eleplants_block.png|thumb|200px|left|A very basic melee block, available in any doorway.]]&lt;br /&gt;
Melee involves hand-to-hand combat, with or without the use of weapons. Accuracy is determined with the [[Melee Hit Chance]] stat.&lt;br /&gt;
&lt;br /&gt;
Pawns will usually not stack into a cell with other melee attackers. For enemies, only one pawn per cell can attack the same target. Undrafted colony brawlers will not always have collision, so it is possible for them to stack if the [[Threat response|threat response setting]] is set to attack.&lt;br /&gt;
&lt;br /&gt;
Melee combat has strengths and weaknesses. While a pawn can bash with a gun barrel in melee, a fighter with a dedicated melee weapon remains much more effective. However, a brawler may get shot down during their approach. The [[shield belt]] was designed to solve that problem. A colony might develop a [[Defense tactics#Melee sortie|small strike team of brawlers]] that can swiftly eliminate threats in close quarters, especially those that have infiltrated the colony.&lt;br /&gt;
&lt;br /&gt;
One of the most common tactics is the ''[[Defense_tactics#Melee_blocking|melee block]]'' (see left). Stand 3 colonists just outside a hallway or door entrance. This ensures that you only fight 1 enemy at a time, reducing their relative damage output. Other colonists can fire behind the melee blockers, though enemy raiders can fire behind each other too. Effective against [[infestation]]s and melee rushes.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Other mechanics===&lt;br /&gt;
{{Stub|section=1|reason=kick in eyes detail. how often is it selected, how dooes it interact with the verb system, cooldown timme - booth beforenit can benused again and if replacong an attack melee cooldown, inter linking - [[terrain]] table, terrain pages, hediff pages, [[sight]] etc}}&lt;br /&gt;
* Skilled melee pawns have the ability to evade melee attacks when fighting. When the melee blow is dodged, it will always miss, regardless of whether or not it is supposed to hit.&lt;br /&gt;
* Blunt melee attacks don't cause bleeding (unless a body part is destroyed), but they have a chance to stun enemies for a short time on hit. In addition, most pieces of [[armor]] will protect poorly against blunt attacks.&lt;br /&gt;
* Pawns that engage in melee combat while standing on dirt may 'kick dirt' or 'water' in their target's eyes, effectively blinding them for a short time (-80% [[sight]] for dirt, and -50% sight for water).&lt;br /&gt;
&lt;br /&gt;
== Friendly fire ==&lt;br /&gt;
{{stub|section=1|reason=this is two of the quoted several subsidiary mechanics, more detail is needed}}&lt;br /&gt;
[[File:Friendly Fire Radii.png|thumb|right|Friendly fire safety radii:&amp;lt;br&amp;gt;Central pawn will not hit any friendly pawn on or within the gold radius&amp;lt;br&amp;gt;Any pawn on a sterile tile will not hit any other friendly pawn on a sterile tile.]]&lt;br /&gt;
Friendly fire is a mechanic in which ranged attacks that missed their target have chance to hit nearby targets, including allies. As such it is important to be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well. &lt;br /&gt;
&lt;br /&gt;
There are several subsidiary mechanics in this process. &lt;br /&gt;
&lt;br /&gt;
First, there is a safe zone around the shooter in which allies cannot be hit by friendly fire at all. Colonists can always shoot over the shoulders of allies up to 5 tiles away from them, but any further and allies may be hit. This range is represented by the gold and sterile tiles in the image to the right. The inner radius of sterile tiles defines an area in which a group of pawns cannot friendly fire each other. The safe zone applies even if the target is within the zone.&lt;br /&gt;
&lt;br /&gt;
Second is the [[AI_Storytellers#General|Friendly Fire Difficulty Setting]]. This acts as chance multiplier on the existing chance of friendly fire, ranging between 0% and 100% to pawns in the red area of the image or beyond. Note that 100% will not result in all misses causing friendly fire, it only adds an additional scalar to the existing chance.&lt;br /&gt;
&lt;br /&gt;
== Combat log ==&lt;br /&gt;
The game keeps track of all combat actions done by a pawn. This can be accessed through the 'Log' tab for a character, and lets you review combat after the battle has finished or in the heat of it.&lt;br /&gt;
&lt;br /&gt;
Each action is accompanied by some flavor text.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Defense tactics]] for a more in-depth guide about countering hostile events&lt;br /&gt;
*[[Defense structures]] for building defenses in your colony&lt;br /&gt;
*[[Offense tactics]] for assaults on hostiles outside your colony&lt;br /&gt;
*[[Weapon Guide]] for ways to use or counter different kinds of weapon&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Containment&amp;diff=180656</id>
		<title>Containment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Containment&amp;diff=180656"/>
		<updated>2026-05-31T06:45:32Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General, but also interlinking, categories, etc. }}&lt;br /&gt;
{{Rewrite|reason=Formatting and sections}}&lt;br /&gt;
&lt;br /&gt;
'''Containment''' refers to the process of capturing, imprisoning, and exploiting [[Entities]].&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Containment is the desired end result when encountering Entities.  Colonies can hold entities on a [[Holding spot]] or a [[Holding platform]], the latter of which requires research and steel to build.  Once contained, entities can be researched or regularly harvested for resources or power.&lt;br /&gt;
&lt;br /&gt;
Only creature entities are placed on holding platforms.  Item entities, such as the Cube, can be hauled around and placed in stockpiles - having an important stockpile dedicated to entities may be a good idea.  Building entities, such as the Monolith, must be studied in their current location, as none of them are mobile.  Be careful about integrating them into your base designs as they may be a source of risk down the road.&lt;br /&gt;
&lt;br /&gt;
=== Containment strength ===&lt;br /&gt;
{{Stub|section=1|reason=Requires the exact impact of these factors, in terms of specific numbers}}&lt;br /&gt;
Any containment room is subject to containment breaches, the equivalent of prison breaks for entities. The containment strength of the room can be viewed by clicking on the platform. Containment is the sum of the following factors:&lt;br /&gt;
&lt;br /&gt;
* '''Average current Wall HP/10''' (e.g all wooden walls have 195 hp and will result in {{+|19.5}} containment)&lt;br /&gt;
* '''Average current Door HP/5''' (an open door provides {{--|0}} containment){{Check Tag|Clarify|As in any open door negates all bonuses from doors?}}&lt;br /&gt;
* '''Average [[Light|light level]]/10''' (realistically limited to {{+|5}} through use of normal lights)&lt;br /&gt;
* [[Bioferrite plate]] flooring provides up to {{+|15}} Containment at 100% room coverage&lt;br /&gt;
* [[Roof|Unroofed]] containment rooms apply a {{--|30}} containment penalty&lt;br /&gt;
* [[Holding spot]]s modify the resulting containment for their specific spot by {{Bad|x70%}} &lt;br /&gt;
* Each additional Holding Platform inflicts a roughly {{--|10%}} exponential cumulative penalty to all holding platforms in the same room. &amp;lt;!-- The cumulative remaining containment percentage of x platforms is roughly given by the exponential curve of y=111*e^(-.11*x), but I am unsure of how to present this information in a pretty and accurate manner and I've been at this edit for over two hours primarily trying to find out this info and I need to stop looking at spreadsheets... -Vilobion --&amp;gt;&lt;br /&gt;
* An [[Electric inhibitor]] increases containment by {{+|10}}&lt;br /&gt;
* A [[Shard inhibitor]] increases containment by {{+|20}}&lt;br /&gt;
* An [[Electroharvester]] lowers containment by {{--|25}}&lt;br /&gt;
* A [[Bioferrite harvester]] lowers containment by {{--|15}}&lt;br /&gt;
&lt;br /&gt;
The walls and doors that make up the containment room contribute to containment strength based on the combined average of their current {{HP}}, with stronger materials (e.g: [[granite blocks]] or [[plasteel]]) having a higher contribution. Naturally occurring walls with HP greater than naturally occurring granite have their containment strength clamped. This relies on the structures' current HP, not their maximum HP, meaning that having damaged walls or doors will result in a lower containment strength. This effect only applies to fully enclosed rooms. If any door is held open too long, the room will no longer be considered enclosed. [[Holding spot]]s and [[Holding platform]]s should be placed with a 1-tile gap from doors to prevent colonists from triggering spurious insufficient containment warnings by keeping doors open while interacting with void entities.&lt;br /&gt;
&lt;br /&gt;
Larger and more dangerous entities generally require more containment strength.  An entity can be held in a weak cell just fine in the short term, it simply increases the rate at which they will break out.  As a general rule, the average frequency of breaches for entities that are sufficiently contained is measured in years, while the frequency of those insufficiently contained are measured in days.  This is still likely to be enough time for an unprepared colony to quickly set up an adequate cell.&lt;br /&gt;
&lt;br /&gt;
The size of the cell does not affect containment strength.  Note that storing multiple entities in the same room will increase the required containment strength.  This may still be worthwhile for harvesting certain resources more efficiently.&lt;br /&gt;
&lt;br /&gt;
An entity incapable of [[moving]] will never breach.  This includes entities with broken spines, or entities with destroyed legs and insufficient arm strength.  Such entities can even be held outside in a holding spot without any risk, and are a useful resource to a colony.&lt;br /&gt;
&lt;br /&gt;
Although possible, surrounding a containment spot with doors results in lower containment strength than using a room with both walls and doors.&lt;br /&gt;
&lt;br /&gt;
=== Material comparison ===&lt;br /&gt;
{{Recode|section=1|reason=automate a sortable version of the table}}&lt;br /&gt;
The following table is for roofed containment cells with walls and a single door made completely out of the listed material, with a separate column for containment cells with walls of the listed material and a security door instead of a single door of the given material. The listed values include no bonuses for flooring, lighting, or containment boosting buildings, and are for containment rooms with a single [[Holding platform]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Containment Strength !! With Security Door !! Material !! Containment Strength !! With Security Door&lt;br /&gt;
|-&lt;br /&gt;
! [[Jade]]&amp;lt;br/&amp;gt;[[File:Jade.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 31 || style=&amp;quot;text-align:right;&amp;quot; |  175 || [[Gold]]&amp;lt;br/&amp;gt;[[File:Gold.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 37 || style=&amp;quot;text-align:right;&amp;quot; |  178&lt;br /&gt;
|-&lt;br /&gt;
! [[Wood]]&amp;lt;br/&amp;gt;[[File:wood.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 40 || style=&amp;quot;text-align:right;&amp;quot; |  180 || [[Silver]]&amp;lt;br/&amp;gt;[[File:Silver.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 43 || style=&amp;quot;text-align:right;&amp;quot; |  181&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&amp;lt;br/&amp;gt;[[File:steel.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 62 || style=&amp;quot;text-align:right;&amp;quot; |  190 || [[Marble blocks]]&amp;lt;br/&amp;gt;[[File:Marble_blocks.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 74 || style=&amp;quot;text-align:right;&amp;quot; |  196 &lt;br /&gt;
|-&lt;br /&gt;
! [[Slate blocks]] &amp;lt;br/&amp;gt;[[File:Slate_blocks.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 81 || style=&amp;quot;text-align:right;&amp;quot; |  199 || [[Sandstone blocks]]&amp;lt;br/&amp;gt;[[File:Sandstone_blocks.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 87 || style=&amp;quot;text-align:right;&amp;quot; |  202 &lt;br /&gt;
|-&lt;br /&gt;
! [[Limestone blocks]]&amp;lt;br/&amp;gt;[[File:Limestone_blocks.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 97 || style=&amp;quot;text-align:right;&amp;quot; |  207 || [[Granite blocks]]&amp;lt;br/&amp;gt;[[File:Granite_blocks.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 105 || style=&amp;quot;text-align:right;&amp;quot; |  211&lt;br /&gt;
|-&lt;br /&gt;
! [[Bioferrite]]&amp;lt;br/&amp;gt;[[File:Bioferrite_b.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 132 || style=&amp;quot;text-align:right;&amp;quot; |  220 || [[Uranium]]&amp;lt;br/&amp;gt;[[File:Uranium.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 155 || style=&amp;quot;text-align:right;&amp;quot; |  235&lt;br /&gt;
|-&lt;br /&gt;
! [[Plasteel]]&amp;lt;br/&amp;gt;[[File:Plasteel_c.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 174 || style=&amp;quot;text-align:right;&amp;quot; |  244&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Escape Interval===&lt;br /&gt;
The chance an entity will escape is determined by their escape interval. Each entity has a base escape interval (specified as a mean time between in days).&lt;br /&gt;
&lt;br /&gt;
The entity cannot escape if:&lt;br /&gt;
* Their base escape interval is zero or negative. Entities incapable of escaping are:&lt;br /&gt;
**{{Icon Small|Nociosphere}} [[Nociosphere]]&lt;br /&gt;
**{{Icon Small|Fleshmass nucleus}} [[Fleshmass nucleus]]&lt;br /&gt;
* The entity is incapable of moving (missing legs or incapacitated).&lt;br /&gt;
&lt;br /&gt;
The base escape interval is then further modified by:&lt;br /&gt;
* '''Entity's moving capacity'''&lt;br /&gt;
** It is multiplied by (10000 / Entity's Moving Capacity)%&lt;br /&gt;
** The moving capacity is clamped between 1 and 100%&lt;br /&gt;
** For example, at 70% moving it'll be (10000 / 70) = 143% (rounded up)&lt;br /&gt;
** At 100% moving, it'll just be (10000 / 100) = 100%, meaning it'll not affect the escape interval&lt;br /&gt;
* '''Days in captivity'''&lt;br /&gt;
** At 15 days or less, it doesn't affect it at all (multiplies it by 100%)&lt;br /&gt;
** At 60 days, it multiplies the escape interval by 120%&lt;br /&gt;
** At 120 days, it multiplies the escape interval by 150%&lt;br /&gt;
** At 240 days or more, it multiplies the escape interval by 200%&lt;br /&gt;
** It scales linearly between the values&lt;br /&gt;
* '''Containment strength minus entity's minimum containment strength''' (so if an entity needs 30 and the containment is 50, the value is 50 - 30 = 20)&lt;br /&gt;
** Below 0 strength multiplies the escape interval by 5% (lowers it significantly)&lt;br /&gt;
** At 0, it doesn't affect it at all (multiplies it by 100%)&lt;br /&gt;
** At 100, it multiplies it by 300%&lt;br /&gt;
** At 200 or more, it multiplies it by 800%&lt;br /&gt;
** It scales linearly between the values&lt;br /&gt;
* '''Temperature'''&lt;br /&gt;
** At 0°C and above, it doesn't affect it at all (multiplies it by 100%)&lt;br /&gt;
** At -30°C and below, it multiplies the escape interval by 150%&lt;br /&gt;
** It scales linearly between the values&lt;br /&gt;
** Affected entities:&lt;br /&gt;
***{{Icon Small|Fingerspike}} [[Fleshbeasts]]&lt;br /&gt;
***{{Icon Small|Shambler}} [[Shambler]]s&lt;br /&gt;
***{{Icon Small|Ghoul}} [[Ghoul]]s&lt;br /&gt;
&lt;br /&gt;
=== Containment facilities ===&lt;br /&gt;
There are a handful of facilities that can be constructed alongside holding spots or platforms. Some facilities help to make entities easier to contain, while others allow you to exploit entities for resources.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Research !! Cost !! Limit !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Electric inhibitor]]&amp;lt;br/&amp;gt;[[File:ElectricInhibitor east.png|128px]]&lt;br /&gt;
|| [[Research#Entity containment|Entity containment]] || {{Required Resources|Electric inhibitor}} || - 6 per holding platform&amp;lt;br/&amp;gt;- Max distance: 4&amp;lt;br/&amp;gt;- Min distance: 1&amp;lt;br/&amp;gt;- Must be pointed at platform&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{+|10}} containment strength&lt;br /&gt;
|-&lt;br /&gt;
! [[Shard inhibitor]]&amp;lt;br/&amp;gt;[[File:ShardInhibitor.png|64px]]&lt;br /&gt;
|| [[Research#Entity containment|Entity containment]] || {{Required Resources|Shard inhibitor}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9 || - {{+|20}} containment strength&lt;br /&gt;
|-&lt;br /&gt;
! [[Bioferrite harvester]]&amp;lt;br/&amp;gt;[[File:BioferriteHarvester east.png|128px]]&lt;br /&gt;
|| [[Research#Bioferrite harvesting|Bioferrite harvesting]] || {{Required Resources|Bioferrite harvester}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{--|15}} containment strength&amp;lt;br/&amp;gt;- Produces [[bioferrite]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Electroharvester]]&amp;lt;br/&amp;gt;[[File:Electroharvester south.png|128px]]&lt;br /&gt;
|| [[Research#Electroharvester|Electroharvester]] || {{Required Resources|Electroharvester}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{--|25}} containment strength&amp;lt;br/&amp;gt;- {{Bad|x50%}} entity study rate&amp;lt;br/&amp;gt;- Periodically applies electrical burns to entities&amp;lt;br/&amp;gt;- Produces up to 2000W of power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Containment Effect on Dark Study ==&lt;br /&gt;
The amount of Dark Study gained while studying contained entities is affected by containment strength. In general, the higher the containment strength over the minimum containment level of the entity then the larger multiplier of Dark Study.&lt;br /&gt;
&lt;br /&gt;
If the entity is contained at exactly the minimum containment required then Dark Study is not adjusted from the base value.&lt;br /&gt;
&lt;br /&gt;
At containment levels below the required amount, Dark Study is multiplied by 50%.&lt;br /&gt;
&lt;br /&gt;
At containment levels 100 above the required amount, Dark Study is multiplied by 130%. &lt;br /&gt;
&lt;br /&gt;
At containment levels 200 above the required amount, Dark Study is multiplied by 150%. This 50% additional Dark Study amount is the maximum value possible from containment.&lt;br /&gt;
&lt;br /&gt;
In between minimum containment required and 200 additional containment the Dark Study multiplier is linearly interpolated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Dark Study Effectiveness'''&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|yAxisMin = 0 |xGrid =| yGrid=| xAxisTitle = Containment Above Entity's Requirement |yAxisTitle = Dark Study (%) |x=-50,-0.001,0,100,200,250|y=50,50,100,130,150,150}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Containment rooms can follow 1 of 2 strategies, each with its own benefits and drawbacks: maximizing containment strength and minimizing space requirement.&lt;br /&gt;
&lt;br /&gt;
A downed high-risk entity can be stored in a [[cryptosleep casket]] until a suitable containment cell can be constructed, if one is not available.&lt;br /&gt;
&lt;br /&gt;
=== Maximizing Containment Strength ===&lt;br /&gt;
Since having multiple holding platforms or spots causes exponential reduction in containment strength, maximizing containment strength means holding fewer entities in the same room. This leads to a higher material cost and space requirement, increasing travel time; but leads to fewer entity escapes and higher dark research point gain. This can be done by:&lt;br /&gt;
* Using a [[Security door]] for an immediate gain of nearly {{Good|+160}} Containment. &amp;lt;!-- It's 160-(Previous door HP) --&amp;gt;&lt;br /&gt;
* Avoid using Bioferrite Harvesters or Electroharvesters(Note that electrical burns caused by harvesters decrease movement, which slightly increases containment strength)&lt;br /&gt;
* Hold only 1 entity in each room&lt;br /&gt;
* Use the highest HP wall and door materials possible- which will generally be naturally occurring ore deposits, [[granite|natural]] or [[Structure#Smoothed walls|smooth granite]], Plasteel, Uranium, natural or smooth limestone, Bioferrite, in that order.&lt;br /&gt;
* Ensure the rooms are lit and covered by a roof&lt;br /&gt;
* Use [[Bioferrite plating]] for flooring&lt;br /&gt;
* Build a [[Shard inhibitor]] in the containment room.&lt;br /&gt;
&lt;br /&gt;
==== Increasing dark research point gain ====&lt;br /&gt;
Beside increasing containment strength, you can gain more dark research points between each cooldown by:&lt;br /&gt;
* Not using [[Electroharvester]] on researched entities, it inflicts a {{Bad|-50%}} penalty to research gains.&lt;br /&gt;
* Having the researcher use [[Voidsight serum]].&lt;br /&gt;
&lt;br /&gt;
Containment boosting buildings come with downsides- [[Shard inhibitor]]s require a [[Shard]] to construct, and [[Electric inhibitor]]s take up a lot of space and can only affect a single platform at a time.&lt;br /&gt;
&lt;br /&gt;
=== Minimizing space requirement ===&lt;br /&gt;
This strategy has the opposite benefits and drawbacks of the previous strategy. But for low-risk entities such as [[Gorehulk]]s, de-legged [[Metalhorror]]s, or even [[Devourer]]s once you have got the means to counter them, the risk of escape is minimal, and the research penalty can be alleviated by investing in [[security door]]s or other containment facilities.&lt;br /&gt;
&lt;br /&gt;
The natural number of entities to hold in a room is 8, the maximum reached by a single bioferrite or electro harvester. This quantity reduce the containment strength by about half that for a similar room with 1 holding platform.&lt;br /&gt;
&lt;br /&gt;
With uranium walls, a lit containment room with eight holding platforms, bioferrite flooring, and a shard inhibitor will reach 142 containment, sufficient to give Noctols an escape interval of roughly 2 years.&lt;br /&gt;
&lt;br /&gt;
Gorehulks are generally the easiest entities to contain, due to their relatively low containment strength, their low melee damage, and their blunt melee attacks. They also can be de-legged to permanently be prevented from escaping (see the [[Gorehulk]] page for more details.&lt;br /&gt;
&lt;br /&gt;
Noctols have similar containment requirement and bioferrite yield to Gorehulks, but they can't be de-legged and have sharp attacks. Toughspikes are also similar. They can be de-legged by frostbite, but yield less bioferrite.&lt;br /&gt;
&lt;br /&gt;
Healthy metalhorrors are dangerous to contain. But if you can destroy their legs in combat, capturing them no longer has any risk&lt;br /&gt;
&lt;br /&gt;
Devourers are vulnerable to tox gas, which can be deployed from IED traps to down them in case of escape.&lt;br /&gt;
&lt;br /&gt;
A [[Revenant]] that escapes is highly annoying. Even if you can easily recapture them, their high containment requirement will induce other  entities in the room to escape more often.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with escapes ===&lt;br /&gt;
Entity escapes are generally not dangerous, especially if they are gorehulks, their containment cell has the sturdy security door, or they're separated to individual cells. The biggest risk in these events is accidentally killing the entity while trying to recapture. Therefor, painful and less lethal means such as tox gas, fire, or acid burn should be prioritized.&lt;br /&gt;
&lt;br /&gt;
This means that it's fairly safe to build large containment cells, even with 8 holding platforms. You can build an [[IED tox trap]] near the cell door in case of escape. Tox gas will fill the room and cause toxic buildup for the entities inside; you can repair the door while waiting for the entities to be downed. The gas will completely dissipate before toxic buildup can kill any entity, other than gorehulks or ghouls (they have lower tox resistance). Note that metalhorrors and shamblers are immune to tox gas and can't be suppressed like this.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The highest possible containment score is '''1441.1''', possible only by having a roofed containment cell whose entirely made of fortified wall, with an ancient blast door, bioferrite plating floors, six electric inhibitors, and a shard beacon- lit entirely by [[sunlamp]]s. A healthy [[metalhorror]], the entity with the highest containment requirements, would have a prison break interval of 8 years with such a setup.&lt;br /&gt;
&lt;br /&gt;
While nominally a higher value would be possible with walls made of [[compacted plasteel]], this would require a perfect generation of the ore and blast door which is effectively, if not actually, impossible.&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=180655</id>
		<title>Corrupted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=180655"/>
		<updated>2026-05-31T06:45:27Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Image wanted|reason=Gizmos}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Corrupted obelisk&lt;br /&gt;
| image = Corrupted obelisk.png&lt;br /&gt;
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;br /&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;br /&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| hp = 3000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.24&lt;br /&gt;
| focus type = Void&lt;br /&gt;
&amp;lt;!-- Activity --&amp;gt;&lt;br /&gt;
| starting range = 0.2~0.4&lt;br /&gt;
| change per day base = 0.2&lt;br /&gt;
| change per damage = 0.001&lt;br /&gt;
| warning = 0.9&lt;br /&gt;
| activity worker class = ObeliskActivityWorker&lt;br /&gt;
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| can be activity deactivated = true&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| paintable = false&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| claimable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Shard|24|1}}&lt;br /&gt;
| cover = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WarpedObelisk_Duplicator&lt;br /&gt;
| label = corrupted obelisk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''corrupted obelisk''' is one of three [[obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to clone your colonists.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary}}&lt;br /&gt;
An obelisk can {{Check Tag|Spawn Chance}} spawn in the map as a [[major threat]] event sometime after day 50 when the [[void monolith]] is 1 or greater. An obelisk has a chance to spawn 120 days after the last of any type.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Missing detail and numbers}}&lt;br /&gt;
&lt;br /&gt;
=== Obelisk mechanics ===&lt;br /&gt;
Like the other [[obelisk]]s, the corrupted obelisk has an activity level, which can be suppressed as wardening work. Reaching 100% activation will cause a special, dangerous event and cause the obelisk to be destroyed afterwards. At full HP, an obelisk gains +20% activity per day, but damaging it will raise activity, and once it falls below 80% HP, the daily rate will rapidly increase.&lt;br /&gt;
&lt;br /&gt;
Obelisks can be studied for advanced anomaly research, with the rate of study increasing with activity level.&lt;br /&gt;
&lt;br /&gt;
=== Duplicates ===&lt;br /&gt;
When suppressing or studying the corrupted obelisk, there is a chance of a duplicate of the interacting pawn appearing, occurring on average every 24 hours of interaction.&lt;br /&gt;
&lt;br /&gt;
Alternatively, after gaining 10 anomaly research, duplication can be manually triggered by a pawn with a 30 day cooldown. The pawn must be conscious and reach the obelisk.&lt;br /&gt;
:''&amp;quot;You've learned more about the obelisk. The device has the power to duplicate intelligent creatures. In theory, it can produce duplicates without limit. The obelisk appears damaged and unstable, so its energy level rises unless suppressed. If it were to fully activate, it would go into a duplication loop, chaotically pumping out a large number of flawed human duplicates. {PAWN_nameDef} thinks that it may be possible to safely shut down the obelisk but this will need significantly more study. You can now intentionally provoke a response from the corrupted obelisk.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s cannot be duplicated, and will instead show a message to that effect. [[Ghoul]]s cannot be duplicated.&lt;br /&gt;
&lt;br /&gt;
==== Duplicate downsides ====&lt;br /&gt;
When a duplicate is formed, there are four possible downsides, selected randomly:&lt;br /&gt;
* '''Hostile duplicate:''' The duplicate is hostile and will immediately attack. They can be [[downed]] and recruited as normal.&lt;br /&gt;
* Cloned colonist with '''multiple [[organ decay]]:''' Several of the duplicate's vital organs have organ decay, which causes increasing pain and reduced efficiency and will eventually kill the pawn. For further detail and treatment options, see [[Organ decay]]. &lt;br /&gt;
* Cloned colonist with '''[[duplicate sickness]]:''' While both are alive, both the original and the duplicate suffer from lowered [[consciousness]], which gradually worsens over the course of a few days, with the final stage being {{Bad|Max 10%}} consciousness, rendering them both comatose but alive. For further detail and treatment options, see [[Duplicate sickness]]. &lt;br /&gt;
* Cloned colonist with '''[[crumbling mind]]:''' The duplicate's [[consciousness]] will gradually decrease. After 2-3 days the condition becomes permanent and nominally incurable, and they will be [[incapable]] of certain work types. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. For further detail and treatment options, see [[Crumbling mind]].&lt;br /&gt;
&lt;br /&gt;
Note that organ decay, duplicate sickness, and curmbling mind are initially hidden, but can be revealed via surgical inspection.&lt;br /&gt;
&lt;br /&gt;
==== What is duplicated ====&lt;br /&gt;
The duplicated colonist will have identical mood thoughts, [[ideoligion]],{{IdeologyIcon}} [[xenotype]],{{BiotechIcon}} injuries, known [[psycasts]]{{RoyaltyIcon}} and [[psylink]]{{RoyaltyIcon}} level, [[void touched]] status, [[death refusal]] (although max. 1 charge), and any ongoing illnesses or drug effects (including [[pregnancy]]{{BiotechIcon}} and [[luciferium]] addiction). &lt;br /&gt;
&lt;br /&gt;
The duplicate will have no equipment and no artificial body parts except for psylinks and fleshmass organs (such as those granted by a [[twisted obelisk]]). Any artificial body parts will be replaced with the healthy, natural form, including all subparts that may be removed by the artificial part (e.g. a [[prosthetic arm]] will be replaced with an organic arm, including the hand and fingers). &lt;br /&gt;
&lt;br /&gt;
Notably, no social opinions are copied to the duplicate, including spouses, imperial [[title]]s,{{RoyaltyIcon}} or even familial relations.{{Check Tag|Confirmation needed|A duplicate was observed with a &amp;quot;Got some lovin'&amp;quot; social opinion carrying over associated with the original pawn's lover|Editor Note 4/6/2026, by Starcalled: I would be more than happy to provide image confirmation, however I am unable to upload images.}} There is also no special relationship between the original and duplicate. Unique connections, such as to a [[gauranlen tree]],{{IdeologyIcon}} are not duplicated. If the original colonist married and took the last name of another pawn prior to being duplicated, the duplicate will also share that last name (despite not being married).&lt;br /&gt;
&lt;br /&gt;
Additionally, duplicated colonists do not have the original's [[metalhorror]] infection pathways, and they can never gain the pre-arrival infection pathway through resurrection, either.&lt;br /&gt;
&lt;br /&gt;
=== Full activation ===&lt;br /&gt;
If the activity level of the corrupted obelisk reaches 100% it will explode, dropping a [[shard]] and causing hostile duplicates to spawn all around your colonists. Duplicate spawn randomly in proximity to any colonist. This process will not duplicate children unless child raiders are enabled in storyteller settings, in which case a minimum age of 10 still applies.&lt;br /&gt;
&lt;br /&gt;
The amount of duplicates that spawn is based on raid points. The obelisk has a budget equal to 0.6 times the colony's total raid points. The cost of each duplicate is calculated as follows from the colony's total raid points (without the 0.6 multiplier).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Raid points || Cost of each duplicate&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Raid points (100's) |yAxisTitle=Unit cost|type=line|x= 0, 5, 10, 50, 100 |y1=50, 50, 100, 200, 200}} || style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,000 || style=&amp;quot;text-align:right&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Raid points || Total duplicates&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 167 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1000 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2000 || style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5000 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 9667 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
After obtaining 30 anomaly research, the obelisk can be safely deactivated at the cost of 2 [[shard]]s. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.&lt;br /&gt;
:''&amp;quot;{PAWN_nameDef} has completed {PAWN_possessive} investigation of the corrupted obelisk. {PAWN_pronoun} has discovered a method for safely deactivating the obelisk using shards of archotechnology. You can no longer study the obelisk after deactivating it.&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
In addition, dealing enough damage instantly, e.g., with a [[diabolus]]' cannon, will allow destruction of the obelisk without triggering the full activation. [[#Brute-force destruction|See below for more detail]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A colony's pawns can be some of the most powerful assets, and one that rewards large amounts of investment. The ability to multiply these assets makes the corrupted obelisk the most desirable of the three obelisks for most colonies. &lt;br /&gt;
&lt;br /&gt;
The side effects must be accounted for pawns that are to retained, but all of them can be cured. See the relevant pages for further details.&lt;br /&gt;
&lt;br /&gt;
=== Duplication candidates ===&lt;br /&gt;
Generally speaking, how powerful the obelisk is will depend on the pawns you can feed into it and what they are used for.&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s: While it cannot duplicate ghouls themselves, the corrupted obelisk is ideal for duplicating candidates for conversion. Ghouls strongly benefit from particular [[trait]] combinations, [[genes]],{{BiotechIcon}} and a high base melee skill which can be difficult to source en masse. Note that [[artificial body parts]] won't be duplicated, but these are often simpler to source. Hostile duplicates can be captured and turned into allied ghouls without recruiting. &lt;br /&gt;
* [[Psycast]]ers:{{RoyaltyIcon}} Psycasters are some of the most powerful pawns in the game and psylink is replicated. Accruing psylink is often slow, even for new tribes, and as with ghouls, valuable traits such as [[psychically hypersensitive]] and [[trigger happy]] are rare in combination but make for significantly better psycasters. &lt;br /&gt;
* [[Void touched]]: While this does require completing the DLC, a void touched pawn is very powerful by themselves, and their ability stacks with both ghouls and psycasters.&lt;br /&gt;
&lt;br /&gt;
[[Death refusal]] and [[philophagy]] can make a suitable duplicate candiate even better. Philophagy in particular allows a pawn to be decent (or better) at all skills, even if they don't have a passion, although it is expensive in terms of [[shard]]s and requires [[prisoner]]s good at skills.&lt;br /&gt;
&lt;br /&gt;
=== Side effect mitigation ===&lt;br /&gt;
[[Death refusal]] can be copied by the duplicate and will mitigate three of the four downsides. Duplicate sickness can be immediately cured by killing either pawn and reviving. Crumbling mind can be cured by destroying the colonist's brain (before or after death). This can be done via extracting the corpse's [[skull]],{{IdeologyIcon}} using a [[subcore ripscanner]],{{BiotechIcon}} [[luciferium]] withdrawal, or more riskly by eating the corpse until the head is gone. It is usually better to cure organ decay via transplants than death refusal, but destroyed organs will be replaced when reviving.&lt;br /&gt;
&lt;br /&gt;
Similarly, [[unnatural healing]] can cure duplicate sickness, crumbling mind, and decaying organs.&lt;br /&gt;
&lt;br /&gt;
In case of a hostile duplicate, a [[Psychic shock lance|psychic]] or [[shard shock lance]] can be used to avoid accidentally killing them. Alternatively, you can make the duplicator wear a [[war mask]] and damage them beyond what their pain shock threshold was before wearing it. As the duplicate has no mask, they would be immediately downed.&lt;br /&gt;
&lt;br /&gt;
=== Obelisk activation capturing ===&lt;br /&gt;
If you attack the obelisk, its activity level will rise. When it reaches full, it will duplicate up to 30 of your colonists depending on raid points, all of them being hostile to you. However, this can be abused to mass clone a single target pawn by following the method below:&lt;br /&gt;
* Build a prison capable of holding up to 30 prisoners.&lt;br /&gt;
* [[Anesthetic|Anesthetize]] your target pawn via the operation tab.&lt;br /&gt;
* Send all other pawns (except ghouls and prisoners) on a [[caravan]] resting right outside your colony. The caravan can wait on the colony's tile so long as they don't actually enter.&lt;br /&gt;
* Have a ghoul attack the obelisk, or wait for it to reach 100% to trigger the duplication.&lt;br /&gt;
* Since the only valid target duplication on the map is anesthetized, all clones will be unconscious upon creation.&lt;br /&gt;
* Have your caravan enter the tile and capture all the unconscious duplicates.&lt;br /&gt;
&lt;br /&gt;
=== Obelisks in general ===&lt;br /&gt;
{{Obelisk Analysis|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
{{Obelisk Destruction|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Warped_obelisk&amp;diff=180654</id>
		<title>Warped obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Warped_obelisk&amp;diff=180654"/>
		<updated>2026-05-31T06:45:02Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General page stub.}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Warped obelisk&lt;br /&gt;
| image = Warped obelisk.png&lt;br /&gt;
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;br /&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;br /&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| hp = 3000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.24&lt;br /&gt;
| focus type = Void&lt;br /&gt;
&amp;lt;!-- Activity --&amp;gt;&lt;br /&gt;
| starting range = 0.2~0.4&lt;br /&gt;
| change per day base = 0.2&lt;br /&gt;
| change per damage = 0.001&lt;br /&gt;
| warning = 0.9&lt;br /&gt;
| activity worker class = ObeliskActivityWorker&lt;br /&gt;
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| can be activity deactivated = true&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| paintable = false&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| claimable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Shard|24|1}}&lt;br /&gt;
| cover = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WarpedObelisk_Abductor&lt;br /&gt;
| label = warped obelisk&lt;br /&gt;
}}&lt;br /&gt;
The '''warped obelisk''' &amp;lt;small&amp;gt;(also referred to as the &amp;quot;Abductor&amp;quot;)&amp;lt;/small&amp;gt; is one three potential [[obelisk]]s that may arrive at your colony. It will kidnap creatures and colonists on activation, sending them to an alternate dimension called the [[labyrinth]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary}}&lt;br /&gt;
An obelisk can {{Check Tag|Spawn Chance}} spawn in the map as a [[major threat]] event sometime after day 50 when the [[void monolith]] level is 1 or greater. An obelisk has a chance to spawn 120 days after the last of any type.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
=== Obelisk mechanics ===&lt;br /&gt;
Like the other [[obelisk]]s, the warped obelisk has an activity level, which can be suppressed as wardening work. Reaching 100% activation will cause a special, dangerous event and cause the obelisk to be destroyed afterwards. At full HP, an obelisk gains +20% activity per day, but damaging it will raise activity, and once it falls below 80% HP, the daily rate will rapidly increase.&lt;br /&gt;
&lt;br /&gt;
Obelisks can be studied for advanced anomaly research, with the rate of study increasing with activity level.&lt;br /&gt;
&lt;br /&gt;
=== Abduction ===&lt;br /&gt;
When suppressing or studying the warped obelisk, there is a chance that the interacting pawn is warped to the [[labyrinth]]. Inside the labyrinth, you can find gray boxes and corpses with food, organs, and weapons.&lt;br /&gt;
&lt;br /&gt;
After 10 Anomaly research points from studying the obelisk, a teleport button will appear. (15-80 day cooldown)&lt;br /&gt;
: ''&amp;quot;You've completed your investigation of the obelisk. It creates a bridge to a point in a spacetime void separated from ours along usually inaccessible spatial dimensions. The void plane is filled with a gray labyrinthine structure of astronomical scale. Someone trapped there could return by finding the obelisk's mirror version inside the gray rooms and hallways. The gray structures seem to have been created by an archotech superintelligence, but there's no way to know their purpose, age, or spatial limits. The obelisk is damaged and unstable, so its energy level rises unless suppressed. If it were to fully activate, it could begin to abduct individuals at random. You can now intentionally provoke a response from the warped obelisk.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
It can be escaped by finding another warped obelisk in the labyrinth map. Activating it will cause all pawns (including enemies) and items on the labyrinth to be teleported to the home tile.&lt;br /&gt;
&lt;br /&gt;
=== Full activation ===&lt;br /&gt;
If the activity level of the warped obelisk reaches 100%, it will teleport random pawns on the map into the labyrinth, drop a [[shard]], and then explode. Colonists, prisoners, and animals all can be teleported. Do note that the obelisk's explosion is extremely deadly within 1 tile as it causes 800 [[Damage Types#Vaporize|vaporize]] base damage within a 2.9 radius, which translates to a 5x5 square.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
After interacting with the warped obelisk inside the labyrinth, the warped obelisk in the main tile will be gone even if it has not reached its full activation. Unlike the other obelisks, there is no way to deactivate the warped obelisk using [[shard]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Obelisk Analysis|pawn_count=7}}&lt;br /&gt;
&lt;br /&gt;
If wanting to rescue a pawn inside the labyrinth immediately, one way to do so is attack the obelisk and force its full activation, which will bring more pawns (and thus more firepower) into the sub-map. Alternatively, the teleport gizmo can be used to bring a selected pawn inside.&lt;br /&gt;
&lt;br /&gt;
{{Obelisk Destruction|pawn_count=7}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=180653</id>
		<title>User:Harakoni</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=180653"/>
		<updated>2026-05-31T06:44:59Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Common errors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'{{DISPLAYTITLE:Harakoni, RimWorld Wiki Moderator}}''&amp;lt;big&amp;gt;Greetings! This is Harakoni's user page. I'm a moderator here, so feel free to post on my [[User talk:Harakoni|talk page]] if you need assistance.&amp;lt;/big&amp;gt;''' [[Category: Harakoni page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;You can see my contributions [[Special:Contributions/Harakoni|here]]. &amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;You can compare almost every item in the game [[User:Harakoni/Comparison_Tables|here]]. &amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
Hey Harakoni, if you're looking for your mess its here: [[User:Harakoni/Sandbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
{{#expr: &lt;br /&gt;
{{#ask: [[Category:Pages that need images]] | format = count}} +&lt;br /&gt;
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{{#ask: [[Category:Stubs]] | format = count}} }} Pages to fix&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
{{Q|page|Market Value Base #}}&lt;br /&gt;
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style=&amp;quot;background: hsla(120, 100%, 50%, 1.0);&amp;quot;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;clear:left&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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[https://www.mediawiki.org/wiki/Manual:$wgMaxImageArea Maximum image area equates to 3500x3500px]&lt;br /&gt;
&lt;br /&gt;
This is a way to link to a list without making it ugly {{#ask: [[Range::&amp;lt;26]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]] | ?Range | limit = 0| searchlabel = here}}.&lt;br /&gt;
&lt;br /&gt;
[[User:Harakoni/List_of_known_bugs]]&lt;br /&gt;
&lt;br /&gt;
https://www.semantic-mediawiki.org/wiki/Help:Table_format#Predefined_datatable_classes&lt;br /&gt;
&lt;br /&gt;
There's no mistakes in RimWorld, only surprise wealth management techniques - Necrofancy&lt;br /&gt;
&lt;br /&gt;
[[Special:Preferences]]&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
I created, or contributed to the point where the difference is academic, the templates below:&lt;br /&gt;
&lt;br /&gt;
If you have any issue with any of them, including any instructional or formatting problems, please feel free to ask on my discussions page.&lt;br /&gt;
&lt;br /&gt;
==== Table templates ====&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Rollout !! Feature&amp;lt;br/&amp;gt;Complete !! Notes/TO-DO&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Building Stats Table]]  || [[Template: Building Stats Table Row|&amp;lt;nowiki&amp;gt;{{Building Stats Table Row}}&amp;lt;/nowiki&amp;gt;]] ||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Stats Table]] || [[Template: Apparel Stats Table/Row]]  || {{Check}} || {{Check}} || Making an interstitial template might be more processor/load time efficient - the template would instead call a middle template, which calls the row template for every quality of that material. This would let you call the material stats once total instead of once per quality. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Stats Table]]  || [[Template: Weapon Stats Table/Melee]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Melee/Row]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Ranged]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Ranged/Row]] || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pawn Attack Table]] || {{Check}} || {{Cross}} || Maybe add support for weapons table?&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Persona traits]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Apparel comparison table row]]  || ||{{Cross}} || ? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Psychic Sensitivity Factor Table]] || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Leather List]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Recipe List]] || [[Template:Recipe List Row]]  || {{Check}} || {{Cross}} ||&lt;br /&gt;
*Added crafted resources/drugs/etc&lt;br /&gt;
*Consider adding Value-Work Efficiency	Value-Materials Efficiency	Value-Weight Efficiency&lt;br /&gt;
*Consider adding skill requiremnts&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Ingredient List]] || [[Template: Ingredient List Row|&amp;lt;nowiki&amp;gt;{{Ingredient List Row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pawn Table Header]] || ||{{Cross}} || {{Cross}} || Add a header in which you can input a pawn type (e.g. Tribes/Empire/Pirates/Mercenaries etc) and it will output the table nicely for you and provide an edit link for the page. &lt;br /&gt;
* Make it so that muliple tables can be merged? E.g. Pirates + Mercs?&lt;br /&gt;
* Decide on fomratting. Splitting hediffs into their own categories (budget and list of things) and listing apparel like with weapons, and having weapons, apparel and hediffs in expandable sections to cut down on bloat should all help.  &lt;br /&gt;
**[[Man in Black]]&lt;br /&gt;
**[[Mercenaries/Pawns]]&lt;br /&gt;
**[[Tribes/Pawns]]&lt;br /&gt;
**[[Outlanders/Pawns]]&lt;br /&gt;
**[[Ancients/Pawns]]&lt;br /&gt;
**[[Pirates/Pawns]]&lt;br /&gt;
**[[Empire/Pawns]]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Hediffs should be in an expandable section to prevent table bloat, likely in their own section.&lt;br /&gt;
*Available apparel like weapons has&lt;br /&gt;
*Traits sortable? Probs not&lt;br /&gt;
* give them row ids like empirepawns.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Grow Table]] || || {{Check}} || {{Cross}} || Add nutrition for pages that have make food because someone was already confused about the plant nutrition vs vs the products nutrition&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Recreation Power Quality Table]] || ||{{Check}} || {{Cross}} || When its understood how rec power translates into time taken to fill rec bar, add time to fully recreate. If this is done, add a no-quality version that only has one column so it can show the rec power time ratio.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Comfort Quality Table]] || ||{{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Rest Effectiveness Quality Table]] || ||{{Check}} || {{Cross}} || Sleep accelerator and time to sleep &lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Psychic Sensitivity Quality Table]] || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Heal Option Table]] |||| {{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Stat Factors Table]] |||| {{Check}} || {{Cross}} || See page for other notes. Is currently written such that transition away from [[Property:Skill]]/[[Property:Skill Base Factor]]/[[Property:Skill Base Factor]] to &amp;lt;SKILLNAME&amp;gt; Bonus Factor etc will be relatively painless, but it should still be implemented.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Animal Health Table]]  || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
* Bones don't bleed, and are not destroyable by damage, and cannot receive permanent injury&lt;br /&gt;
* Move to more descriptive name?&lt;br /&gt;
* Add importance % to capacity&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Aiming Time Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Ranged Cooldown Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Weapon Time Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Tree Comparison Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Meal Comparison Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Body Part Weapon Table Row]] |||| {{Cross}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Stomach Comparison Table]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Ask Table Formatter]] |||| {{Check}} || {{Cross}} || A way to do operations on a thing would be useful.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Egg Table Row]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Layer Table Row]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Sight Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Hearing Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Moving Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Manipulation Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Mechanoid Table Row]] |||| {{Check}} || {{Cross}} || Replacement for [[Mechanoid_creation#Controllable_mechanoids]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Faction Xenotype Table]] || [[Template: Faction Xenotype Chance]] || {{Check}} || {{Check}} || Displays xenotype percentages of a faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Xenotype Faction Table]] || [[Template: Faction Xenotype Chance]] || {{Check}} || {{Check}} || Displays percentages of a xenotype in various factions.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Pawn Temperature Row]]  |||| {{Check}} || {{Check}} || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Other templates ====&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Rollout !! Feature&amp;lt;br&amp;gt;Complete !! Notes/TO-DO&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: True Melee DPS Calculator]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* Investigate Knife&amp;gt;Gladius for steel at normal. &lt;br /&gt;
* Add support for adding weapons/animals together. E.g. power claw + plasteel longsword.&lt;br /&gt;
* Animal base [[Melee Hit Chance]] = 62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon DPS Chart]]  ||  ||  {{Cross}} || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Iterated DPS Chart]] || [[Template:Weapon DPS Iterator|&amp;lt;nowiki&amp;gt;{{Template:Weapon DPS Iterator}}&amp;lt;/nowiki&amp;gt;]] -&amp;gt;&amp;lt;br&amp;gt;[[Template: Weapon Iterated DPS Chart Segment|&amp;lt;nowiki&amp;gt;{{Weapon Iterated DPS Chart Segment}}&amp;lt;/nowiki&amp;gt;]])||{{Cross}} || ? ||&lt;br /&gt;
*Add armor or at least DPS reduction&lt;br /&gt;
*Add minimum range and then add to turrets.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Protection Chart]] || [[Template: Apparel AP Calculation]] ||{{Cross}} || ? ||&lt;br /&gt;
*Flak and Duster vs Marine&lt;br /&gt;
* add color option so you can have plasteel be teal, devilstrand red etc. See [[Plate armor]] for relevant example.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Protection Chart/Quality Generator]] || [[Template: Apparel Protection Chart]] ||{{Cross}} || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Nav/materials]] which replaced my other creation [[Template: Nav/textiles|&amp;lt;nowiki&amp;gt;{{nav|textiles|wide}}&amp;lt;/nowiki&amp;gt;]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
*Switch to [[Resources]]?&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/Utility]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/factions]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/stats]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/status levels]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Habitats]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Version Nav]]  || ||{{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Console]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: ConsoleIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: PCIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Royalty]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Ideology]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
 |[[Template: Biotech]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: RimworldIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: RoyaltyIcon]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:IdeologyIcon]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:BiotechIcon]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Stonecutting maximization]]  || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* [[General Labor Speed]] controls making [[stone blocks]], making [[chemfuel]] at a [[refinery]], burning items, [[hand tailor bench|tailoring]] clothes, creating [[Sculpture|art]], [[electric smithy|smithing]] armor and weapons or [[Electric smelter|smelting]] slag. [[Template:Stonecutting maximization]] only covers stone cutting atm but could be applied to all these pages if written in a more generic way. &lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Market Value Calculator]]   || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Daily Tip]] || || {{Cross}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Tag List]] || [[Template:Tag List Excluder]] ||  {{Check}} || {{Cross}} || Now that most tags have been split up into individual entries in to the properties, this can be rewritten to be less clunky.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Current Version]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Required Resources]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* Add simple mode with just icons.&lt;br /&gt;
* Add &amp;quot;s&amp;quot; when using words that should be plural (components) and tthere are more than 1. &lt;br /&gt;
* Add stuff types when the thing detects stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Sic]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|- &lt;br /&gt;
| [[Template: Market Value]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|- &lt;br /&gt;
| [[Template: Quality Calculator]] |||| {{Cross}} || {{Cross}} || E.g. ((Quality Calculator|Monosword|Excellent|Attack 1 Damage)) or  ((Quality Calculator|Duster|Excellent|Armor - Sharp|Thrumbofur)) &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Check Tag]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Page Under Construction]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Acquisition]] |||| {{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Body Modder Summary]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Egg Layer Summary Note]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Good]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Bad]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Control Panel]] |||| {{Cross}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Move Speed Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Social Impact Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: IED Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Suppression Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Nudity Note]] |||| {{Check}} || {{Cross}} || Missing info on PREVENTING nudity. Also put on every headgear and utility page?&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Utility Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pyromaniac Weapon Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Cleanliness Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Faction Xenotype Chance]] |||| {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Stacked image]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Thought]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Icon List]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Containment Note]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Up]] |||| {{Check}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Down]] |||| {{Check}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Transmute Steel Acquisition Note]] |||| {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Obsolete templates ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Feature&amp;lt;br&amp;gt;Complete !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Material Table]] || [[Template: Weapon Material Table Row]] || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Other Weapon Attack Table]]|| || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Weapon No Quality Table]] || || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Material Table]] || [[Template: Apparel Material Table Row|&amp;lt;nowiki&amp;gt;{{Apparel Material Table Row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || Merged into [[Template: Apparel Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Armor material table]]||||  {{Check}} || Outdated but retained for use in history.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Clothing material table]] || [[Template: Clothing material table row|&amp;lt;nowiki&amp;gt;{{Clothing material table row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || Outdated but retained for use in history.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harakoni namespace templates ==&lt;br /&gt;
I also created the following templates, however they are not intended for wiki-wide use&lt;br /&gt;
Set wide to-do: Swap Q for &amp;lt;nowiki&amp;gt;{{#show}}&amp;lt;/nowiki&amp;gt; and reduce template load on comparison pages. If suffcient roll out to main.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/RangedQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/RangedQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffable|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/MeleeQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffableMaterial|WEAPONNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeStuffable|WEAPONNAME|MATERIALOPTIONAL}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQuality|APPARELNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffable|APPARELNAME|CLOTH/METAL}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/ArmorQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffableMaterial|APPARELNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MarketValueChecker|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MarketValueChecker}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/OptimumTextiles|&amp;lt;nowiki&amp;gt;{{User:Harakoni/OptimumTextiles}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeSelectionWeight]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ChairQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ChairQualityStuffable|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Groups of pages ==&lt;br /&gt;
These are pages that have commonalities that should have similar/standardised formatting. Note categories don't have to be mutually exclisive. &lt;br /&gt;
Anyone reading these, feel free to add to&lt;br /&gt;
* Things that emit a [[shield]]&lt;br /&gt;
* Psyfoci&lt;br /&gt;
* Psycasts&lt;br /&gt;
* Utility&lt;br /&gt;
* Needs&lt;br /&gt;
* Subcores&lt;br /&gt;
* Diseases&lt;br /&gt;
* Drugs&lt;br /&gt;
* resources that act as fuels&lt;br /&gt;
* materials&lt;br /&gt;
** &amp;lt;Mat cats here&amp;gt;&lt;br /&gt;
* Body parts&lt;br /&gt;
** Implants&lt;br /&gt;
** Replacements(Name?)&lt;br /&gt;
** Arms/Legs/Eyes/Hearts/Spines/Etc&lt;br /&gt;
** Skin glands&lt;br /&gt;
* Apparel&lt;br /&gt;
** Noble gear&lt;br /&gt;
** Psycasting gear (eltex, prestige armor, bioferrite, psyfoil etc)&lt;br /&gt;
* Weapons&lt;br /&gt;
** Melee &lt;br /&gt;
** Ranged&lt;br /&gt;
** Persona weapons&lt;br /&gt;
* Buildings&lt;br /&gt;
** Turrets&lt;br /&gt;
** Traps&lt;br /&gt;
*** IEDs specifically&lt;br /&gt;
** Buildings the explode when damaged&lt;br /&gt;
** fueled buildings&lt;br /&gt;
** Buildings that put out light&lt;br /&gt;
***Darklights&lt;br /&gt;
** Spots&lt;br /&gt;
** Holding spot and platform&lt;br /&gt;
** Doors&lt;br /&gt;
** Non-edifice floor things (Rugs, spike stars etc_&lt;br /&gt;
** Recreation items&lt;br /&gt;
** Things that heat and/or cool&lt;br /&gt;
** Seats&lt;br /&gt;
** Beds&lt;br /&gt;
** Mech cluster buildings&lt;br /&gt;
** Power generation/consumers&lt;br /&gt;
** Production benches&lt;br /&gt;
*** Research benches&lt;br /&gt;
** Floors&lt;br /&gt;
* Plants&lt;br /&gt;
** Wild&lt;br /&gt;
** Domesticated&lt;br /&gt;
* Ruins&lt;br /&gt;
* Food&lt;br /&gt;
** Meals&lt;br /&gt;
** Meat&lt;br /&gt;
** Eggs&lt;br /&gt;
** Vegetables&lt;br /&gt;
* Factions&lt;br /&gt;
* DLC&lt;br /&gt;
* Stats&lt;br /&gt;
* Orders&lt;br /&gt;
* Gas&lt;br /&gt;
* Xenotypes&lt;br /&gt;
* Pawns&lt;br /&gt;
** Animals&lt;br /&gt;
*** pets&lt;br /&gt;
*** Egg layers&lt;br /&gt;
*** &amp;lt;dietary types&amp;gt;&lt;br /&gt;
*** Trainabilities&lt;br /&gt;
*** Insectoids&lt;br /&gt;
** Mechanoids&lt;br /&gt;
** Entities&lt;br /&gt;
*** Fleshbeasts&lt;br /&gt;
&lt;br /&gt;
== Textileproject ==&lt;br /&gt;
* Textile automation. Proof of concept: Out of all {{#ask: [[Type::Textile]]&lt;br /&gt;
| format = Count &lt;br /&gt;
}} textiles, human leather ranks at {{#vardefineecho: rank| {{#ask: [[Type::Textile]] [[Armor - Sharp Factor::&amp;gt;{{#expr: {{Q|Human leather|Armor - Sharp Factor}} + 0.000001}}]]&lt;br /&gt;
| format = Count&lt;br /&gt;
}}}}{{#ifexpr: {{#vardefineecho: ties | {{#expr: {{#ask: [[Type::Textile]] [[Armor - Sharp Factor::&amp;gt;{{#expr: {{Q|Human leather|Armor - Sharp Factor}}}}]]&lt;br /&gt;
| format = Count&lt;br /&gt;
}} - {{#var: rank}}}} }} &amp;gt; 0|, tied {{#var:ties}} ways,|,}} in terms of sharp protection.&lt;br /&gt;
&lt;br /&gt;
Need to separate out dlc and core only. E.g. 1st of core, 3rd with dlc.&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
* Templatize fuel consumption for summary?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Technical Detail about large fires&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
   thisnis neat. stealing this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Furskin disabled on ghouls?&lt;br /&gt;
** &amp;quot;Mechanoid raids and [[mechanoid cluster]]s{{RoyaltyIcon}} no longer occur as [[Events#Major threats|major threats]]; other effects may still triggering them&amp;quot;, then mechanoid bossess appearing to provide chips. actual tests need to be run to figure out what spawns and wear and disessminatr it across pages&lt;br /&gt;
&lt;br /&gt;
* Horax cult lore&lt;br /&gt;
* [https://rimworldwiki.com/wiki/Special:PrefixIndex?prefix=MediaWiki%3A&amp;amp;namespace=0 y]&lt;br /&gt;
* For things with multiple sorites wr could bave a slideshow in the infobox and have them stored as image2 etc and allow them to be displayed elsewhere like in tables&lt;br /&gt;
* Penox high duration and other summary info like OD mechanics&lt;br /&gt;
* Does the [[chemfuel canister]] explode &lt;br /&gt;
* Blind smoke copy pasta, see [[smoke launcher#summary]]&lt;br /&gt;
* Learning assistants are ideal for children wsp with booksd&lt;br /&gt;
* Reminder that you're notnhappy with the beam repeater page as it is.&lt;br /&gt;
* hemogen times to transfuse vs time to tend using medical operation speed and tend speed at different skill levels.&lt;br /&gt;
* At what ratio of primary doc skill to secondary doc does self tend make sense to turn off&lt;br /&gt;
* Beam weapon shield interactions&lt;br /&gt;
* How do thruster and wind turbine exclusion zones interact wkth the map.edgr.&lt;br /&gt;
* Check categorisation of cube sculpture images&lt;br /&gt;
* [&lt;br /&gt;
up down tmeplates for psychich sensitivity all over the wiki&lt;br /&gt;
* Turrets and teaps (inc hunter and wasp traps) troggering with invisible &lt;br /&gt;
* Consider adding basic selection weight to attack tables&lt;br /&gt;
&lt;br /&gt;
 class=&amp;quot;mw-no-invert&amp;quot; &lt;br /&gt;
https://meta.miraheze.org/wiki/Help:How_to_improve_the_dark_mode_appearance_of_my_wiki&lt;br /&gt;
&lt;br /&gt;
* Resucing pawns in vacuum seems to prpvide vacuum resist ofnrescuer to pawn?&lt;br /&gt;
&lt;br /&gt;
waterCellCost&amp;gt;1&amp;lt;/waterCellCost&amp;gt;&lt;br /&gt;
 &amp;lt;moveSpeedFactorByTerrainTag&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;key&amp;gt;Water&amp;lt;/key&amp;gt;&lt;br /&gt;
        &amp;lt;value&amp;gt;2.0&amp;lt;/value&amp;gt;&lt;br /&gt;
      &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/moveSpeedFactorByTerrainTag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Check that every pawn has images for all the views. Ody is doen.&lt;br /&gt;
* Do a table of all the animal stats and see what is missing. Maybe standardize infobox format for them&lt;br /&gt;
* ?&amp;lt;nameOnTameChance&amp;gt;1&amp;lt;/nameOnTameChance | herdanimal = false&lt;br /&gt;
| predator = true&lt;br /&gt;
* Crawling -  They only crawl to a sleeping spot and are otherwise incapacitated. They are fully incapacitated and cannot be drafted. As soon as they have an assigned bed/sleeping spot or hospital bed/sleeping spot reachable, they will crawl directly to it. As soon as the bed/spot becomes unavailable/unreachable they get back to being incapacitated.&lt;br /&gt;
* Egg hatching times&lt;br /&gt;
* [[Farskip#Summary]] is a little confusingly laid out for new players without context. content is great, but presentation could get some work.&lt;br /&gt;
* [[Body heat]] - roll out to pawn pages with templatized explanaition. Also check wether capped?&lt;br /&gt;
* How is a pawn's hunger rate calculated? And what is the difference between HungerRateMultiplier, HungerRateFactor, and HungerRateFactorOffset? -&amp;gt; BaseRaceRate * LifeStage * BackstoryTrait * (product(HungerRateFactors) + sum(HungerRateFactorOffsets)) * (sum(HungerRateMultiplier)) (Old, verify)&lt;br /&gt;
If you are familiar with PoE, HungerRateMultiplier is a more multiplier and HungerRateFactors is an increased multiplier&lt;br /&gt;
* Bleeding, pain, damage and healing of artificial body part.&lt;br /&gt;
* packs with rechargable charges - are they implemented the same as dueld items? if so spread fuel infobox changes to them. also standarize all fueled object wording.&lt;br /&gt;
* Subcores and their worknstations - analysis standardization, maybe transclusion, mention ability to uninstall the workbenches once bandwidth has been reached.&lt;br /&gt;
* [[War crimes]]&lt;br /&gt;
* ideo statue page?&lt;br /&gt;
* [[Cross DLC content]]&lt;br /&gt;
** Darklight brazier&lt;br /&gt;
** Prestige robe modifier&lt;br /&gt;
** Sophian culture, Horaxian style, Bloodfeeding, ritualist, and inhuman memes, growth vats, bloodfeeders, child labor, mechanoid labor, psychic rituals, void study, inhumanizing precepts, xenotype preferences&lt;br /&gt;
** factions with ideo and enotype&lt;br /&gt;
* Animal grazing:&lt;br /&gt;
** Take animal on caravan in an biome where they can eat.&lt;br /&gt;
** Doesn't allow wool/milk/egg to be gathered. &lt;br /&gt;
** Can tehy breed? Mixed reports&lt;br /&gt;
** Do they have to be pen animal, does training decay on caravan? Can it be tended on caravan?&lt;br /&gt;
** shepard has to have high plants to feed themelves, or they need to pack or be sent meals. Tribals have an easier time for this. &lt;br /&gt;
** If the gestation and resource growth times are close, and the timers for both progress on caravan, you come home, collect resources while they get pregnant. &lt;br /&gt;
** Btw if you clic on “rest” as soon as your caravan leaves for the world map, your caravan will rest right on top of your own colony. Caravans never get ambushed when sitting on top of a settlement, including your own. If you have more than one pawn guarding it, then at any point you can split the caravan and tell whichever half to come to your colony.&lt;br /&gt;
* Standard section for artificial body parts that show on the pawn visually - bionic eye  archktech eye, flesh whip, flesh tentacle, ghoul olatin, ghoul babrbs&lt;br /&gt;
* Go through psycast and be explict whrn can target self. &lt;br /&gt;
* Theres some bad advice mixed in with [[Wealth management]]&lt;br /&gt;
* Non-human pawn table standard:&lt;br /&gt;
** [[Mechanoid hive/Pawns]]&lt;br /&gt;
** [[Fleshbeasts/Pawns]]&lt;br /&gt;
** [[Insectoids/Pawns]]&lt;br /&gt;
* investigate ideal storage room. is an entire room filled with shelves thr same speed penalty as going over one shelf&lt;br /&gt;
* Standardise Analysis of [[wall torch lamp]]/[[torch lamp]]/[[wall lamp]]/[[standing lamp]]/[[flood light]]&lt;br /&gt;
* There are genes in the infobox on the page but the var isnt actually set. could automate the displays, the links in on the gene pages etc.&lt;br /&gt;
* Walls spliting non edifices in bedrooms for maximum beauty. put in corners 3x3s can hit 4 rooms and each room can have multiple.&lt;br /&gt;
* kind instinct and extra pain disable a number of bad fsctor and add a bunch of good factors massively increase conversion rate.&lt;br /&gt;
* [[Harbinger tree]]&lt;br /&gt;
* noble apparel template&lt;br /&gt;
* Light template&lt;br /&gt;
* Light pages all say that light does not stack but light does stack. does it only stack to 50%? or to the light sources max? if the latter that has impact on sunlamps.&lt;br /&gt;
* Gene list on xenotype infobox. Seems to not actually do anbything but it could...&lt;br /&gt;
* Raw food poisoning note &lt;br /&gt;
* Anesthetic strat via reddit: &amp;lt;!--I discovered this while looking in the game files: The status &amp;quot;anesthetic: woozy&amp;quot; has a small chance of 'affecting memory'. It eliminates one random thought every 5 days or so of pawns that are affected by this effect. That's not very often, so generally you won't ever notice this of course, but if you have a pawn that just lost a close relative, this mood debuff will last for 30 days so theoretically you can put them under over and over (every time they're down to &amp;quot;anesthetic: wearing off&amp;quot;), so they spend as much time as possible in this state, until the barbiturates mess up their brain so badly every memory of their beloved is gone &lt;br /&gt;
&lt;br /&gt;
For optimal chances of eliminating the right memory, make sure you reduce the number of thoughts the subject has to a minimum by putting them in an empty room with neutral food and recreation, no tattered apparel or anything like that. I doubt it's really worth the hassle, considering how small the chance is and that you have to spend a ton of herbal to put a pawn under so many times. But if you really don't want to deal with the mood debuff and don't want to take their legs off, this is one way to do it.--&amp;gt;&lt;br /&gt;
* A nice comparison template for toxic resistance and toxic environment resistacne that lets you compare at a glance. &lt;br /&gt;
* [[RimWorld Wiki:Style guide]] section about proper dlc icon and banner useage.&lt;br /&gt;
* Natural organs summaries are non-standard&lt;br /&gt;
* add weapon fire audio to pages&lt;br /&gt;
* IED antigrain has decent intro text, most ied intro text is bad.&lt;br /&gt;
* Bonus deathrest capacity from serums resets even if one implants another xenogerm with deathrest&lt;br /&gt;
* For every artificial body part that rplaces a harvestable body part, put/move the section about harvesting the organic version in the installation section and explicitly note that any damage/ailment/disease/scarring will cause the orgnaic oart to be lost forever.&lt;br /&gt;
** Related: Do fleshbeasts spawn when wheb replacing flesh part with artifical part?&lt;br /&gt;
* Do crypto chambers suspend the duration of negative mood buffs?&lt;br /&gt;
* Turrets are stunnable by stun damage as well as EMP, what does this mean?&lt;br /&gt;
* Split [[Property: Maintenance Reason]] into individual categories and update the wiki to do. &lt;br /&gt;
* [[Jump pack]] and [[locust armor]] need standardisation between the two of them.&lt;br /&gt;
* Can paramedics use NPD's for their patients? Regardless of answer, diseminate to NPD, NPM, Paramedic pages.&lt;br /&gt;
* If mechs dont make never sleep caravans stop, this is a significant benefit to mechs. Also consider reporting mechs and.half cyclers and body mastery as buggs if they do stop caravans&lt;br /&gt;
* shields and incinerators - using shields and agianst shieds&lt;br /&gt;
* perfect memory corrup obelisk&lt;br /&gt;
* crafted resource nav?&lt;br /&gt;
* can you scare animals away from their kills and your food stores with gunfire not targetted at them to avoid agroing&lt;br /&gt;
* Venom fangs might be good with all the Melee Damage Factor buffs. you can go like 74% buildup ij a single strike. A 20 damage attack Nominally deals thirty toxic build up but what's hapoens when the attack hits a finger that onky has 8 hp? dies it deal 12 TB? OR 30? does tge overflow matter? does tgat make a karger disparaty betewwww bite and scratch attacks&lt;br /&gt;
* templatize dlc banners for consistency and file name space detection &lt;br /&gt;
* Individal pages for each raid type? Might be useful for analysis. Already have ypsicic oens from mrotals.&lt;br /&gt;
* For each psycast, mentione the need for the a minimum psyfocus level&lt;br /&gt;
* Mech cluster combat power&lt;br /&gt;
you tu.be/FICHddV2cno&lt;br /&gt;
* Does [[Assembly Speed Factor]] increase above 100% cleanliness &lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
==Asks==&lt;br /&gt;
{{#ask: [[Coverage::+]] [[Type::Gear]]&lt;br /&gt;
|?Clothing For Nudity&lt;br /&gt;
|sort=Clothing For Nudity&lt;br /&gt;
|limit = 500}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
There are lots of things that have CLothing for nudity yes, but don't affec.t Need to make [[Nudity]] page. &lt;br /&gt;
&lt;br /&gt;
* Installing a detoxifier lung might completely subsidise its creation material wise because you can sell the lung?&lt;br /&gt;
* manhunter pulse is excellent against fleshbeasts but only affects some types?? &lt;br /&gt;
* Add canTarget to psycasts.&lt;br /&gt;
* Check the patches in the DLC data to see what changes - some items have descriptions change for example e.g. go-juice description re: psycasters.&lt;br /&gt;
* Mech gestators have progress bars displayed on their sprites. add to page&lt;br /&gt;
* Verify blood feeder precept only affects pawns with bloodfeeder gene not  all  hemogenic pawns,  and then disessminate  to relevant pages.&lt;br /&gt;
* Verify thump cannons don't have quality any more - previously they'd spawn as poor, Normal, and Good quality&lt;br /&gt;
* Add what buildings turn a room into on the building pages - i.e. beds turn a room into a bedroom, or if set to medical a hospital, or if set to prisoners a prison, or if more than one a barracks/hospital/prison barracks.&lt;br /&gt;
* xenogerm is probably the ideal early game transhumanist pleaser.&lt;br /&gt;
* test cataphract against venom fangs at skill 10&lt;br /&gt;
* [https://rimworldwiki.com/index.php?title=Loyalty&amp;amp;action=edit&amp;amp;redlink=1]&lt;br /&gt;
* [[Version/0.8.671]] - existed, but not documented.&lt;br /&gt;
* [[Version/1.0.2059]] - Real version number of 1.0.0?&lt;br /&gt;
* [[Version/1.1.2554]] - Real version number of 1.1.0?&lt;br /&gt;
* [[Blasting charges (mod)]] and [[Blasting charge]] and [[shiv]] - remake into obsolete page?&lt;br /&gt;
* Bionics body weight effects&lt;br /&gt;
* Accele-potato plant&lt;br /&gt;
* Temperature genes affect slept-in-cold/heat temperatures.&lt;br /&gt;
* Do crypto chambers suspend the duration of negative mood buffs&lt;br /&gt;
* [[Lore#Xenotypes]] and [https://store.steampowered.com/news/app/294100/view/3319740412995643281 steam page]&lt;br /&gt;
* [[Shield belt]]s protect against all forms of antigrain - fire shell, warhead being damaged, and ied. Wb flame and bomb explosions? &lt;br /&gt;
* [[Template:Ticks]] and its family of subtemplates is convoluted. Simplify and combine.&lt;br /&gt;
* Add Polluted biome to infoboxmain?&lt;br /&gt;
* psycast page genes.&lt;br /&gt;
* Melee damage gene = less turret explosions. + high quality Breach axe = good?  &lt;br /&gt;
* &amp;quot;The mortars aren’t even the real benefit of the new mortar system. The benefit is being able to carpet your base with IEDs since they become positively dirt cheap and never miss&amp;quot;&lt;br /&gt;
* Meal analyses expansion.&lt;br /&gt;
* mechanoid melee verbs on pages. See mechanoid table row for example.&lt;br /&gt;
* https://twitter.com/LudeonStudios/status/1642197185373585408 ribworld. DLC name theory context etc.&lt;br /&gt;
* Bring all raw plant foods to [[raw fungus]] standard.&lt;br /&gt;
* Children can meditate at teh anima tree. Mention and strategy.&lt;br /&gt;
* What is the net total of stat effects of Focus psycasts.&lt;br /&gt;
* {{MTB}} - Mean time between = time/failures. Reliability (chance of run without failure for given time) = e ^ (-failure rate x time)&lt;br /&gt;
** Stolen from Khitrir and Bork e.g. Chance of death from go juice. Mtb of death while in major 3 days = 3days/1 failure. Average time in major from a random OD 0.17 days. Chance of death from random OD = (1 - e&amp;lt;sup&amp;gt;(-(1/3)*0.17)) * chance of overdose 0.5% = 0.0275% chance of death per dose of gojuice&lt;br /&gt;
** make into auto template similar to [[Template:Ticks]]&lt;br /&gt;
* Console edition UX UI: https://www.youtube.com/watch?v=Gr8AK3r9Z_8&lt;br /&gt;
* Anicent lmaps are moving to core in 1.4, as are capes kinda.&lt;br /&gt;
* Effectiveness of Manhunter Pulse and animal pusler on yttakin raids.&lt;br /&gt;
* &amp;quot;Edit: Alright! So! Fully clean vanilla game, a pawn with no arms CAN feed themselves, but they CANNOT haul items, clean, or equip weapons, alongside many other things.&amp;quot; - per reddit user Lord_Of_Coffee. Despite manipulation not affecting cleaning time. so 1% manip = fully leaning speed 0 = no cleaning at all.&lt;br /&gt;
* Who gets an archotech eye:&lt;br /&gt;
** Only the following get bonuses above 100%: Shooters, Melee, Cooks, Doctors, Researchers&lt;br /&gt;
** '''Shooters''': Full bonus.&lt;br /&gt;
** '''Melee''': Full bonus.&lt;br /&gt;
** '''Cooks''': Reach cap with at skill 15 with gastro analyser. 16 with 2x bionic arms. 12 with 2x archotech arms. Or 11 with gastro an bionics (add arm bonuses to [[cooking speed]]. &lt;br /&gt;
** '''Doctors''': Only need 1 and 1x bionic eye to cap, and even then the bionic is a small bonus&lt;br /&gt;
** '''Researchers''': Reach cap with 1x bionic eye&lt;br /&gt;
** Doctors and fighters of either type, but only 1 eye each at first. because of the weighting for the dominant eye&lt;br /&gt;
* Derp - royalty and ideology planets and moons are the same but rotated. Figure out what to do re them. &lt;br /&gt;
* [[:File:ChangeGameVersion.mp4]]&lt;br /&gt;
* Archotech towers emit negative mood in radius like psychic emitters. &lt;br /&gt;
* Cheapest chair type, quality and material to get comfort 1.0+&lt;br /&gt;
* [[:File:Deermale_east.png]] Old version is higher res. From art source? Crop to 128?&lt;br /&gt;
* Add a habitat counter for leather list? As in animals that drop this leather are available in the following biomes: blah.&lt;br /&gt;
* Psycaster apparel and Noble apparel summaries.&lt;br /&gt;
** [[title]] cloth requirement tags are sorted - need to create standardized template for use in Summary Sections of required clothes to replace the current :Up to the rank of blah this or an altenrative is needed&amp;quot; This should be placed in summaries as well anyway.&lt;br /&gt;
* Titles - rewrite the noble and eltex apparel pages to reflect the reality of title requirements per [[Titles#General_mechanics]] - e.g. cape is cost effective and proective as it works for the body slot for every rank up to Count, eltext shirt and a prestige cataphtract helmet can be worn by anyone etc.&lt;br /&gt;
* [[Mindscrew#Removal]] for the other unremovable implants?&lt;br /&gt;
* Buildings that need to be in the ideo to buidl - e.g. altars, need to be noted in acquisition&lt;br /&gt;
* Sandbags v Barricades&lt;br /&gt;
** Same cover. Same time to walk over each. Barricades are much slower to construct. &amp;quot;You can use sandbags in a pinch when attacking enemy installations. At only 3 work to make, you essentially have portable cover&amp;quot;. But permanent are better left to barricades - they're less uglgy and tend to have more HP. For this reason, Plasteel barricades are best for permanent defensive locations.  High teier leathers that compete with stone tend to be in hgh demands. The terrain affordance may sometimes be relevant tho. &lt;br /&gt;
* Table-ize factors on stats to allow sorting?&lt;br /&gt;
* destroyyield is nonstandard in infobox main, should be destroy yield&lt;br /&gt;
* AP of AoE weapons including grenades.&lt;br /&gt;
* Roof drop traps deal between 15 and 30 crush damage at 0 AP to the any of the following: Neck, Head, Eyes, Ears, Nose, Jaw for humans. Helmets and flak vests make for significantly reductions to the damage dealt. Construction helmets are relevant. Check efficacy on tribals vs pirates vs mechs vs bugs. Discuss roof traps on new [[Roof]] page when created. &lt;br /&gt;
* A place to host a combined table for both [[Floors]] and [[Terrain]]. &lt;br /&gt;
* Potatoes in hydroponics for deserts because of work efficiency per food&lt;br /&gt;
* [[Advanced Endgame Guide]] [[Quests]] [[Ending the game]] - all cover the same content and are somewhat redundant in doing so.&lt;br /&gt;
* All animals and sycthers have a hit chance of 62%, add to DPS calc? &lt;br /&gt;
* Trait analysis? Psychopath huamn butchers, wimp animal tamers, &lt;br /&gt;
* [[Ancient ruined tank]] - prevents moving over it, but does not prevent firing over it. Essentially a vanilla embrasure.&lt;br /&gt;
* [https://www.reddit.com/r/RimWorld/comments/sre5j7/do_you_know_that_shooting_at_a_hostile_target/ shooting at a hostile target will gain you more than 8 times the xp than a neutral target]&lt;br /&gt;
* All the pain effects have to be checked: Many are just written as -10%, when actually they're pain x90%, while some like [[smokeleaf joint]]s are actually offsets.&lt;br /&gt;
* Investigate the worth of [[Psychically deaf]] pawns as melee pawns, as they're immune to dropping blinding/berserk pulse/etc but their enemies arne't and will be bunched up around them. Neuroquake? If everyone is psy deaf though, you can do tactics like &amp;quot;leaving psychic drone ships intact, deliberately building a protective temple around them, and watch as enemies who show up have to eat -50 mood penalties&amp;quot; Anytime you're immune to something that everyone else isn't, you can intentionally make them all miserable by filling your environment with the thing wihch doesn't affect you.&lt;br /&gt;
* Given the vitals monitor acts as an offset, how do its effects stack with the hopsital bed? ARe they affectd by quality, do they need to be added to the automated tables like dresser/end table. etc.&lt;br /&gt;
* Finish Mortar Pits in [[Mortar#Mortar_pits]]&lt;br /&gt;
* Half cyclers for anima and guarantlen trees? +Slaves for cleaners&lt;br /&gt;
* [[Mental break#Manhunter]] - list of herd animals.&lt;br /&gt;
* [[Prisoner#Prison_breaks]], [[Prison break]]. [[Events#Prison break]] - detail and integration. Focus likely should be on the prisoner page, with the event page summarizing it and redirecting to it as main. Redirect should as well. &lt;br /&gt;
* [[Hypothermia]], [[Hypothermic slowdown]], [[Heatstroke]] cleanup and format standardization. &lt;br /&gt;
* only 40% of pawns will meditate for recreation, only 50% will pray.&lt;br /&gt;
* Do slaves make good gau pruners? Does pruning give recreation like meditating at anima? idt so? if not the base happiness boost and the lack of rec time need means that they spend more time pruning &lt;br /&gt;
* Stoves produce heat. need thing like other heat producers have.&lt;br /&gt;
* Which rec/priduction builds etc can be used with chairs. Place in summary&lt;br /&gt;
* All the [[Diseases]] need linking to the capacity pages as well as being put on the capacity pages themselves.&lt;br /&gt;
* add points/silver etc on to [[raid points]]&lt;br /&gt;
* list of animals does not have the products that the animals produce, nor their nutritional efficiency from being a dairy/hatchery animal (e.g. (cows milk per day * milk nutrition)/nutrition consumption per day&lt;br /&gt;
* Does comfort increase at a rate proportional to value, or just to a max proportional to the value? Wb under 100% and above?&lt;br /&gt;
* [[Mortar Miss Radius Multiplier]] it doesn't have capacity factors like normal, instead it has capacity offsets similar to the melee hit, melee dodge, and shooting accuracy. Afaik its the only non-post processed example. Should this replace the normal importance stats then?&lt;br /&gt;
* Do textiles have door speeds now with animal flap?&lt;br /&gt;
* [[Drug Crop Harvest Yield]]&lt;br /&gt;
* Work as a concept should be made into a page, see also [[Work To Make]], but that only applies to certain things. Work is consistent hwoeve e.g. work to mine.&lt;br /&gt;
* Can now jump pack with downed pawns. Page needs updating with strats.&lt;br /&gt;
* [[Terrain]] water has a extraDeteriorationFactor var of 3. Investigate and integrate.&lt;br /&gt;
* Tree connection and cocoa trees? DO they count&lt;br /&gt;
* [[Gunlink|Gunlinks]], see u/Hanif_Shakiba's very good post and update the analysis based on own findings and their post - key points, 1) Doubling of DPS of skill 0 pawn at combat relevant distances (12tiles)= Significant increase, check if HS's post agrees, 2) risk of headshot small, what weapons can 1 shot brain and does their ap invalidate most of the protection the simple helmet offers anyway? Lancer will basically ignore both so why not have better DPS? Once you upgrade to Marine/Cata then the eqn changes.&lt;br /&gt;
* Weapon testing - khit says that other discord users found that spear &amp;gt; longsword due to verb system changes fixing previous issue with spear. Needs new testing. Also need warhammer vs mace testing with steel and uranium. [[User: XeoNovaDan]] did previous mass testing. How? Mods? Dev Mode? Need to find out.&lt;br /&gt;
* [[Slavery]] and [[Human Resources]] need to be better integrated.&lt;br /&gt;
* style dominance.&lt;br /&gt;
* When 1.3 releases, use the list from the Goodwill folder to add to [[Factions]]&lt;br /&gt;
* Disfigurement needs to be on the injury page and linkt to from the social page, also the fact that it nullifies beauty traits but not ugly traits should be mentioned. &lt;br /&gt;
* Do animals get [[Food poisoning]] from raw foods? Its defined as &amp;quot;FoodPoisonChanceFixedHuman&amp;quot; which implies no and I've never seen it. Needs to be confirmed and integrated into the wiki. &lt;br /&gt;
* Effect of 1 strike from [[Venom fangs]] and [[venom talon]] - how much does 1 strike cause [[Toxic buildup]] and whats the effect on [[Consciousness]] i.e. how quickly does it debuff enemies. &lt;br /&gt;
* [[Wealth management]]&lt;br /&gt;
* [[User:Pangaea/Pawn test]]&lt;br /&gt;
* [[Circadian_half-cycler#Analysis]]&lt;br /&gt;
* [[Social]] - the opinion tables need updating&lt;br /&gt;
* harvestMinGrowth add to pages? - could be useful for production/time analysis if cutting down early produces more. check. &lt;br /&gt;
* [[Stat]] skills need to be defined like Capacities - with &amp;quot;Animals Base Value&amp;quot; and &amp;quot;Intellectual Bonus Per Level&amp;quot; as they can have more than one skill (e.g. hunting stealth). They ALL need to changed to fix this.&lt;br /&gt;
* stats should list allowed defect&lt;br /&gt;
* investigate if neural heat dump coma shortened by psy foil helmet&lt;br /&gt;
* Change stat table and others to templates to make use of Is Obsolete property (feed it to template, display if not obsolete property != True)&lt;br /&gt;
* [[Jade]] has different work to make and work to build stat factors&lt;br /&gt;
* Melee comparison page - add Maximum damage attack (or all attacks?), add cooldown, split material from quality (so you can look at only Plasteel weapons, or only Legendary Weapons).&lt;br /&gt;
*[[Diseases]] is a mess of non-standardization - with some information transcluded and other information not. The diseases should be standardized at least,. but really its likely that diseases shouldn't have the information and instead individual pages should be use with only a short summary of each disease on the Diseases page. &lt;br /&gt;
* Create attack animal comparison table? With health scale, DPS, training requirements&lt;br /&gt;
* [[Property:Small Volume]] exist but isn't displayed anywhere&lt;br /&gt;
* rewrite all the pages for the psyfocuses to properly reflect their use as such.&lt;br /&gt;
* Combat effectiveness of [[yayo]], adding [[overdose]] information&lt;br /&gt;
* [[Hospital_bed#Version_history]] is clean. Implement?&lt;br /&gt;
* Animals with wilderness above 10% (meaning all animals aside from farm animals) will have their tameness training degrade eventually&lt;br /&gt;
* Fix frag grenade and add to table.&lt;br /&gt;
* Tribal improved foraging vs outlander improved research and the effects on recruiting people of your tech level aren't anywhere I can find on the wiki&lt;br /&gt;
* [[Talk:Armor| Heat Armor]]&lt;br /&gt;
* Finish convert of [[Armor#Comparison table|Armor comparison table]] into row template ala ranged table on [[Weapons]], including steel and plasteel versions of material dependent metal items, include cloth, devilstrand, hyperweave and thrumbofur of cloth items? Maybe bloat. Put cloth items on clothing table only?&lt;br /&gt;
* [[Traits]] needs an overhaul. A lot of outdated info, a lot of subsidiary info. Investigate &amp;quot;Character Quality&amp;quot;  - beautiful adds 40% quality, staggeringly ugly reduces by 40%, wimp reduces by 15% etc&lt;br /&gt;
* [[Ice Sheet Guide]] - update, compare with previous edit-warred version&lt;br /&gt;
&lt;br /&gt;
==== 1.5 ====&lt;br /&gt;
Draykoth &lt;br /&gt;
Reading isn't just a learning activity, it's the best one, because it's the only one you can force a child to do. Instead of waiting for them to hit 90% learning and then do it on their own, if they have the reading learning need, you can just order them to go read&lt;br /&gt;
and they'll actually learn stuff if you have good books, not just get recreation &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reports that you can imprisone and study cult of horax membiers.&lt;br /&gt;
* [[mechanoid slag chunk]]&lt;br /&gt;
* [[Bionic jaw]]&lt;br /&gt;
* [[organ decay]] - scarless cures organ decay, affects heart, lungs and kidneys, one each only. Bioregeneration doesn't cure organ decay but does stop the counter. Mech serum cures it&lt;br /&gt;
&lt;br /&gt;
Anomaly&lt;br /&gt;
[[pit gate]]&lt;br /&gt;
[[cube sculpture]]&lt;br /&gt;
[[pit burrow]]&lt;br /&gt;
[[gray box]]&lt;br /&gt;
&lt;br /&gt;
New textures:&lt;br /&gt;
* Weapons&lt;br /&gt;
&lt;br /&gt;
Lore:&lt;br /&gt;
* research strings&lt;br /&gt;
* book rulestrings, planet descriptions - can also tell thingsa bout specific types of planet (e.g. toxworlds generally) not  specific planets&lt;br /&gt;
* Planet list of types.&lt;br /&gt;
&lt;br /&gt;
Unreported change&lt;br /&gt;
* Drill arms on the shoulder. &lt;br /&gt;
* Shelves don't have quality&lt;br /&gt;
* Smelt or destroy thing combined bill on smelter&lt;br /&gt;
* psy lances had warmup or cooldown chances changed?&lt;br /&gt;
* skulls are core&lt;br /&gt;
* trade price improvement now capped at 39.50%&lt;br /&gt;
 Cooking speed uncapped?&lt;br /&gt;
&lt;br /&gt;
Unrleated to 1.5 but to be implemented:&lt;br /&gt;
For example, Baby Infant Illness is NOT cured by the biosculptor -- but you can keep tossing in the baby until Grave Illness switches to Common&lt;br /&gt;
&lt;br /&gt;
After some quick tests - Looks like piercing spine is.. still behaving a little weird but this doesn't seem like a bug so much as a weird damage type thing.&lt;br /&gt;
It does 30 damage when hitting an external part (which is quite uncommon, possibly need to look at piercing spine specifically to see if it's got an abnormally high internal part hit chance).&lt;br /&gt;
When hitting an internal part it does 22.5 damage to the parent part and 12 damage to the internal part. Which is a little weird because regular stabs just do their full damage distributed evenly amongst the parts hit.. This is instead doing 75% damage to the parent and 40% to the internal for a *slight* damage increase.&lt;br /&gt;
There's no longer the armor interaction weirdness. Now if that internal part was targeted and the hit was mitigated by armor it would do 11 to the parent and 6 to the internal part.&lt;br /&gt;
The changes make piercing spine vastly less lethal, but probably more useful. You won't randomly poke someone's liver out and kill them immediately, but on the other hand you *will* do a bunch of torso damage and cause them to bleed if you hit something like a stomach, kidney ect. Previously you could just pop out someone's stomach with a piercing spine and they'd be literally unharmed minus the part.&lt;br /&gt;
&lt;br /&gt;
Yeah it's now incapable of removing an internal part without damaging the external part, which is how basically all other damage types work. It should be *vastly* more consistent, less spontaniously lethal (the damage done to internal parts has gone down substantially, below the threshold for 1-shots in most case), and better when contributing to damage done by other damage types&lt;br /&gt;
And now piercing spines won't do that annoying thing where they magically remove someone's stomach or kidney, which has no impact on their combat performance whatsoever. Now they'll have a substantially mangled torso and a damaged stomach/kidney instead&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Apparel !! Cold insulation !! Heat insulation !! Material Cost&lt;br /&gt;
|-&lt;br /&gt;
| Button-down shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Insulation Factor - Cold}} + {{Q|Button-down shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Insulation Factor - Heat}} + {{Q|Button-down shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Resource 1 Amount}} + {{Q|Button-down shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| T-shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Insulation Factor - Cold}} + {{Q|T-shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Insulation Factor - Heat}} + {{Q|T-shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Resource 1 Amount}} + {{Q|T-shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| Formal shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Insulation Factor - Cold}} + {{Q|Formal shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Insulation Factor - Heat}} + {{Q|Formal shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Resource 1 Amount}} + {{Q|Formal shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| Tribalwear&lt;br /&gt;
| {{Q|Tribalwear|Insulation Factor - Cold}}&lt;br /&gt;
| {{Q|Tribalwear|Insulation Factor - Heat}}&lt;br /&gt;
| {{Q|Tribalwear|Resource 1 Amount}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Changelog&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
RimWorld update 1.5 public changelog&lt;br /&gt;
New stuff - base game&lt;br /&gt;
Books and bookcases&lt;br /&gt;
Added books. Colonists can acquire books and read them for recreation and for their unique bonuses: textbooks increase a specific skill, schematics progress a certain research project, and novels increase recreation faster.&lt;br /&gt;
Added bookcases. These are used to store books. Storing books in bookcases increases the beauty of a room, makes nearby research benches faster, and increases the XP and recreation gained from reading.&lt;br /&gt;
Books are obtained from traders or quest rewards.&lt;br /&gt;
Wall lamps, flood lights, hidden conduits, couches, and ornate doors&lt;br /&gt;
Added wall lamps and wall torches which are placed directly on walls. They provide slightly less light compared to their standing version.&lt;br /&gt;
Added flood lights. These are powerful and expensive outdoor lights that cover large areas.&lt;br /&gt;
Added hidden conduits. These are invisible unless the building or power UI is active. Hidden conduits are harder to damage from explosions or fire.&lt;br /&gt;
Added couches. They function like armchairs but have room for two colonists instead of one.&lt;br /&gt;
Added ornate doors. These are the first 2x1 doors in RimWorld and they suit prestigious buildings like throne rooms and temples.&lt;br /&gt;
Mechanoid water emergence and slag chunks&lt;br /&gt;
Mechanoids can now emerge from bodies of water to attack your colony.&lt;br /&gt;
Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)&lt;br /&gt;
Crawling&lt;br /&gt;
When downed, humans still capable of manipulation can now crawl on the ground instead of being fully incapacitated.&lt;br /&gt;
Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Enemies can crawl too.&lt;br /&gt;
New wanderers after a “game over”&lt;br /&gt;
When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony.&lt;br /&gt;
This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game.&lt;br /&gt;
This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.&lt;br /&gt;
UI and art&lt;br /&gt;
Added a search tool (default hotkey: Z) which allows searching visible areas on the map for items, buildings, plants, creatures, and more.&lt;br /&gt;
Added an option to make colonists’ moods on the colonist bar much more visible. They change color and glow when below mental break thresholds.&lt;br /&gt;
Added silhouette highlighting when the camera is zoomed out to make pawns more visible. This can be customized in the game’s settings.&lt;br /&gt;
Added a 12 / 24 hour clock option.&lt;br /&gt;
Added a zoom to mouse option where the game zooms in towards the position of your mouse, instead of the center of the screen.&lt;br /&gt;
Redesigned the prisoner tab.&lt;br /&gt;
Redesigned the health tab.&lt;br /&gt;
New and improved weapon art.&lt;br /&gt;
Improved plant art and added immature and leafless variants.&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Added “Clean room” command for colonists.&lt;br /&gt;
Added &amp;quot;Mine vein&amp;quot; designator. This command orders colonists to mine out all connected mineral of a single type with one click.&lt;br /&gt;
Added separate &amp;quot;smooth walls&amp;quot; and &amp;quot;smooth floors&amp;quot; designations to structure and floor architect tabs.&lt;br /&gt;
Added a bionic jaw prosthetic.&lt;br /&gt;
Added the organ decay disease.&lt;br /&gt;
Added auto rebuild option on firefoam poppers.&lt;br /&gt;
Added the ability to dismiss traders.&lt;br /&gt;
Added new options on the world map to easily send caravans.&lt;br /&gt;
Added new SFX for animals eating.&lt;br /&gt;
Added new jungle night ambience SFX. This removes the old high-pitched noises.&lt;br /&gt;
Added new warm up SFX for psychic shock lances, psychic insanity lances, psychic animal pulsers.&lt;br /&gt;
Added and updated SFX for melee &amp;amp; ranged hit impacts.&lt;br /&gt;
Improvements and adjustments - base game&lt;br /&gt;
Pawns&lt;br /&gt;
Ensure humanlikes are fed first in caravans.&lt;br /&gt;
Allowed capturing carried pawns.&lt;br /&gt;
Ascetics ignore &amp;quot;Ate without table&amp;quot; thought.&lt;br /&gt;
Improved construction hauling.&lt;br /&gt;
Ensure beggars never show up with the requested item in their inventory.&lt;br /&gt;
Confused wandering has a max duration of 2 days.&lt;br /&gt;
Non-player faction animals with no lord eventually leave the map.&lt;br /&gt;
Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and other equivalent equipment.&lt;br /&gt;
Increase target prone accuracy modifier from 20% to 50%.&lt;br /&gt;
Bionic stomachs reduce the chance of getting food poisoning by half.&lt;br /&gt;
Added north and south facing artwork for all dessicated animals.&lt;br /&gt;
Death-on-downed chance now applies to non damage health state changes.&lt;br /&gt;
Rebalance brawler trait to offset skill more than mood.&lt;br /&gt;
Tending to non-hostile factions improves goodwill.&lt;br /&gt;
Killed leavings are deterministic instead of random on death.&lt;br /&gt;
Invisible pawns no longer block hostiles from pathing through them.&lt;br /&gt;
Added “pyro used fire weapon” thought.&lt;br /&gt;
Improved firefighting so colonists prioritize putting out nearby fires.&lt;br /&gt;
Teetotaler vs chemical interest opinion now only applies to teetotaler trait, not idelogion.&lt;br /&gt;
Starting colonists have a chance to spawn with possessions related to their traits.&lt;br /&gt;
UI and art&lt;br /&gt;
Improved research UI.&lt;br /&gt;
Improved policy UI.&lt;br /&gt;
Changed visuals for tainted apparel&lt;br /&gt;
Added a corpse color modifier and changed rotting corpse colors.&lt;br /&gt;
Display progress on research projects in project tooltip.&lt;br /&gt;
Research benches display research speed factors on the inspect pane instead of work speed.&lt;br /&gt;
Clicking the &amp;quot;Need research&amp;quot; alert opens the research tab.&lt;br /&gt;
Draw the light radius of torches, braziers and lamps in yellow when placing or selected.&lt;br /&gt;
New pawns will always be placed to the right side of the colonist bar.&lt;br /&gt;
Allow targeting via the colonist bar.&lt;br /&gt;
Adjust stat names slightly so they fit better in tooltips.&lt;br /&gt;
Zones are renamed by the button on the inspect pane instead of by the gizmo.&lt;br /&gt;
Add thought title to thought tooltip in case it's too long for the needs card.&lt;br /&gt;
Food now shows its ingredients in the tooltip in caravan/trade dialogs.&lt;br /&gt;
Ingredients in menus are now sorted from highest quantity to lowest.&lt;br /&gt;
Added research project info to research bench inspect panes.&lt;br /&gt;
Egg box has a &amp;quot;select contained thing&amp;quot; gizmo.&lt;br /&gt;
Replaced X button texture with trash can for all &amp;quot;delete&amp;quot; instances.&lt;br /&gt;
List &amp;quot;efficiency&amp;quot; of added parts in point form like other hediff effects.&lt;br /&gt;
Relabel misc injury to &amp;quot;wound&amp;quot;.&lt;br /&gt;
Remove &amp;quot;shot by X&amp;quot; in tooltips if the pawn is player controlled and not drafted.&lt;br /&gt;
Draw subtle background over main menu links to prevent bright backgrounds rendering them invisible.&lt;br /&gt;
When using a techprof persona core, bring up the research completed window.&lt;br /&gt;
“Select contained thing” gizmo now displays the thing as the icon.&lt;br /&gt;
Update Ludeon logo on main menu links.&lt;br /&gt;
Reorganized some buildables on the furniture architect tab.&lt;br /&gt;
Hide meditation focus radius ring from torches and braziers.&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Allow creating storage groups for single shelves by clicking the &amp;quot;rename&amp;quot; button on the inspect pane.&lt;br /&gt;
Show message when various abilities' cooldown ends.&lt;br /&gt;
Undergrounder trait description mentions pawns will be unhappy outdoors.&lt;br /&gt;
Added an option to increase/decrease the number of autosaves the game will keep (1-25)&lt;br /&gt;
Lung rot moved from Biotech to Core.&lt;br /&gt;
Infestations now refund/minify any buildings they destroy.&lt;br /&gt;
Update bridges to be the same color as wood floors.&lt;br /&gt;
Moved natural hair ColorDefs to Core from Ideology.&lt;br /&gt;
Meteorite strikes will no longer hit monuments.&lt;br /&gt;
Fires produce light.&lt;br /&gt;
Things to load into transport pods can now be changed at any time.&lt;br /&gt;
Numpad enter can now be used in dialogs the same way that return can.&lt;br /&gt;
Scale damage to buildings from fire/burn damage by their flammability.&lt;br /&gt;
Removed some spot building exploits.&lt;br /&gt;
Foam turret activation cooldown is paused while repressurizing and unpowered.&lt;br /&gt;
Gas now dissipates slower in roofed areas.&lt;br /&gt;
Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.&lt;br /&gt;
Adjusted some backstories to align with universe canon.&lt;br /&gt;
Improve descriptions of hediffs for prosthetics.&lt;br /&gt;
Rephrased grid excess/stored inspect string for clarity. Now &amp;quot;Grid excess: X (Y stored)&amp;quot;.&lt;br /&gt;
Improved lighting for roof eaves.&lt;br /&gt;
Updated flame damage to scale with building flammability.&lt;br /&gt;
Added &amp;quot;resources to make&amp;quot; stat entry for buildables.&lt;br /&gt;
Created an &amp;quot;ingredients&amp;quot; stat entry for craftable ThingDefs.&lt;br /&gt;
Added a duplicate area button to the area management window.&lt;br /&gt;
Added new Core tips.&lt;br /&gt;
Tinctoria now has a lifespan of 12 days.&lt;br /&gt;
Improvements and adjustments - Royalty&lt;br /&gt;
Bestower and guards exit the map more quickly.&lt;br /&gt;
Increased work to build for braziers.&lt;br /&gt;
Improvements and adjustments - Ideology&lt;br /&gt;
Ideoligion pawn column is not drawn in Ideology disabled mode.&lt;br /&gt;
Styling stations now display favorite and ideoligion colors with a small icon.&lt;br /&gt;
Trader inventories try to use the styles available for their primary ideoligion.&lt;br /&gt;
Update drug policy records when pawn leaves biosculptor pods.&lt;br /&gt;
Moral guide abilities now wake up sleeping pawns.&lt;br /&gt;
&amp;quot;Unlocked by X&amp;quot; -&amp;gt; &amp;quot;Origin X&amp;quot; for building styles from memes in precept edit dialog.&lt;br /&gt;
Reliquary has a “select contained thing” gizmo.&lt;br /&gt;
Loudspeakers and lightballs can now be switched on and off.&lt;br /&gt;
Improvements and adjustments - Biotech&lt;br /&gt;
Adjusted wastepack incident to consider pollution.&lt;br /&gt;
Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.&lt;br /&gt;
Slightly reduce the mass of sashes.&lt;br /&gt;
Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.&lt;br /&gt;
Remove reference to damage over time in acid spray gene description.&lt;br /&gt;
Added toxalope corpse artwork.&lt;br /&gt;
Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
Displayed a stat entry for turrets attached to pawns, such as heavy mechs.&lt;br /&gt;
Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
Displayed when a mechanitor is required to start the next cycle in gestator inspect strings.&lt;br /&gt;
Updated fire spew LOS highlighting.&lt;br /&gt;
Berserk and similar psycasts no longer work on bosses.&lt;br /&gt;
Apocriton is ultraheavy weight class mech.&lt;br /&gt;
Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
Babies in caravans now ignore drug policies like they do on map.&lt;br /&gt;
Added float menu option to take baby to a safe location.&lt;br /&gt;
Dev tools&lt;br /&gt;
Added “Start game with dev palette on” settings option.&lt;br /&gt;
Only show names for official mods in incident chances debug output.&lt;br /&gt;
Added more columns to incident chances debug output.&lt;br /&gt;
Added tools for unfogging and refogging rects of the map.&lt;br /&gt;
Improvements to the &amp;quot;change style&amp;quot; tool. Allow changing colors of hair and apparel instantly in dev mode. Allow changing style of dead or otherwise unspawned pawns.&lt;br /&gt;
Added debug tool for spawning pawns of a specific lifestage.&lt;br /&gt;
Added tool for tending all bleeding hediffs.&lt;br /&gt;
Added &amp;quot;destroy part&amp;quot; option to apply damage dev tool.&lt;br /&gt;
Added pinnable &amp;quot;add hediff&amp;quot; debug action.&lt;br /&gt;
Dev palette entries no longer re-cache their labels.&lt;br /&gt;
Added &amp;quot;None&amp;quot; option for &amp;quot;Set faction&amp;quot; dev tool.&lt;br /&gt;
Added an editor window for authoring SimpleCurve objects.&lt;br /&gt;
Added contents in braces to &amp;quot;add hediff&amp;quot; debug table for hediffs with names shared by another.&lt;br /&gt;
Smooth surface applies instantly if in godmode.&lt;br /&gt;
Fires are now spawnable with the &amp;quot;Spawn thing&amp;quot; tool. Spawning fires on top of existing ones will increase the size.&lt;br /&gt;
Added &amp;quot;Recalculate threat points&amp;quot; debug action. &amp;quot;Current threat points&amp;quot; output recalculates before logging.&lt;br /&gt;
Added “Music debugger”&lt;br /&gt;
Technical&lt;br /&gt;
Rewrote pawn rendering to use a parent/child node system. This allows for animations and visual dynamic parts to be added/removed easily (technical document link).&lt;br /&gt;
Implemented asset hot-reload for developer/modder ease.&lt;br /&gt;
Added support for maps which don’t have a corresponding world tile.&lt;br /&gt;
Added new virtual relationship record system. Maintains relationship information without bloating save files.&lt;br /&gt;
Pawn rendering is now multithreaded.&lt;br /&gt;
Added a new super-fast dynamic thing culling system.&lt;br /&gt;
Added support for wall attached buildings.&lt;br /&gt;
Added infection pathway system. These allow for the easy tracking and explanation of infection for the purposes of hediffs and incidents. Only used for some Anomaly content, does not change how base game infection works. Infection pathways can optionally require a source pawn kind attached to them for extra detail.&lt;br /&gt;
Added a new music system which can change between songs based on current game state.&lt;br /&gt;
Optimizations to various alerts.&lt;br /&gt;
Small optimizations to beauty calculations.&lt;br /&gt;
Optimize food searching for animals in pens.&lt;br /&gt;
Minor performance improvements for tending WorkGivers.&lt;br /&gt;
Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map.&lt;br /&gt;
Decoupled AbilityDef.level from psylink to allow modders to create other leveled abilities.&lt;br /&gt;
Added timestamps and repetition count on log messages.&lt;br /&gt;
Replace MapMeshFlags enum with a Def.&lt;br /&gt;
Updated Russian language worker.&lt;br /&gt;
Add dev gizmo to manually toggle building power.&lt;br /&gt;
Added disableImpassableShotOverConfigError flag to ThingDef.&lt;br /&gt;
Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.&lt;br /&gt;
Damage effect pawn tinting is done in material property block instead of copying a new material.&lt;br /&gt;
Tick equipment on pawns.&lt;br /&gt;
Removed redundant burning stump spawn check.&lt;br /&gt;
Small optimization for gas section layer setup.&lt;br /&gt;
Unified import modes for building atlases.&lt;br /&gt;
Allow ThingComps to affect Thing stats like CompAffectedByFacilities.&lt;br /&gt;
Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.&lt;br /&gt;
Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.&lt;br /&gt;
Skill gains/possessions from traits and backstories have a custom xml loader which reduces xml config.&lt;br /&gt;
Replace BackstoryDef's &amp;quot;baseDesc&amp;quot; with Def's &amp;quot;description&amp;quot; field.&lt;br /&gt;
Made xpGainAmount from skilltrainers configurable.&lt;br /&gt;
Removed CompProperties_Neurotrainer and CompNeurotrainer, replaced them with existing skill/ability gaining comps.&lt;br /&gt;
Gas rendering now sends density values to the shader and color and texturing is resolved there.&lt;br /&gt;
Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.&lt;br /&gt;
Hediffs can now override the skin shader.&lt;br /&gt;
Disabled work types use a cached value instead of recalculating every call.&lt;br /&gt;
Changed steamAppId to uint.&lt;br /&gt;
More control over flecks/motes via XML.&lt;br /&gt;
Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().&lt;br /&gt;
Renamed classic -&amp;gt; classicExtraMode and hiddenIdeoMode -&amp;gt; classicMode.&lt;br /&gt;
Removed Biotech MayRequire from MeleeDamageFactor stat.&lt;br /&gt;
If a customizer is defined, rule selection for &amp;quot;p=&amp;quot; acts like priority instead of weight.&lt;br /&gt;
Increased float range serialization precision.&lt;br /&gt;
Allowed areas are now per map.&lt;br /&gt;
Reduce the base maxRemembered value of history events to alleviate some save file bloat.&lt;br /&gt;
Bugfixes&lt;br /&gt;
Fix: Meteorites leaving stone change terrain after save/load cycle.&lt;br /&gt;
Fix: Many pawns in a small space can cause heat to build up forever.&lt;br /&gt;
Fix: Checking/unchecking pregnant animal slaughter inconsistent with checking/unchecking slaughter bonded with animals total.&lt;br /&gt;
Fix: Auto-slaughter attempting to slaughter youngest animals and pregnant first.&lt;br /&gt;
Fix: Psychic suppressor constantly being reapplied at edge of range on world map.&lt;br /&gt;
Fix translation issue: Wrong surgery outcome texts without Biotech.&lt;br /&gt;
Fix: Lodgers can farskip and enter ancient complex shuttles.&lt;br /&gt;
Fix: Several issues with pollution clearing.&lt;br /&gt;
Fix: Neurotrainers not including aptitudes in message.&lt;br /&gt;
Fix: CompPollutionPump uses Find.CurrentMap for artificial building check.&lt;br /&gt;
Fix: Out of bounds error when looking for a meditation spot.&lt;br /&gt;
Fix: Mineable steel generation in tutorial.&lt;br /&gt;
Fix: Smeltable thing filter allowing wooden apparel to be smelted.&lt;br /&gt;
Fix: Unfogging working incorrectly for large buildings.&lt;br /&gt;
Fix: Ink black hair not rendering the correct color.&lt;br /&gt;
Fix: Nudists trigger “need warm clothes” alert.&lt;br /&gt;
Fix: Error getting null target for throne/bedroom requirements alert explantation.&lt;br /&gt;
Fix: Whitespace on claw injury label.&lt;br /&gt;
Fix: Gatherings could select invalid organizers.&lt;br /&gt;
Fix: Team skills showing disabled skills.&lt;br /&gt;
Fix: Duelists interacting while in ritual.&lt;br /&gt;
Fix: uint parsing failure.&lt;br /&gt;
Fix: Mech bosses can be called one after the other within a 2 second window.&lt;br /&gt;
Fix: Consumable items can appear as relics.&lt;br /&gt;
Fix: Installation blueprints render behind things.&lt;br /&gt;
Fix: Ancient fences and wire not deconstructible.&lt;br /&gt;
Fix: Hediff iteration not correctly accounting for hediff removal.&lt;br /&gt;
Fix: Targeting circle not displaying above some thing overlays.&lt;br /&gt;
Fix: Prevent wall raise from being used on indestructible things.&lt;br /&gt;
Fix: If a pawn dies while jumping, their corpse (and held item) is not spawned.&lt;br /&gt;
Fix: Melee trap damage/ap stats display as 5x as high, despite being spread over 5 hits.&lt;br /&gt;
Fix: Precept_Role.apparelRequirements potential NullReferenceException.&lt;br /&gt;
Fix: Organ traded/sold/installed thoughts have &amp;quot;organ harvested&amp;quot; label.&lt;br /&gt;
Fix: Drugs being considered with the fresh filter.&lt;br /&gt;
Fix: Don't send fuel node messages if the fuel node was destroyed.&lt;br /&gt;
Fix: Learning rate being applied on tech print XP bonus.&lt;br /&gt;
Fix: Error when looking for a spectate cell.&lt;br /&gt;
Fix: Error when mining smoothed wall for door blueprint.&lt;br /&gt;
Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.&lt;br /&gt;
Fix: Error when creating xenogerm in certain circumstances.&lt;br /&gt;
Fix: Potential scenario where an unspawned pawn could organize a gathering.&lt;br /&gt;
Fix: Incorrect stack count when looking for food to train animals&lt;br /&gt;
Fix: Ensure duelists drop their weapons if the duel is called off/canceled.&lt;br /&gt;
Fix: Remove wake up trigger if lord or pawns don't exist.&lt;br /&gt;
Fix: Exception getting growth points for dead pawn.&lt;br /&gt;
Fix: Saved references to destroyed relic/removed ideo/precept.&lt;br /&gt;
Fix: Spectators can reserve altar interaction spots during rituals.&lt;br /&gt;
Fix: Pawns no longer analyze items at unpowered research benches.&lt;br /&gt;
Fix: Duel not ending if a fighter starts a mental break.&lt;br /&gt;
Fix: Setting the drug policy of imperial troops makes them drop their drugs required for their xenotype.&lt;br /&gt;
Fix: Notifications are sent about guests that are leaving the map.&lt;br /&gt;
Fix: Trying to save discarded pawn reference in BattleLogEntry.&lt;br /&gt;
Fix: Rounding shows resistance at 0.0, but recruitment isn't available yet.&lt;br /&gt;
Fix: Slaves are unable to attack in duels without having an aggressive reaction set.&lt;br /&gt;
Fix: Gender specific apparel does not show gender in their info tab.&lt;br /&gt;
Fix: Ritual opportunity letters now prefer pointing to altars and ideograms before ritual spots.&lt;br /&gt;
Fix: Empty caskets aren’t claimable.&lt;br /&gt;
Fix: Research bench &amp;amp; techprints don't respect allowed area.&lt;br /&gt;
Fix: Ability cooldown text cutoff in windowed mode.&lt;br /&gt;
Fix: Deathresting pawns don't display life threatening hediff alerts.&lt;br /&gt;
Fix: Firefoam pop pack: Wrong stat name and description.&lt;br /&gt;
Fix: Mech rechargers don't count as artificial.&lt;br /&gt;
Fix: Colonist backstories getting generated on any pawns.&lt;br /&gt;
Fix: Pen marker nutrition calculation not working in some circumstances.&lt;br /&gt;
Fix: KillThirst persona weapon thought not translatable.&lt;br /&gt;
Fix: Column style variants are visually squished.&lt;br /&gt;
Fix: Pawns can hack even with hacking stat disabled.&lt;br /&gt;
Fix: Dates on history tab can be cut off if too long.&lt;br /&gt;
Fix: Multicell things beauty counted once per cell.&lt;br /&gt;
Fix: Float menu error if construction is blocked by trees marked for extraction.&lt;br /&gt;
Fix: Desired color not saved if apparel has not been colored before.&lt;br /&gt;
Fix: Goodwill from guest average mood not being applied.&lt;br /&gt;
Fix: JobDriver_Meditate.Notify_Starting doesn't check if the psychic entropy tracker exists.&lt;br /&gt;
Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.&lt;br /&gt;
Fix: Targeting gizmos now deselect any active designators.&lt;br /&gt;
Fix: Headgear apparel doesn't check canBeGeneratedToSatisfyWarmth flag.&lt;br /&gt;
Fix: Prisoners can start social fights with non-prisoners.&lt;br /&gt;
Fix: Unable to strip prisoners that were quest lodgers.&lt;br /&gt;
Fix: God Mode Toggle causing issues selecting Pawns in the Top Bar.&lt;br /&gt;
Fix: Simple meal gizmo doesn't display correct texture.&lt;br /&gt;
Fix: Pawn name changes spacing on biosculptor pod when zooming camera in and out.&lt;br /&gt;
Fix: Inconsistencies with random graphics when installing minified buildings&lt;br /&gt;
Fix: Empire hostile to beggar temp factions.&lt;br /&gt;
Fix: Exception feeding a baby which died during feeding.&lt;br /&gt;
Fix: Randomized graphics not maintained across blueprint -&amp;gt; frame -&amp;gt; building&lt;br /&gt;
Fix: Line color inconsistency between drum/campfire link and light ball/speaker link.&lt;br /&gt;
Fix: Art bench: The word &amp;quot;make&amp;quot; is missing for ideoligion sculptures.&lt;br /&gt;
Fix: Error trying to breastfeed a baby inside a gene extractor.&lt;br /&gt;
Fix: Mech cluster mortars can be roofed over without any penalty.&lt;br /&gt;
Fix: Sanguophage meetings sometimes skip implantation.&lt;br /&gt;
Fix: Red error attempting to plant held Gauranlen pod.&lt;br /&gt;
Fix: DeleteSpawnedPawns() in Autotests_ColonyMaker missing null check.&lt;br /&gt;
Fix: Gather for childbirth gizmo showing on beds when ritual has already started.&lt;br /&gt;
Fix: Sanguophages don't know how to react to hunters being captured.&lt;br /&gt;
Fix: Line connecting pawn under combat command goes off map.&lt;br /&gt;
Fix: Minor typo in ThreatReward_Manhunters_ItemPod.&lt;br /&gt;
Fix: Fixed pawns praying during labor interrupting the ritual.&lt;br /&gt;
Fix: 'Push heat' debug command doesn't do increments; all options do the maximum.&lt;br /&gt;
Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied.&lt;br /&gt;
Fix: Errors when social fight interrupts dyeing clothing.&lt;br /&gt;
Fix: Duplicate &amp;quot;respected if guilty&amp;quot; execution precept in inhuman meme.&lt;br /&gt;
Fix: Prevent colonists from eating at a fogged table.&lt;br /&gt;
Fix: Colony mechs ignore mortar shell settings.&lt;br /&gt;
Fix: Doctors now ignore medicine restrictions when draft tending with medicine from their inventory.&lt;br /&gt;
Fix: Hyperlinks on research screen drawn out of bounds, causing performance impact with larger unlock lists.&lt;br /&gt;
Fix: Lesson giving reservation bug.&lt;br /&gt;
Fix: Prisoner interaction mode is reset upon being released.&lt;br /&gt;
Fix: Traders spawn with incorrect food need value.&lt;br /&gt;
Fix: Collapsing from exhaustion no longer throws error if the pawn can't reserve the cell.&lt;br /&gt;
Fix: Berserk warcalled animals will not attack hostile turrets.&lt;br /&gt;
Fix: Fire spew can shoot through walls.&lt;br /&gt;
Fix: Error when recalculating ideoligion diversity on a save that had other expansions added after the start.&lt;br /&gt;
Fix: Filters not applied correctly on ingredients/products in recipe tooltip.&lt;br /&gt;
Fix: Invalid spectate cells can be picked when the ritual room is too small.&lt;br /&gt;
Fix: Recalculate product counts more reliably.&lt;br /&gt;
Fix: Fence gates now prefer to connect to fences.&lt;br /&gt;
Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed.&lt;br /&gt;
Fix: Shooting projectiles phase through walls if the distance to target is less than 5 tiles.&lt;br /&gt;
Fix: Perfect immunity doesn't block gut worms or muscle parasites.&lt;br /&gt;
Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
Fix: Favorite/ideoligion color thoughts not occuring with exactly 60% colored apparel.&lt;br /&gt;
Fix: Off loudspeakers are now counted correctly when determining ritual quality.&lt;br /&gt;
Fix: Blueprints now maintain the correct random graphic when being installed.&lt;br /&gt;
Fix: Error during archonexus quest.&lt;br /&gt;
Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.&lt;br /&gt;
Fix: Beckon ability doesn’t wake up dormant mechs.&lt;br /&gt;
Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.&lt;br /&gt;
Fix: Overlapping damage/death sounds caused by clamped value in ExecutionUtility.ExecutionInt().&lt;br /&gt;
Fix: Building_GrowthVat doesn't set itself as allowedNutritionSettings parent in ExposeData().&lt;br /&gt;
Fix: Error trying to execute colonists after banishing them.&lt;br /&gt;
Fix: Unstuffed gas mask doesn't have armor set up correctly.&lt;br /&gt;
Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.&lt;br /&gt;
Fix: Power conduit frames appear below walls.&lt;br /&gt;
Fix: Gene loss shock is healed before scars and injuries when using healing serum.&lt;br /&gt;
Fix: Cannot release wild man after arrest.&lt;br /&gt;
Fix: Various high tech research projects missing research bench requirements.&lt;br /&gt;
Fix: Prisoners who were former colonists still follow what was set on their schedule tab.&lt;br /&gt;
Fix: Ancient danger/ruins spawning positions were based on top left corner instead of center. Spawning these should be more consistent.&lt;br /&gt;
Fix: Auto selected caravan food not clamping to mass limit.&lt;br /&gt;
Fix: Some ThingDefs, including meals, didn't display correct &amp;quot;created at&amp;quot; stat entries. These ThingDefs also display ingredients stat entries now.&lt;br /&gt;
Fix: Error on pawn hatching from egg on caravan.&lt;br /&gt;
Fix: Breastfeeding not clearing idle tag.&lt;br /&gt;
Fix: Lines not being drawn between facilities. Caused by correcting red line drawn between potentially supplanted facilities.&lt;br /&gt;
Fix: Pawns other than the bestowing target can be set as the target. They are able to leave and cause the bestower to stay until they collapse.&lt;br /&gt;
Fix: Double checking for heat stroke and hypothermia in bestowing ceremony lord.&lt;br /&gt;
Fix: Spray attacks can't target open door cells.&lt;br /&gt;
Fix: Acid and foam spray affected cells don't take into account leaning past cover.&lt;br /&gt;
Fix: Colonist is given a random faction when carried and then Farskipped to the same map tile.&lt;br /&gt;
Fix: Making baby food at campfires ignores work restrictions.&lt;br /&gt;
Fix: Dessicated squirrel corpses have north/south graphics flipped.&lt;br /&gt;
Fix: Mechanoids on caravans may throw an &amp;quot;out of bounds&amp;quot; error when trying to automatically shutdown on arrival if the landing zone is crowded.&lt;br /&gt;
Fix: Draw quest info minimized in character card if it would stack to 3 lines.&lt;br /&gt;
Fix: Temporary factions not in map attack target cache.&lt;br /&gt;
Fix: Unrecruitable pawns from slave purchases can join as colonists.&lt;br /&gt;
Fix: Colonists unable to mine walls while standing on furniture. Inconsistent with other work givers.&lt;br /&gt;
Fix: Fix error when projectile tries to hit a pawn that has just changed map.&lt;br /&gt;
Fix: Wrong save mode for inSignalsRemovePawn.&lt;br /&gt;
Fix: Medicineless hemogen extraction recipe brings blood loss up to 65%.&lt;br /&gt;
Fix: Light mechs have sensors and arms described as &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;, even though they don't have multiples.&lt;br /&gt;
Fix: Priority work not clearing for hauling&lt;br /&gt;
Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
Fix: Pawns can die from going from extreme -&amp;gt; serious toxic buildup due to consciousness differences.&lt;br /&gt;
Fix: Exception while recalculating various thoughts for passing ship pawns.&lt;br /&gt;
Fix: Hemogen farm does not take into account brain damage consciousness reduction.&lt;br /&gt;
Fix: Hemogen extraction done without medicine has less blood loss than extraction done with industrial medicine.&lt;br /&gt;
Fix: Handle scenarios where items set to load are null&lt;br /&gt;
Fix: Seek safe temperature jobs don’t respect a pawn’s allowed area.&lt;br /&gt;
Fix: Rot stink gas doesn't cause lung rot without Biotech.&lt;br /&gt;
Fix: Uncaptured pawns now have the “No meds” medical care setting.&lt;br /&gt;
Fix: Dev quickstart adds factions that are supposed to be replaced by others. Eg pirates by pirate wasters.&lt;br /&gt;
Fix: Default faction type doesn't set faction if it was replaced by another. (eg. Pirate waster can replace pirate)&lt;br /&gt;
Fix: Waster pawn kinds default to normal pirate faction.&lt;br /&gt;
Fix: Frame version of shelves missing copy and paste settings.&lt;br /&gt;
Fix: Error when changing a sanguophage to a baby on scenario setup.&lt;br /&gt;
Fix: Pawns can be rescued in rituals.&lt;br /&gt;
Fix: Required roles can leave rituals.&lt;br /&gt;
Fix: Mech slag not maintaining graphic index over saves.&lt;br /&gt;
Fix: Public Execution Ritual error.&lt;br /&gt;
Fix: Incorrect execution part selected. Deathless pawns have their brains targeted.&lt;br /&gt;
Fix: Abilities are used during duels.&lt;br /&gt;
Fix: Error when trying to generate a quest with no colony.&lt;br /&gt;
Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.&lt;br /&gt;
Fix: Can tend to temporarily hostile refugees.&lt;br /&gt;
Fix: Caravan errors if pawn can path but animal cannot.&lt;br /&gt;
Fix: &amp;quot;Herder&amp;quot; childhood backstory doesn't have any animal skill.&lt;br /&gt;
Fix: Animal pen auto cut not working in some circumstances.&lt;br /&gt;
Fix: ShootBeam was updating the current path when trying to draw highlights, which would cause a beam ability to change direction mid-fire.&lt;br /&gt;
Fix: Dev palette error with mental breaks on the bar and no colony.&lt;br /&gt;
Fix: Non optional materials selectable in bill details. Eg. components.&lt;br /&gt;
Fix: The &amp;quot;run wild&amp;quot; mental break can occur on unwaveringly loyal pawns, causing them to be tameable.&lt;br /&gt;
Fix: Error with custom mechanoids with talking ability attempting to give/receive lessons without skills component.&lt;br /&gt;
Fix: Shuttle fly distance inconsistent between calling from caravan vs calling from map.&lt;br /&gt;
Fix: Pawns participating in duels can equip weapons they are otherwise unable to do so (bladelinked, biocoded, bonded, etc).&lt;br /&gt;
Fix: Charged abilities can be cast via queuing into negative charges.&lt;br /&gt;
Fix: Error with mechanitor corpses causing gizmos to be hidden.&lt;br /&gt;
Fix: Secondary use item targets are reserved when first ordering usage.&lt;br /&gt;
Fix: Herd migration ignoring pollution.&lt;br /&gt;
Fix: Wardens with nil suppress rate get stuck suppressing.&lt;br /&gt;
Fix: Can't force target mortar without shell.&lt;br /&gt;
Fix: Pawn duty being cleared during childbirth.&lt;br /&gt;
Fix: Add appropriate work to make tox packs.&lt;br /&gt;
Fix: Fire spew ability not leaning like other ranged attacks.&lt;br /&gt;
Fix: Required hediffs and traits of thoughts not working together causing thought to not be present when it should be.&lt;br /&gt;
Fix: Wearing human leather apparel thought not properly nullified by ideoligion precepts.&lt;br /&gt;
Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
Fix: Error when trying to construct a watermill generator with water check cells out of bounds of map in god mode.&lt;br /&gt;
Fix: Drafted pawns now respect forbidden doors.&lt;br /&gt;
Fix: Disallowed filters are now checked before allowed filters.&lt;br /&gt;
Fix: Hostile pawns can no longer be placed in beds.&lt;br /&gt;
Fix: Speakers now show connection lines to lightballs.&lt;br /&gt;
Fix: Faction goodwill not giving full reward.&lt;br /&gt;
Fix: Name of Ideo ritual room keeps randomly changing from default to ideo worship room name.&lt;br /&gt;
Fix: Hungry pawn undrafted on map edge can throw out of bounds error for ingest job.&lt;br /&gt;
Fix: Non-fresh corpses no longer count towards days of food calculation in caravan dialog.&lt;br /&gt;
Fix: Cast ability job fails if ability goes on cooldown.&lt;br /&gt;
Fix: Potential error during throne speech.&lt;br /&gt;
Fix: Stone bill menu text cutoff.&lt;br /&gt;
Fix: Resurrected stillbirth thought remaining.&lt;br /&gt;
Fix: Error placing hostile baby in bed.&lt;br /&gt;
Fix: Extract skull job isn’t ended if designation is removed.&lt;br /&gt;
Fix: Show disabled option if pawn is incapable of hauling to shuttle.&lt;br /&gt;
Fix: The “leader” role for ideoligion in the “ideoligion system inactive” playthrough is not capitalized in the bio.&lt;br /&gt;
Fix: Duplication of &amp;quot;sold slave&amp;quot; opinion offset if Ideology is active.&lt;br /&gt;
Fix: Warcall animals not hostile to all threats.&lt;br /&gt;
Fix: Error when placing a blueprint near the edge of the map.&lt;br /&gt;
Fix: An animal being rescued / carried by a pawn cannot be assigned to a bed.&lt;br /&gt;
Fix: Pawns cause 10 jobs in one tick when recovering from downed and trying to recover a dropped weapon that's currently on fire.&lt;br /&gt;
Fix: Error when apocritons jump.&lt;br /&gt;
Fix: Issues reserving spots for gatherings.&lt;br /&gt;
Fix: Vitals monitor blueprint rotates backwards.&lt;br /&gt;
Fix: Fences on the edge of the map cause an error when attempting to link out of bounds.&lt;br /&gt;
Fix: Warning when reserving stack of food.&lt;br /&gt;
Fix: Duels and misc ritual saving/loading.&lt;br /&gt;
Fix: When a pawn that’s incapable of fire fighting is ordered to extinguish a fire, no right-click option shows up.&lt;br /&gt;
Fix: Deliver food causing reservation errors rarely.&lt;br /&gt;
Fix: Designations on minified things are maintained once they have been installed.&lt;br /&gt;
Fix: Need meditation spot notification typo.&lt;br /&gt;
Fix: Temporary factions can be selected for some quests.&lt;br /&gt;
Fix: Mechs are able to open hermetic crates if multiple pawns are selected.&lt;br /&gt;
Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
Fix: Missing Ideology check for Beggars PawnKindDef.&lt;br /&gt;
Fix: If there is no storage space for eggs in an egg box, there's no 'empty' option on the float menu at all.&lt;br /&gt;
Fix: Empire hussar cataphracts for quests come with no go juice.&lt;br /&gt;
Fix: Trader Kind things debug output appears incorrect.&lt;br /&gt;
Fix: Springer of trap counts as instigator of explosion.&lt;br /&gt;
Fix: Hide stack count warning when creating a caravan.&lt;br /&gt;
Fix: Allow players to order colonists to take medical drugs from their inventory.&lt;br /&gt;
Fix: Needs power overlay now respects draw offset.&lt;br /&gt;
Fix: Assigned pawn is maintained on throne reinstall.&lt;br /&gt;
Fix: Ideoligion presets with a single &amp;quot;random&amp;quot; style option don't adhere to normal style selection rules.&lt;br /&gt;
Fix: Quest lodgers don't have their apparel locked properly.&lt;br /&gt;
Fix: Disable work and add On Duty thought to helpers for raid reward quest.&lt;br /&gt;
Fix: Blood loss hediff applying death on downed chance.&lt;br /&gt;
Fix: Pawns aren't dropped when TakeToBed job is interrupted.&lt;br /&gt;
Fix: Error when an animal gives birth on a caravan.&lt;br /&gt;
Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held.&lt;br /&gt;
Fix: Pawn can't reserve bench next to another.&lt;br /&gt;
Fix: NRE uninstalling loudspeaker.&lt;br /&gt;
Fix: Pawns sometimes ignore manual work priorities, and will switch to lower-priority work mid-job.&lt;br /&gt;
Fix: Pawns sharing seats on interaction cells.&lt;br /&gt;
Fix: Clear designator selected area when changing map.&lt;br /&gt;
Fix: Caravans set to rest are considered idle.&lt;br /&gt;
Fix: Prisoner is forbidden after ritual finished and captured again.&lt;br /&gt;
Fix: NullReferenceException when trying to print replant blueprint.&lt;br /&gt;
Fix: Quest states 'the pigs will not do any work'. Pigs here referred to members of the pigskin faction.&lt;br /&gt;
Fix: Hide the “tend without medicine” float menu option if the pawn is being carried.&lt;br /&gt;
Fix: Teaching not giving passion thought.&lt;br /&gt;
Fix: Hide allow fresh on butcher config.&lt;br /&gt;
Fix: Stacking red error on bugged birth that won't end.&lt;br /&gt;
Fix: Huge lag spikes due to skygazing.&lt;br /&gt;
Fix: Transport pod crash refugees sometimes aren't downed.&lt;br /&gt;
Fix: Prevent colony faction prisoners from participating in childbirth.&lt;br /&gt;
Fix: Outdoor lighting in base generation doesn't follow the faction’s ideoligious style.&lt;br /&gt;
Fix: If a pack animal's inventory is emptied when it's asleep, its sprite doesn't update until it wakes up.&lt;br /&gt;
Fix: GenDrop trying to place things on filled cells.&lt;br /&gt;
Fix: Shadows not affecting trees.&lt;br /&gt;
Fix: 'Conversion resentment' gives separate instances instead of stacking.&lt;br /&gt;
Fix: You can influence pawns during mental breaks by changing how they react to nearby enemies.&lt;br /&gt;
Fix: Potential error while using comms console.&lt;br /&gt;
Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.&lt;br /&gt;
Fix: Slaves in mental states (not rebelling) display &amp;quot;X is rebelling&amp;quot; on ideoligion ritual dialog.&lt;br /&gt;
Fix: lastSleepDisturbedTick not saved.&lt;br /&gt;
Fix: Generic work giver labels.&lt;br /&gt;
Fix: Missing Steam app id for Biotech.&lt;br /&gt;
Fix: Cancel jobs upon load if item forbidden.&lt;br /&gt;
Fix: Rare music error when choosing a new song.&lt;br /&gt;
Fix: Prisoners getting unsafe hemogen bill.&lt;br /&gt;
Fix: End wick if explosive thing is despawned.&lt;br /&gt;
Fix: Quest lodgers no longer count towards idle colonist count.&lt;br /&gt;
Fix: Dev toggles on pawn log ITab display in large font.&lt;br /&gt;
Fix: Beggar tense incorrect for &amp;quot;have accepted&amp;quot; gift.&lt;br /&gt;
Fix: “Reduce will” not using the correct interaction.&lt;br /&gt;
Fix: Mech gestators spawning mechs early.&lt;br /&gt;
Fix: Blood loss doesn't show up in a colonist's health tab when viewed from the caravan embark setup.&lt;br /&gt;
Fix: Marking carried animals for slaughter throws an error.&lt;br /&gt;
Fix: Float rounding pawn generation error.&lt;br /&gt;
Fix: Hediff_ChemicalDependency doesn't override CopyFrom().&lt;br /&gt;
Fix: Boomalope struck by lightning causes several errors as a corpse.&lt;br /&gt;
Fix: Pawn doesn't get interrupted to join the marriage ceremony.&lt;br /&gt;
Fix: Cleansweeper pathing to destroyed things on load.&lt;br /&gt;
Fix: Skull and deathrest capacity serum have duplicate CompForbiddable.&lt;br /&gt;
Fix: Fix death acidifier applying chemical burn to missing part.&lt;br /&gt;
Fix: Torch blueprint fire size incorrect.&lt;br /&gt;
Fix: Error on tox gas death.&lt;br /&gt;
Fix: Can order pawns to consume food that's outside their allowed area.&lt;br /&gt;
Fix: Option is given to have a pawn haul corpses reserved by wild animals for eating; clicking it does nothing.&lt;br /&gt;
Fix: Arrested refugee joins faction upon release.&lt;br /&gt;
Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
Fix: Pawns with royal permits can't trade/complete trade requests.&lt;br /&gt;
Fix: Complexes not spawning terminals.&lt;br /&gt;
Fix: Ideoligion persona weapon relics misnamed on thought label/description.&lt;br /&gt;
Fix: Ship part crash incidents will still attempt to fire, causing error, if the mechanoid faction has been removed from the world.&lt;br /&gt;
Fix: Errors on beginning conversion ritual.&lt;br /&gt;
Fix: Animal flaps have a faint line in the center when open.&lt;br /&gt;
Fix: &amp;quot;Traits sampled&amp;quot; debug output not discarding generated pawns, causing warning spam on save/load.&lt;br /&gt;
Fix: Beards don't layer properly on thin head shapes.&lt;br /&gt;
Fix: Ideoligion relic installation quest generated with errors.&lt;br /&gt;
Fix: Monument building quest spawned with several red errors and broken details.&lt;br /&gt;
Fix: NREs from colonists who don't need to eat.&lt;br /&gt;
Fix: PawnFlyers disappear on load.&lt;br /&gt;
Fix: Sandbags have a small pixelated border around them.&lt;br /&gt;
Fix: Sunlamps do not have perfect area of effect leading to rotting crops.&lt;br /&gt;
Fix: Direction arrow is on the wrong layer, gets covered by shadows, zones, and fog.&lt;br /&gt;
Fix: Unfinished power line blueprints under walls go invisible once materials are delivered.&lt;br /&gt;
Fix: Missing &amp;quot;create fluid&amp;quot; translation key.&lt;br /&gt;
Fix: Prison breaking prisoners can be selected to be carried to biosculpters.&lt;br /&gt;
Fix: Error when trying to reserve the same bed for resting.&lt;br /&gt;
Fix: 'Destination' line is visible connecting to the bed of sleeping pawns.&lt;br /&gt;
Fix: Paramedic mechs cannot tend to colonists in caravans.&lt;br /&gt;
Fix: Adding temperature-specific clothes to a pawn does not check age, so modded child warm apparel can be given to adults, causing an error.&lt;br /&gt;
Fix: Hidden faction information visible on inspect pane.&lt;br /&gt;
Fix: Loading a save during public execution causes an error, ritual never completes.&lt;br /&gt;
Fix: Pawns incapable of firefighting can be prioritized to fight fires.&lt;br /&gt;
Fix: Reference collection not scribing nulls.&lt;br /&gt;
Fix: Psycast meditation ending abruptly.&lt;br /&gt;
Fix: Chemical dependency hediff severity cannot be edited via dev tools.&lt;br /&gt;
Fix: Hair is partially layered beneath stockpiles.&lt;br /&gt;
Fix: Gene extraction can be exploited via save/load.&lt;br /&gt;
Fix: No PawnKinds example for raid quests.&lt;br /&gt;
Fix: Bestowing quest broken if pawn unspawned.&lt;br /&gt;
Fix: Hemogen packs trigger 'ate non-cannibal food' for sanguophage with cannibal precept.&lt;br /&gt;
Fix: Bestower Ceremony Error - tried to add pawn to lord but this pawn is already a member of another.&lt;br /&gt;
Fix: Error when a pawn is playing with a baby in some circumstances.&lt;br /&gt;
Fix: Blackboard facility should have only three allowed max connections as learning logic allows only three blackboards to boost a school desk.&lt;br /&gt;
Fix: Cannot search for creative reward names with spaces in them.&lt;br /&gt;
Fix: &amp;quot;DEV: Complete&amp;quot; command doesn't work on unfinished things in some scenarios.&lt;br /&gt;
Fix: Pawns digging out of map when they should not during kidnap duty.&lt;br /&gt;
Fix: Interceptor shields break, causing long recharge, when hit by EMP damage instead of stunning them.&lt;br /&gt;
Fix: Apparel covering just eyes does not count as &amp;quot;headgear&amp;quot; for pawn generation purposes.&lt;br /&gt;
Fix: Hoopstone and horseshoe differ in sight capacity requirement.&lt;br /&gt;
Fix: Sudden light level change at midnight at north pole colonies.&lt;br /&gt;
Fix: Pawns may meditate with max joy and no psylink.&lt;br /&gt;
Fix: Installing an archotech eye is seen as a surgical violation.&lt;br /&gt;
Fix: Group loading horses into drop pods will assign more weight to one drop pod.&lt;br /&gt;
Fix: “Take to stockpile” bill option resetting in certain circumstances.&lt;br /&gt;
Fix: GauranlenPodSpawn incident uses OnOffCycle, which does not work properly if onDays or offDays changes.&lt;br /&gt;
Fix: Constructing buildings sometimes has pawns facing the wrong direction.&lt;br /&gt;
Fix: Stacked animals loaded into transport pod trigger error and won't be loaded.&lt;br /&gt;
Fix: Downed mech can cause a mech raid site to stay active.&lt;br /&gt;
Fix: BabyTalk not generated correctly for text with non-ASCII characters.&lt;br /&gt;
Fix: Exception when trying to validate the “give birth” ritual gizmo with no beds present.&lt;br /&gt;
Fix: Pawns at the map edge who get hit and tween towards the view rect edge disappear for a small duration.&lt;br /&gt;
Fix: Increment time debug action causes errors for ended sustainer.&lt;br /&gt;
Fix: Gibbet cage description mentions they are made of &amp;quot;steel&amp;quot; but can actually be made of any metal.&lt;br /&gt;
Fix: Text size not reset after drawing inspect pane title for pawns with no inspect pane elements.&lt;br /&gt;
Fix: Load stack count is incorrect for caravan ITab when there is only one thing in the transferable and the player isn't taking the whole stack.&lt;br /&gt;
Fix: Error on corpse destruction when completedObligations is null.&lt;br /&gt;
Fix: Pawns are able to take drugs from inventory if they have an ideoligion which prevents it.&lt;br /&gt;
Fix: Plants dying to polluted terrain induce &amp;quot;died due rotting due to being left unharvested&amp;quot; message.&lt;br /&gt;
Fix: Missing graphic in “begin ritual” window without ideology active.&lt;br /&gt;
Fix: Firespew ability can't target walls.&lt;br /&gt;
Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
Fix: Refugee pod quests don't affect charity-loving ideoligion members.&lt;br /&gt;
Fix: Removed wastepack incident from occurring randomly.&lt;br /&gt;
Fix: Prevent duplicate entries in precept tooltip.&lt;br /&gt;
Fix: Hide &amp;quot;max satisfied title&amp;quot; on drugs without nutrition.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
RimWorld's Node-Based Pawn Rendering&lt;br /&gt;
&lt;br /&gt;
Overview&lt;br /&gt;
This contains a brief overview of the node rendering system. Including the core types which make up the node render system&lt;br /&gt;
&lt;br /&gt;
Render Node Properties (PawnRenderNodeProperties)&lt;br /&gt;
Data only.&lt;br /&gt;
Used inside of xml to describe how something should render and can contain extra details specific to certain nodes. Can also be created dynamically in code.&lt;br /&gt;
&lt;br /&gt;
Render Tree Def (PawnRenderTreeDef)&lt;br /&gt;
Data only.&lt;br /&gt;
Defines how a specific race of pawns should be drawn. Contains a “root” node properties and its children, recursively.&lt;br /&gt;
Render Node (PawnRenderNode)&lt;br /&gt;
Most functions are called once when a pawn's graphics are dirtied.&lt;br /&gt;
Some specific functions are called frequently by the render node worker.&lt;br /&gt;
Creates the meshes and materials required to render a single piece of a pawn at any given time.&lt;br /&gt;
Can have child Render Nodes, which inherit state. (Offset, rotation, scale, active, etc…)&lt;br /&gt;
Core features&lt;br /&gt;
Initializing meshes and materials for parallel rendering.&lt;br /&gt;
Shortcuts to access data from the attached render node worker.&lt;br /&gt;
Getting the color, shader, texture, mesh, given the render node properties and pawns state.&lt;br /&gt;
Creating the graphic used by the worker to render the node.&lt;br /&gt;
Notes&lt;br /&gt;
While the render node typically uses one or zero graphics per node, you can create a node with as many graphics as you need, and then override AppendDrawRequests in the render node worker to add as many draw requests as you require.&lt;br /&gt;
&lt;br /&gt;
Render Node Worker (PawnRenderNodeWorker)&lt;br /&gt;
Functions are called each time a pawn is drawn.&lt;br /&gt;
Holds no data. All code inside is written to be performant and run each frame.&lt;br /&gt;
Workers act on render nodes given the draw parameters of the pawn.&lt;br /&gt;
Only one instance of each type of worker.&lt;br /&gt;
Core features&lt;br /&gt;
Decides if the node should be drawn.&lt;br /&gt;
Pre and Post drawn events.&lt;br /&gt;
Gets the offset, rotation, scale, pivot, and layer for the node to be drawn with.&lt;br /&gt;
Gets the final material to render from the render node&lt;br /&gt;
Appends the required draw requests onto the final list, using data and graphic/s within the render node and the pawn's current draw parameters.&lt;br /&gt;
&lt;br /&gt;
Render Sub Worker (PawnRenderSubWorker)&lt;br /&gt;
Additive workers used to prevent mods from colliding with each other. Has similar functionality to Render Node Workers. These would be used if you want to change the position of a modded PawnRenderNodeProperties somewhere, for example.&lt;br /&gt;
Animations&lt;br /&gt;
Pawn animations can be defined in an AnimationDef. These define a dictionary of render node tags to animation parts along with several other properties.&lt;br /&gt;
AnimationParts&lt;br /&gt;
Can either define a list of keyframes or a custom worker class:&lt;br /&gt;
Keyframes&lt;br /&gt;
Define an offset, angle, scale, and tick offset from start.&lt;br /&gt;
Values are then interpolated across the duration of the animation.&lt;br /&gt;
AnimationWorker class&lt;br /&gt;
Contain methods for getting the offset, angle &amp;amp; scale at the current tick, as well as a Draw method for any additional required graphics.&lt;br /&gt;
Animation parts can also define a pivot to be rotated around.&lt;br /&gt;
Animations can be started using the SetAnimation method in the pawn renderer. Nodes will then access the current animation and update their position/rotation/scale accordingly.&lt;br /&gt;
Note: Animations disable pawn graphic caching, which can affect performance when many pawns are being animated while zoomed out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dynamic Render Nodes&lt;br /&gt;
Render trees don’t need to be entirely set up ahead of time. You can tag nodes to access them in code and act upon them. For example, apparel has a root node which gets dynamically created child nodes added onto it for each piece of apparel which needs to be drawn on the pawn. Hediffs, traits and genes can also add nodes to a pawn. Using PawnRenderNodeTagDefs, you can more easily reference a specific part, and set up a parent/child relationship between two nodes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parallel Drawing &amp;amp; Dynamic Draw Phases&lt;br /&gt;
To simplify parallel rendering, it has been broken up into three distinct stages, the main reason for this is to separate main thread code from code which can run in parallel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To accommodate this the draw function signatures on things have changed slightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Previous&lt;br /&gt;
&lt;br /&gt;
New&lt;br /&gt;
&lt;br /&gt;
DrawAt(drawLoc)&lt;br /&gt;
Draw()&lt;br /&gt;
DrawAt(drawLoc, flip)&lt;br /&gt;
DrawAtNow(drawLoc, flip)&lt;br /&gt;
DynamicDrawPhaseAt(phase, drawLoc, flip)&lt;br /&gt;
&lt;br /&gt;
The first thing to note is that Draw() has been merged into DrawAt(). Any code which previously used Draw() to draw extra elements on things now needs to be put into DrawAt(). It behaves the same way, however you will be passed the drawLoc instead of using DrawPos to draw extra graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to prevent the underlying thing from drawing, override the DrawAt() method without calling its base function. If your thing class extends ThingWithComps and doesn’t call the base method don’t forget you need to fire the Comps_PostDraw() event at the end of the function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting a pawn to render immediately still works, however you won’t be taking advantage of parallelism. To do this you need to use the new DynamicDrawPhaseAt() function. Every dynamically drawn thing in the game will have this function called if it’s being drawn on screen, you can override the event and route the event onto contained pawns (i.e. giblet cages). The function will be called in three DrawPhase stages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The three stages are:&lt;br /&gt;
&lt;br /&gt;
EnsureInitialized - This is the first phase, it is called on the main thread to allow render node trees to prepare their nodes for parallel rendering, this is where nodes ensure that the materials and meshes they might need are created. Most node initialization code only runs once each time it’s dirtied, however you can override the methods or properties to change this and decide for yourself.&lt;br /&gt;
ParallelPreDraw - This phase happens off the main thread. All the most expensive work for drawing is done here, calculating offsets, matrices, ect. The game state won’t change while this is occurring, so you can write code pretty much as you normally would, however you can’t do certain things like creating/accessing materials and meshes, so you need to do those beforehand in the previous stage.&lt;br /&gt;
Draw - The final phase on the main thread. This is where we iterate over the previously created draw requests and draw the final graphics on screen accordingly. This is also where events will be called from appropriately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ideology====&lt;br /&gt;
=====Post 1.3.3066=====&lt;br /&gt;
[[Version/1.3.3101]] for ancients?&lt;br /&gt;
* [[dryad healing pod]]&lt;br /&gt;
* [[ancient military crate]]&lt;br /&gt;
* [[ancient spacer crate]]&lt;br /&gt;
* [[ancient centipede shell]]&lt;br /&gt;
&lt;br /&gt;
=====1.3.3066=====&lt;br /&gt;
* Faction ideologies&lt;br /&gt;
[[Beggars]]&lt;br /&gt;
&lt;br /&gt;
====Psycaster outfits====&lt;br /&gt;
COuld use a deep dive given the depth now with biofferite stacking and eltex. Torture crowns and helmets and plate armor ofering decent preootection and good psycasting. and NH and psysence being separate. &lt;br /&gt;
&lt;br /&gt;
A comparison of differnent builds with psysense, NH, protection charts, etc &lt;br /&gt;
&lt;br /&gt;
nees to be reflext on the idnividual oages as well in both the analysis and summary with a standardized possibly templatized summary.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Head !! Body !! Utility !! Weapon&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Bioferrite|16}} {{Icon Small|Torture crown|64}}&lt;br /&gt;
| {{Icon Small|Plate armor|64}} + {{Icon Small|Slave collar|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}} &lt;br /&gt;
| {{Icon Small|Shield belt|64}} &lt;br /&gt;
| {{Icon Small|Eltex staff|64}} / {{Icon Small|Bioferrite|16}} {{Icon Small|Longsword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Eltex skullcap|64}}&lt;br /&gt;
| {{Icon Small|Eltex robe|64}} + {{Icon Small|Eltex vest|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}} &lt;br /&gt;
| {{Icon Small|Shield belt|64}} &lt;br /&gt;
| {{Icon Small|Eltex staff|64}} &lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Eltex robe|64}} + {{Icon Small|Flak vest|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}/{{Icon Small|Jump pack|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Prestige cataphract armor|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}/{{Icon Small|Jump pack|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Locust armor|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== lore ===&lt;br /&gt;
titles have lore in their descriptions&lt;br /&gt;
finish books&lt;br /&gt;
item overhaul&lt;br /&gt;
* misconceptions about the the empire and STL travel and stellarchs. mention density of star clusters per Khits suggestion. hub and spoke and number of spokes leading to stellarch description.&lt;br /&gt;
&lt;br /&gt;
* lownshield pack - Many ultratech combat squads owe their lives to a shield pack deployed at just the right time.&lt;br /&gt;
==== Psylink lore ====&lt;br /&gt;
Idk if it'll be useful, but its an interesting distilation of the lore on psycasts. Might bear sourcing and inserting an cut down version into [[lore]] &lt;br /&gt;
Psylink desc since upated see [[psycasts#lore]]&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/RimWorld/comments/w34coa/lore_question_where_did_psylink_come_from/&lt;br /&gt;
{{Collapse|&lt;br /&gt;
As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Did archotech AIs invented psychic powers in the rimworld universe? Or Did it always exist in it? Is this a reference to the shroud or warp since it can't be understood by normal scientist?&lt;br /&gt;
What are your theories or thoughts on it?&lt;br /&gt;
&lt;br /&gt;
It is deliberately left vague. Per the lore document, some believe that archotechs have discovered a method to manipulate quantum interactions from a distance and use this as the basis for their seemingly fantastical abilities. Others believe that they manipulate the noosphere, but that's not a particularly useful theory for teleporting rocks so we'll ignore it here.&lt;br /&gt;
&lt;br /&gt;
So of these abilities, vanometric (i.e. above unity) energy and psychic abilities are the big ones. Prior to Royalty, the psychic effects were only mental/telepathic abilities but if the process is achieved by mechanically changing the structure of a brain rather than &amp;quot;manipulating consciousness itself&amp;quot; then that limitation is arbitrary and applying the same technology to extracting energy from the quantum foam makes more sense if its all from the same source.&lt;br /&gt;
&lt;br /&gt;
Psylink apparently lets you access this mechanism. Whether psylink is just an access card into their &amp;quot;quantum manipulator&amp;quot; like borrowing someones tools, or it requires some deeper connection to the archotechs themselves/their consciousness and not just their tools is up in the air.&lt;br /&gt;
&lt;br /&gt;
So:&lt;br /&gt;
&lt;br /&gt;
    Did archotech AIs invented psychic powers in the rimworld universe? Or Did it always exist in it?&lt;br /&gt;
&lt;br /&gt;
Yes to both. They invented psychic powers in the same way that Yukawa &amp;quot;invented&amp;quot; the strong nuclear force or Newton &amp;quot;invented&amp;quot; gravity. Or maybe its closer to how Marconi/Hertz/Hughes/Whoever invented the radio. They discovered a physical reality of the universe and how it works and then built a system/mechanism/process to exploit that reality to do something useful with it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages in need of integration===&lt;br /&gt;
* [[Banish]]&lt;br /&gt;
* [[:Category:Status Level]] - integration into drugs, beds, chairs, sculptures, etc, as well as nav box for them.&lt;br /&gt;
* [[Collapsed_rocks]]&lt;br /&gt;
* [[Blindsight]]&lt;br /&gt;
* [[Saturation]]&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Training]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* [[Blight]]&lt;br /&gt;
* [[Insectoids]]/[[Infestation]]/[[Raids]]&lt;br /&gt;
* Integrate [[Caravan]] into teh nav menu and wiki at large.&lt;br /&gt;
* [[Doctoring]] needs to be better integrated into the rest of rest of the wiki, maybe even added to the nav box.&lt;br /&gt;
* Merge/interlink this unholy mess of pages: &lt;br /&gt;
*# [[Factions]]&lt;br /&gt;
*# [[Empire]]&lt;br /&gt;
*# [[Raiders]]&lt;br /&gt;
*# [[Visitor]]&lt;br /&gt;
*# [[Character Types]] &lt;br /&gt;
*# [[Pawns]] &lt;br /&gt;
*# [[People]]&lt;br /&gt;
*# [[Guest]]&lt;br /&gt;
*# [[Colonists]]&lt;br /&gt;
*# [[Traveler]]&lt;br /&gt;
*Updated [[Faction base]] and link it better into the rest of the wiki&lt;br /&gt;
*[[Stone chunk]] and [[Steel slag chunk]]&lt;br /&gt;
*[[:Category:Status Level]] and its subsidaries&lt;br /&gt;
*[[Glow pod]]&lt;br /&gt;
*[[Overdose]]&lt;br /&gt;
* [[Corpse]]&lt;br /&gt;
* The fact that PlantHarvestYield stat above 100% gives a bonus to yield needs to be mentioned in relevant places. e.g. in anaylses sayting that hihg skill planters should do the harvesting.&lt;br /&gt;
* [[Hunt]] and [[Animals#Hunting]] and [[Manhunter]] and wb the distance to the target and hunting stealth?&lt;br /&gt;
&lt;br /&gt;
===Investigation TODO===&lt;br /&gt;
&amp;lt;big&amp;gt;'''IF YOU HAVE ANSWERS TO THE FOLLOW PLEASE LEAVE THEM ON MY TALK PAGE'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Would it be worth it to swap the ranged weapon quality table on the pages with the one from the comparison tables, just with the page's weapon already enabled. This would let you just add the weapons you want to compare to the tool already on the page? IF YOU READ THIS PLEASE WEIGH IN.&amp;lt;/big&amp;gt;&lt;br /&gt;
: I think that the boxes for ''selecting'' all the weapons is very large and/or distracting. Unless you make use of horizonal space, I wouldn't agree with doing it (and even then).  [[User:Hordes|Hordes]] ([[User talk:Hordes|talk]]) 01:34, 30 January 2023 (UTC)&lt;br /&gt;
: The current size of the control panel is only as it is because theres no real reason to fix it for whats nominally my personal use, but it can be shrunk down. As a quick and very rough proof of concept:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Select weapons to compare&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Assault rifle|24}}&lt;br /&gt;
| {{Icon Small|Autopistol|24}}&lt;br /&gt;
| {{Icon Small|Bolt-action rifle|24}}&lt;br /&gt;
| {{Icon Small|Chain shotgun|24}}&lt;br /&gt;
| {{Icon Small|Charge lance|24}}&lt;br /&gt;
| {{Icon Small|Charge rifle|24}}&lt;br /&gt;
| {{Icon Small|Great bow|24}}&lt;br /&gt;
| {{Icon Small|Heavy SMG|24}}&lt;br /&gt;
| {{Icon Small|LMG|24}}&lt;br /&gt;
| {{Icon Small|Machine pistol|24}}&lt;br /&gt;
| {{Icon Small|Minigun|24}}&lt;br /&gt;
| {{Icon Small|Pila|24}}&lt;br /&gt;
| {{Icon Small|Pump shotgun|24}}&lt;br /&gt;
| {{Icon Small|Recurve bow|24}}&lt;br /&gt;
| {{Icon Small|Revolver|24}}&lt;br /&gt;
| {{Icon Small|Short bow|24}}&lt;br /&gt;
| {{Icon Small|Sniper rifle|24}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
|}&lt;br /&gt;
:: Things like icon size, intro text, control size, orientation, positioning etc can all be tweaked. Heck it can be integrated directly into the main table. The question is more whether the functionality itself is useful. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:45, 30 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Mortals:''' Is there anything anywhere about drugging children and their safe dose intervals? '''Khitrir:''' Nah Har and I have been talking about that - theres only the bit on tolerance being inverse proportional to body size. We wanna do a full thing on body size inc severity changes, tolerance, dosage times, but its being put off until all the biotech stuff is up&lt;br /&gt;
&lt;br /&gt;
* Purpose of: &lt;br /&gt;
** [[:Category: Bows]]&lt;br /&gt;
** [[:Category: Launchers]]&lt;br /&gt;
** [[:Category: Rifles]]&lt;br /&gt;
** [[:Category: Shotguns]]&lt;br /&gt;
** [[:Category: Grenades]]&lt;br /&gt;
** [[:Category: Axes]]&lt;br /&gt;
** [[:Category: Swords]]&lt;br /&gt;
** [[:Category: Knives]]&lt;br /&gt;
** [[:Category: Clubs]]&lt;br /&gt;
** [[:Category: Hammers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Khitrir's suggestions:&lt;br /&gt;
** Damage types maybe? I know there was some progress on that but idk how complete it is.&lt;br /&gt;
** How heat mechanics work, generally and with heat pushers. There are some numbers so you can go &amp;quot;x is better than  y&amp;quot; but no way to convert that to &amp;quot;how many to heat a room&amp;quot;&lt;br /&gt;
** There's a bunch of questions about how ideoligion conversions work - the different weights for different traits and things for both conversion and for the mental break.&lt;br /&gt;
** How wind and weather correlate, and how weather is selected&lt;br /&gt;
** Food foraging on caravans maybe? &lt;br /&gt;
&lt;br /&gt;
* Can you extract a hemogen pack from someone in a deathless coma, do they regen bloodloss when they're malnourished, and does malnourishment kill deathless pawns? A juice box you don't have to feed?&lt;br /&gt;
* Does nutrifungus grow at the same rate as a normal light using plant - other low light plants grow wierd &lt;br /&gt;
* You used to be able to use beckon to move sleeping mechanoids - they'd move, an then go back to sleep. Is this still the case?&lt;br /&gt;
* age does affect with body part health. Young pawns have less hp &lt;br /&gt;
* Robust digestion gene and insect jelly synergy.&lt;br /&gt;
* &amp;quot;does this mean chem int slaves don't take drugs because they don't recreate?&amp;quot;&lt;br /&gt;
* Reports that [[Tough]] and Robust [[gene]] affects damage taken by shields? &lt;br /&gt;
* [[:Category:Images - Background]]&lt;br /&gt;
* https://rim-armor.com/&lt;br /&gt;
* https://www.reddit.com/r/RimWorld/comments/om0txm/analysis_how_effective_are_turrets_against/&lt;br /&gt;
* https://www.reddit.com/r/RimWorld/comments/oi2l8b/how_dangerous_is_the_new_13_termite_mechanoid/&lt;br /&gt;
* https://www.semantic-mediawiki.org/wiki/Help:Custom_units&lt;br /&gt;
* How do [[siege]] [[mortar]]s and [[auto mortar]]s target and prosecute their firing?&lt;br /&gt;
* Investigate [[Pain shock threshold]] items for psycasters - use it to get nueral heat loss but reduce the penalty from pain. &lt;br /&gt;
* Investigate the Ideology polyamory/polycule bedroom mechanics and put on page. Is it a change in the DLC or is it in Core to support the DLC like other systems? In etiher case, does it now mean that you don't need a two person bed and can move two singles in?  &lt;br /&gt;
** Based on a reddit post: If an Ideoligion forbids unmarried lovers you can use this mechanic and place two single beds in a room to avoid the &amp;quot;Want to sleep together&amp;quot; moodlet without having them do lovin', and they won't get the barracks mod.&lt;br /&gt;
** My understanding is that pawns with an ideoligion that forbids unmarried lovers won't have the &amp;quot;want to sleep together moodlet&amp;quot;.&lt;br /&gt;
** This seems to happen when one pawn's ideoligion allows premarital relations and the other doesn't.&lt;br /&gt;
* Investigate the bonus from dark combat ideo - if it is post all other factors, it could redeem the LMGdue to its high optimal DPS.&lt;br /&gt;
* Difference/exact relationship between Hunger Rate Multiplier, hungerRateFactor,  and Hunger Rate Factor Offset, and clarification of which affects what. Malnutrition is HRFO, gourmand is HRF etc.   &lt;br /&gt;
* Risk of going manhunter on hunting. It is based on distance afaik but it should be confirmed. See also [[hunting stealth]]&lt;br /&gt;
* Random breakdowns/maintenance where the item needs a component to fix it. Is this detailed anywhere? [[Broken down]] links to repair chance. [[Events#Breakdown:_.28Machine.29]] also exists. Should have identify what can break down, how the mechanics works, create a template for addition to summary on the pages of the affected items to detail the effects. Rate of incidence needed &lt;br /&gt;
* As part of their category reform project, Ickputzdirwech has removed the [[:Category:Buildings]] from all pages. Investigate whether this will cause issues with future #ask requirements&lt;br /&gt;
* [[Plants#Types_of_plants]] - I thought that domesticated/decorative/etc came from the game. Where are they? Or has that been removed? Check.&lt;br /&gt;
* [[User:Crystalline Cat]] very pretty display&lt;br /&gt;
* Investigate (Slave) Rebellion mental break? Separate to other rebellion mechanics?&lt;br /&gt;
* Does removing the tongue of an abrasive pawn a neutralize all penalties in exchange for the mood debuff? Is removing the jaw a viable alternative?&lt;br /&gt;
* Whether sacrificing sharp armor of thrumbo shirt and pants is worth it to get the better heat armor of devilstrand when wearing something like cataphract - does the fact you're only still getting hit by a a small fraction of the sharp DPS make up for the loss. &lt;br /&gt;
* Prisoners can use insanity lances and orbital targetters - investigate their use by enemies and other NPCs&lt;br /&gt;
*  Bonasai trees seem to be better than fibercorn in basically every way you'd use fibercorn. More wood in pots than even fibercorn in hydro, less mats to make pots than a hydro and no power, same light requiremnts. etc.&lt;br /&gt;
* [[Hay]] and [[kibble]] seems to be trash - hay stacks to 200 rather than 75 and can't e used for meals, but otherwise is identical to corn, but corn plants require the same work to sow and harvest but provide a better yeild (22 vs 18), making them more work efficient. They grow less per day so size limitation has some merit. FERTILITY SENSITIVITY NEEDS TO BE CONSIDERED FOR THE PRIOR TWO ISSUES MAYBE REDEMPTION IS FOUND THERE. Kibble doesn't spoil but if you have the power, just give animals an animal flap fridge and nutrient paste. Even feeding ducks with their overflow is probably more efficient with NP over expensive low efficiency kibble (check tho)&lt;br /&gt;
* [[User:Gottoni/User_guide/Optimal_bedroom_size_study]]&lt;br /&gt;
* [[Social impact]] effect on conversion.&lt;br /&gt;
* megascarabs ignoring melee blocking?&lt;br /&gt;
* How does recreation power convert to recreation time?&lt;br /&gt;
* [[Slavery]] - use capes as alternative to dusters where they're necessary for temp resist as capes apparently don't have suppression loss rate increase?&lt;br /&gt;
* Investigate effect of tongue removal on annoying voice, abrasive, kind, misogynyst and misandrist traits. Should definitely negate social effects of all but the first by disabling kind and insulting words, but may not be coded to remove penalty from the first.&lt;br /&gt;
* Investigate AutoWikiBrowser and MsUpload&lt;br /&gt;
* Investigate [[Template:RNG]]&lt;br /&gt;
* Investigate Base Hunger Rate is multiplied by 1.6 for animals for some reason?&lt;br /&gt;
* Investigate [[Template: Version]]&lt;br /&gt;
* Investigate Sculptures giving solitary recreation - it is claimed that &amp;quot;legendary sculpture will fill rec meter almost instantly.&amp;quot; Needs confirmation.&lt;br /&gt;
* Investigate better tomb rooms for the sarcophagus giving better solitary recreation. Needs confirmation.&lt;br /&gt;
* Investigate [[sarcophagus]] giving a [[Thoughts|mood boost]]&lt;br /&gt;
* Investigate if pawns with 0% [[Hearing]] can be insulted. Could it be a way to negate the downside of bloodlust on non-social pawns?&lt;br /&gt;
* field hand + elbow blade?&lt;br /&gt;
* Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns &lt;br /&gt;
* Investigate animal haulers not triggering proximity activators for mortar shell plant&lt;br /&gt;
* Investigate effect of emp and mortars (on top of and next to) on broadshield packs&lt;br /&gt;
* Investigate Using [[Psycasts|beckon]] not waking mech clusters.&lt;br /&gt;
* Investigate if beautiful colonists get better trade prices, and ugly colonists get bad trade prices.&lt;br /&gt;
* Investigate why [[End table]]s don't inherit the ability to eat on them from TableBase, is it because they lack the &amp;lt;compClass&amp;gt;CompGatherSpot&amp;lt;/compClass&amp;gt;?&lt;br /&gt;
* Investigate [[Injury]] implies that beds add heal rate, This needs better investigation and integration with pages such as [[Hospital bed]]. It also implies a use for [[Animal bed]]s - namely that it helps animals heal faster. &lt;br /&gt;
* Investigate if the table on [[Long range mineral scanner]] is incorrect - the code at RimWorld\Data\Core\Defs\Sites\Parts\PreciousLump.xml seems to imply that the the produce should have a totalValueRange between 3500 silver and 5000 silver. If that is the case, the values for several BUT NOT ALL of the entries are currently wrong.&lt;br /&gt;
* Investigate [https://www.reddit.com/r/RimWorld/comments/bvq2qp/inspiration_frequency_vs_mood_graph/ inspiration freq vs mood graph]&lt;br /&gt;
&lt;br /&gt;
*FixSomeBugs reported this issue:&lt;br /&gt;
NOTE: Currently, the display of these stats is broken on the wiki. There are two properties here: [[Property:Insulation_-_Cold_Base]], the base temperature offset, and [[Property:Insulation_-_Cold_Factor]], the % by which we scale the base offset to get the final value for a clothing item.&lt;br /&gt;
Unfortunately, prior to B19 (I think that's when it changed), ''clothing'' had the base value (e.g. 15&amp;amp;deg;C) while ''textiles'' had the factor (e.g. 0.75).&lt;br /&gt;
As of 1.0, ''textiles'' have the offset (e.g. Hyperweave has 26&amp;amp;deg;C), while ''clothing'' has the factor (e.g. tuques have 0.5).  Thus, a normal hyperweave tuque has a cold insulation of 13&amp;amp;deg;C.&lt;br /&gt;
We should find a way to either fix the display of the relevant stats, or flip the actual semantic properties between the items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The places where the [[Saturation]] levels are placed seems to be determined by the diet of the animal in question, however there are inconsistencies that can't be explained. Why are sheep and horses different? Why are juvenlies different? There is info commented out, edit to see &amp;lt;!--&lt;br /&gt;
The placement of these thresholds depends on the diet of the pawn in question.  &lt;br /&gt;
0% is always Malnourished,&lt;br /&gt;
FoodLevelPercentageWantEat * 0.4f is Ravenously Hungry&lt;br /&gt;
FoodLevelPercentageWantEat * 0.8f is Hungry&lt;br /&gt;
Over is fed.&lt;br /&gt;
&lt;br /&gt;
case DietCategory.NeverEats:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
				case DietCategory.Herbivorous:&lt;br /&gt;
					return 0.45f;&lt;br /&gt;
				case DietCategory.Dendrovorous:&lt;br /&gt;
					return 0.45f;&lt;br /&gt;
				case DietCategory.Ovivorous:&lt;br /&gt;
					return 0.4f;&lt;br /&gt;
				case DietCategory.Omnivorous:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
				case DietCategory.Carnivorous:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
&lt;br /&gt;
Diet is determined in a peculiar way. Types are assigned in this order: Dendrovorous, Omnivorous, Carnivorous, Ovivorous, Herbivorous. That is, if a pawn eats trees, it is considered dendrovorous even if it also eats meat.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== EVENTUAL TODO === &lt;br /&gt;
* [[User:LaMizzy/Category Overhaul]]&lt;br /&gt;
* Pawn lists need updating - a lot have BeltDefensePop added now to get the firefoam pop now. &lt;br /&gt;
* Factions - xenotype breakdowns&lt;br /&gt;
* &amp;lt;weaponClasses&amp;gt;&lt;br /&gt;
* xenotype pawn and faciton name generation. &lt;br /&gt;
* [[Clothing]] comparison table:&lt;br /&gt;
*# Several entries have set values because they're not stuffable, others have multipliers beccause they are. Put a range for each of the values? E.g. T shirt hot insulation = 0.1x (+0.9 °C - +2.6 °C). The indetification of the best for each stat for each item can be automated. &lt;br /&gt;
*# Value/x entries have no context and do a poor job of explaining what the specific values mean. Previously there was a Profitiablity table. Perhaps this should be resurrected and seperated out from the main table? Either way context is needed&lt;br /&gt;
* How apparel is chosen by pawns automatically - JobGiver_OptimizeApparel maybe ?&lt;br /&gt;
* Psycasters aiming time build and references. Trigger happy + Hypersensitive is probably the best trait build combined with what? Shoot spec?&lt;br /&gt;
* Nav template reform: turn [[Template: Nav]] into callable template and have the different nav types call it. WOuld make it mcuh easier to add new ones, and edit existing ones.&lt;br /&gt;
* In the wiki for autodoors it mentions speed, and has a little video for it. It makes me wonder what the top speed is for a pawn before the door speed slows you down.&lt;br /&gt;
* [[Health]] has detail that should be migrated to its subsidary pages.&lt;br /&gt;
* a pawn's skin armor rating(e.g. turtle or from the gland implants) still protects body parts replaced by [[artificial body parts]], even if they would not logically have skin. This is likely to prevent them from being a detriment to survivability. This is on the gland pages, but currently there are no artificial body parts for animals, so should it be on those pages? Is it relelvant?&lt;br /&gt;
* Animal nutritional calcs depend on the difficulty. On losing is fun, meat yield is reduced to 80%,  milk is not. This means cows are significantly better on higher difficulties. CHECK CONCLUSION.&lt;br /&gt;
* a bad quality piano still sounds nice for those listening, and pawns play it longer due to slow rectime&lt;br /&gt;
* Doomdropping - drop pod emergency doomsday&lt;br /&gt;
* Sounds see [[dromedary]]&lt;br /&gt;
* Rest fall rate page and integration into [[Rest]]&lt;br /&gt;
* Add the green and red templates to the moodlet pages&lt;br /&gt;
* It takes {{ticks|6500}} of work to smooht stone walls &lt;br /&gt;
&lt;br /&gt;
* [[Brazier]] has some info on wood/day, heat push, heat max, light. Should be on torch lamp, campfire, heater, etc.&lt;br /&gt;
&lt;br /&gt;
*[[Weather]] table, and [[Wind turbine]]'s subset, might need updating. Find exact mechanics of windSpeedFactor and windSpeedOffset&lt;br /&gt;
* Version history up to [[Version/0.14.1234]]&lt;br /&gt;
[[Version/0.7.581]]&lt;br /&gt;
[[Version/0.14.1234]]&lt;br /&gt;
[[Version/0.15.1279]]&lt;br /&gt;
[[Version/0.15.1284]]&lt;br /&gt;
[[Version/0.16.1393]]&lt;br /&gt;
[[Version/0.17.1546]]&lt;br /&gt;
[[Version/0.18.1722]]&lt;br /&gt;
[[Version/0.19.2009]]&lt;br /&gt;
[[Version/1.0.0]]   &lt;br /&gt;
[[Version/1.1.0]]&lt;br /&gt;
[[Version/1.1.2257]]&lt;br /&gt;
[[Version/1.1.2258]]&lt;br /&gt;
[[Version/1.1.2559]] &lt;br /&gt;
[[Version/1.1.2562]]&lt;br /&gt;
[[Version/1.1.2564]]&lt;br /&gt;
[[Version/1.1.2565]]&lt;br /&gt;
[[Version/1.1.2566]]&lt;br /&gt;
[[Version/1.1.2567]]&lt;br /&gt;
[[Version/1.1.2571]]&lt;br /&gt;
[[Version/1.1.2575]]&lt;br /&gt;
[[Version/1.1.2579]]&lt;br /&gt;
[[Version/1.1.2589]]&lt;br /&gt;
[[Version/1.1.2598]]&lt;br /&gt;
[[Version/1.1.2610]]&lt;br /&gt;
[[Version/1.1.2618]]&lt;br /&gt;
[[Version/1.1.2624]]&lt;br /&gt;
[[Version/1.1.2647]]&lt;br /&gt;
[[Version/1.1.2654]]&lt;br /&gt;
[[Version/1.2.2719]]&lt;br /&gt;
[[Version/1.2.2753]]&lt;br /&gt;
[[Version/1.2.2900]]&lt;br /&gt;
[[Version/1.2.3005]]&lt;br /&gt;
[[Version/1.3.3066]]&lt;br /&gt;
[[Version/1.3.3067]]&lt;br /&gt;
[[Version/1.3.3069]]&lt;br /&gt;
[[Version/1.3.3072]]&lt;br /&gt;
[[Version/1.3.3074]]&lt;br /&gt;
[[Version/1.3.3076]]&lt;br /&gt;
[[Version/1.3.3080]]&lt;br /&gt;
[[Version/1.3.3087]]&lt;br /&gt;
[[Version/1.3.3101]]&lt;br /&gt;
[[Version/1.3.3117]]&lt;br /&gt;
&lt;br /&gt;
* Redo the rigger happy vs normal vs careful shooter DPS analyses. From reddit: a &amp;quot;skill 10 user [with a chain shotgun] at max range (where the penalty from TH is at its absolute highest) has 90% the single target DPS vs a untraited pawn but still has 125% of the crowd DPS. By skill 14, a trigger happy pawn is flat superior with the chain shotgun at every range.&amp;quot; i.e. e.g. is (shooting accuracy with TH^max range)/(shooting accuracy^max range) * {Cooldown + Warmup with TH)/{Cooldown + Warmup) &amp;gt; 1 for skill level X. Tables maybe? And only at max range? Can't generalize it as easy as &amp;quot;its always better at X skill&amp;quot; as it's been used previously.&lt;br /&gt;
&lt;br /&gt;
* once [[Field hand]] and [[Plant work speed]] have their math sussed out, analyse effect of archotech arms (manip affects both PWS and [[Plant Harvest Yield]]) vs field hands. Likely always better to just sow a larger field of crops with the extra work time to make up for smaller yield, but for some plants (e.g. trees) at some skill levels, may be beneficial to have field handed planter sow, and arhcotech armed harvest harvest? Investigate.&lt;br /&gt;
&lt;br /&gt;
* [[Apparel#Suggested_Apparel_Combos]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The odd ones out have known numbers; verify and reset. &lt;br /&gt;
* https://rimworldwiki.com/index.php?title=Version/1.0.2059&amp;amp;diff=prev&amp;amp;oldid=70686&lt;br /&gt;
* https://rimworldwiki.com/index.php?title=Version/1.1.2554&amp;amp;diff=prev&amp;amp;oldid=70687&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_03 align-right}}&lt;br /&gt;
! Release Type !! Version Number !! Version Type !! Release Date !! Additional Comment&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/1.0.2059|1.0.2059]] || Release || 2018.10.17 || Release 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.19.2009|0.19.2009]] || Beta || 2018.08.28 || Beta 19&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.18.1722|0.18.1722]] || Beta || 2017.11.18 || Beta 18&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.17.1557|0.17.1557]] || Alpha || 2017.06.03 || Alpha 17B&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.17.1546|0.17.1546]] || Alpha || 2017.05.24 || Alpha 17&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.16.1393|0.16.1393]] || Alpha || 2016.12.20 || Alpha 16&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1284|0.15.1284]] || Alpha || 2016.09.02 || Alpha 15C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1280|0.15.1280]] || Alpha || 2016.08.29 || Alpha 15B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1279|0.15.1279]] || Alpha || 2016.08.28 || Alpha 15&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1249|0.14.1249]] || Alpha || 2016.07.29 || Alpha 14E&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1241|0.14.1241]] || Alpha || 2016.07.21 || Alpha 14D&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1238|0.14.1238]] || Alpha || 2016.07.19 || Alpha 14C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1236|0.14.1236]] || Alpha || 2016.07.18 || Alpha 14B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1234|0.14.1234]] || Alpha || 2016.07.15 || Alpha 14&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.13.1135|0.13.1135]] || Alpha || 2016.04.06 || Alpha 13&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.12.906|0.12.906]] || Alpha || 2015.08.21 || Alpha 12&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.11.877|0.11.877]] || Alpha || 2015.06.10 || Alpha 11&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.10.785|0.10.785]] || Alpha || 2015.04.15 || Alpha 10&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.9.722|0.9.722]] || Alpha || 2015.02.18 || Alpha 9&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.8.657|0.8.657]] || Alpha || 2014.12.15 || Alpha 8&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.7.581|0.7.581]] || Alpha || 2014.10.01 || Alpha 7&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.6.532|0.6.532]] || Alpha || 2014.08.13 || Alpha 6&lt;br /&gt;
|-&lt;br /&gt;
| Silent || [[Version/0.5.496B|0.5.496B]] || Alpha || 2014.07.14 || Alpha 5D&lt;br /&gt;
|-&lt;br /&gt;
| Quiet || [[Version/0.5.496|0.5.496]] || Alpha || 2014.07.07 || Alpha 5C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.5.492B|0.5.492B]] || Alpha || 2014.07.06 || Alpha 5B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.5.492|0.5.492]] || Alpha || 2014.07.04 || Alpha 5&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.4.460|0.4.460]] || Alpha || 2014.06.01 || Alpha 4&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.3.410|0.3.410]] || Alpha || 2014.04.11 || Alpha 3&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.2.363|0.2.363]] || Alpha || 2014.02.26  || Alpha 2&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.1.334|0.1.334]] || Alpha || 2014.01.27 || Alpha 1&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.334|Internal 0.1.334]] || Alpha || 2014.01.26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.333|Internal 0.1.333]] || Alpha || 2014.01.25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.332|Internal 0.1.332]] || Alpha || 2014.01.24 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.331|Internal 0.1.331]] || Alpha || 2014.01.23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.330B|Internal 0.0.330B]] || Pre-Alpha || 2014.01.22 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.330|Internal 0.0.330]] || Pre-Alpha || 2014.01.22 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.329|Internal 0.0.329]] || Pre-Alpha || 2014.01.21 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.328|Internal 0.0.328]] || Pre-Alpha || 2014.01.20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.327|Internal 0.0.327]] || Pre-Alpha || 2014.01.19 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.325|Internal 0.0.325]] || Pre-Alpha || 2014.01.17 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.324|Internal 0.0.324]] || Pre-Alpha || 2014.01.16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.323|Internal 0.0.323]] || Pre-Alpha || 2014.01.15 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.322|Internal 0.0.322]] || Pre-Alpha || 2014.01.14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.321|Internal 0.0.321]] || Pre-Alpha || 2014.01.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.320|Internal 0.0.320]] || Pre-Alpha || 2014.01.12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.318|Internal 0.0.318]] || Pre-Alpha || 2014.01.10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.317B|Internal 0.0.317B]] || Pre-Alpha || 2014.01.09 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.317|Internal 0.0.317]] || Pre-Alpha || 2014.01.08 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.314|Internal 0.0.314]] || Pre-Alpha || 2014.01.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.294|Internal 0.0.294]] || Pre-Alpha || 2013.12.17 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.254B|0.0.254B]] || Pre-Alpha || 2013.11.07 || Pre-Alpha Backer 2&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.254|Internal 0.0.254]] || Pre-Alpha || 2013.11.07 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253c|Internal 0.0.253c]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253b|Internal 0.0.253b]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253|Internal 0.0.253]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.250|0.0.250]] || Pre-Alpha || 2013.11.03 || Pre-Alpha Backer 1&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.250|Internal 0.0.250]] || Pre-Alpha || 2013.11.03 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.249a|Internal 0.0.249a]] || Pre-Alpha || 2013.11.02 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.248|Internal 0.0.248]] || Pre-Alpha || 2013.11.01 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.247|Internal 0.0.247]] || Pre-Alpha || 2013.10.31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.245|0.0.245]] || Pre-Alpha || 2013.10.29 || Pre-Alpha Press Release 2&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.245|Internal 0.0.245]] || Pre-Alpha || 2013.10.29 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.243|Internal 0.0.243]] || Pre-Alpha || 2013.10.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.241|Internal 0.0.241]] || Pre-Alpha || 2013.10.25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.240|Internal 0.0.240]] || Pre-Alpha || 2013.10.24 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.232|0.0.232]] || Pre-Alpha || 2013.10.16 || Pre-Alpha Press Release 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====New seats projects====&lt;br /&gt;
* Kneel pillow&lt;br /&gt;
* Kneel sheet (tiny cover - cover baiting?)&lt;br /&gt;
* Pew&lt;br /&gt;
&lt;br /&gt;
====Mental breaks====&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Food binge]]&lt;br /&gt;
* [[Mental break#Insulting spree]]&lt;br /&gt;
* [[Mental break#Targeted insulting spree]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Social drug binge]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze)]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze) Short]]&lt;br /&gt;
* [[Mental break#Tantrum]]&lt;br /&gt;
** [[Mental break#Targeted tantrum]]&lt;br /&gt;
** [[Mental break#Bedroom tantrum]]&lt;br /&gt;
* [[Mental break#Sadistic rage]]&lt;br /&gt;
* [[Mental break#Corpse obsession]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Fire starting spree]]&lt;br /&gt;
* [[Mental break#Hard drug binge]]&lt;br /&gt;
* [[Mental break#Jailbreaker]]&lt;br /&gt;
* [[Mental break#Slaughterer]]&lt;br /&gt;
* [[Mental break#Murderous rage]]&lt;br /&gt;
* [[Mental break#Run wild]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Confusion]]&lt;br /&gt;
* [[Mental break#Social fighting]]&lt;br /&gt;
* [[Mental break#Fleeing in panic]]&lt;br /&gt;
* [[Mental break#Manhunter]]&lt;br /&gt;
&lt;br /&gt;
====Old sprites====&lt;br /&gt;
*[[:File:TableTailor.png]] &lt;br /&gt;
*[[:File:Cecropia tree.png]] &lt;br /&gt;
*[[:File:Herbal medicine.png]]&lt;br /&gt;
*[[:File:Glitterworld medicine.png]]&lt;br /&gt;
*[[:File:Club.png]] &lt;br /&gt;
*[[:File:GreatBow.png]]&lt;br /&gt;
*[[:File:FragGrenades.png]]&lt;br /&gt;
*[[:File:Molotov.png]]&lt;br /&gt;
*[[:File:Elephant tusk.png]]&lt;br /&gt;
*[[:File:High-explosive shell.png]]&lt;br /&gt;
*[[:File:Ship computer core.png]]&lt;br /&gt;
*[[:File:EquipmentRack.png]]&lt;br /&gt;
*[[:File:Equipment rack.png]]&lt;br /&gt;
*[[:File:Fueled_Stove.jpg]]&lt;br /&gt;
&lt;br /&gt;
====Textiles====&lt;br /&gt;
*Finish updating textiles:&lt;br /&gt;
**[[Cloth]]&lt;br /&gt;
&lt;br /&gt;
====Thoughts====&lt;br /&gt;
* Update: &lt;br /&gt;
**[[Thoughts/Memory Death]]&lt;br /&gt;
**[[Thoughts/Exotic]]&lt;br /&gt;
**[[Thoughts/Drugs]]&lt;br /&gt;
* Add: &lt;br /&gt;
**[[Thoughts/Anesthetic]]&lt;br /&gt;
**[[Thoughts/Memory Lost]]&lt;br /&gt;
**[[Thoughts/Memory Special]]&lt;br /&gt;
&lt;br /&gt;
**[[Thoughts/Memory Special (Royalty)]]&lt;br /&gt;
**[[Thoughts/Situation MusicalInstruments (Royalty)]]&lt;br /&gt;
**[[Thoughts/RoyalTitles]]&lt;br /&gt;
&lt;br /&gt;
**[[Thoughts/IdeoBuilding (Ideology)]]&lt;br /&gt;
**[[Thoughts/IdeoRaiding (Ideology)]]&lt;br /&gt;
**[[Thoughts/IdeoRole (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Misc (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Social (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Terror (Ideology)]]&lt;br /&gt;
**[[Thoughts/Ritual (Ideology)]]&lt;br /&gt;
**[[Thoughts/Ritual Quality (Ideology)]]&lt;br /&gt;
**[[Thoughts/Situation Social (Ideology)]]&lt;br /&gt;
**[[Thoughts/Situational (Ideology)]]&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Assets]]&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
* [[Persona weapon#Psychic hypersensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic sensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic quiet]]&lt;br /&gt;
* [[Persona weapon#Psychic fog]]&lt;br /&gt;
* [[Persona weapon#Kind thoughts]]&lt;br /&gt;
* [[Persona weapon#Calm thoughts]]&lt;br /&gt;
* [[Persona weapon#Mad muttering]]&lt;br /&gt;
* [[Persona weapon#Mad wailing]]&lt;br /&gt;
* [[Persona weapon#Kill-happy]]&lt;br /&gt;
* [[Persona weapon#Kill-sorrow]]&lt;br /&gt;
* [[Persona weapon#Kill thirst]]&lt;br /&gt;
* [[Persona weapon#Psy-meditative]]&lt;br /&gt;
* [[Persona weapon#Painless]] &lt;br /&gt;
* [[Persona weapon#Neural cooling]]&lt;br /&gt;
* [[Persona weapon#Freewielder]]&lt;br /&gt;
&lt;br /&gt;
==== Standardize ====&lt;br /&gt;
Standardize to [[:File:Friendly_Fire_Radii.png]]. Mostly contrast and lighting is the issue.&lt;br /&gt;
* [[:File:Frag_grenade_range.png]]&lt;br /&gt;
* [[:File:Gauranlen_tree_exclusion_radius.png]]&lt;br /&gt;
* [[:File:Roof_rimworld.jpg]] &lt;br /&gt;
* [[:File:PhoenixArmorAOE.png]]&lt;br /&gt;
* [[:File:Grenades melee block.png]]&lt;br /&gt;
* [[:File:Grenades corridor.png]]&lt;br /&gt;
* [[:File:Molotov cocktails.png]]&lt;br /&gt;
* [[:File:Rocketswarm_blast.png]]&lt;br /&gt;
* [[:File:Melee block door.png]]&lt;br /&gt;
&lt;br /&gt;
Use styling station to get nice images of all pawnkinds.&lt;br /&gt;
&lt;br /&gt;
==== Lore ====&lt;br /&gt;
{{Main|Lore}}&lt;br /&gt;
* Extract [[crashed ship parts]] for [[Lore]] page and sections. Add Charlton Whitestone to the lore page. [[Ancient warspider remains]], Ancient warsprinter remains, &lt;br /&gt;
** Ancient warwalker claw &lt;br /&gt;
** Ancient warwalker foot &lt;br /&gt;
** Ancient warwalker leg &lt;br /&gt;
** Ancient warwalker shell &lt;br /&gt;
** Ancient warwalker torso, &lt;br /&gt;
* [[Lore]] from the Abasia and Blood Rot cure descriptions, from the [[Fibrous mechanites]] and [[Sensory mechanites]] descriptions&lt;br /&gt;
* [[Archotech]] lore page inc archotech body parts.&lt;br /&gt;
* [https://www.reddit.com/r/RimWorld/comments/w939q7/i_didnt_know_that_machines_personas_had_to_be/ machine persona ethics committees]&lt;br /&gt;
&lt;br /&gt;
==== Modding ====&lt;br /&gt;
        &amp;lt;butcherBodyPart&amp;gt;&lt;br /&gt;
          &amp;lt;bodyPartGroup&amp;gt;TuskAttackTool&amp;lt;/bodyPartGroup&amp;gt;&lt;br /&gt;
          &amp;lt;thing&amp;gt;ElephantTusk&amp;lt;/thing&amp;gt;&lt;br /&gt;
          &amp;lt;allowFemale&amp;gt;false&amp;lt;/allowFemale&amp;gt;&lt;br /&gt;
        &amp;lt;/butcherBodyPart&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bulletStaggerDelayTicks&amp;gt;120&amp;lt;/bulletStaggerDelayTicks&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerSpeedFactor&amp;gt;0.2&amp;lt;/bulletStaggerSpeedFactor&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerIgnoreBodySize&amp;gt;true&amp;lt;/bulletStaggerIgnoreBodySize&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerEffecterDef&amp;gt;TunnelerSlowedDown&amp;lt;/bulletStaggerEffecterDef&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Infobox Updates ===&lt;br /&gt;
[[Template: Infobox main]] is in need of some TLC.&lt;br /&gt;
&amp;lt;big&amp;gt;'''IMPLEMENT THE MELEE SELECTION WEIGHTS FOR THE ANIMAL AND WEAPON VERBS INTO THE INFOBOX TEMPLATE TO ALLOW FOR MASSIVE SIMPLIFICATION OF [[Template: True Melee DPS Calculator]]? CAN'T ACCOUNT FOR QUALITY/MATERIAL CHANGES. SPIN WEIGHT CALC INTO SUB TEMPLATE? DOESN'T MATTER FOR QUALITY LESS/MATERIAL LESS WEAPONS LIKE BODY PART WEAPONS, DOESN'T MATTER FOR ANIMALS'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* True DPS.&lt;br /&gt;
* Diet. Better differentiation, display and integration of the actual options. Tweak [[nutrition]] and [[saturation]] as needed. Alos check animal tables to aboid breaking tempaltes&lt;br /&gt;
* Energy requirements&lt;br /&gt;
* Would be nice if the bionics explicitly listed their attachment point on their pages&lt;br /&gt;
* Drug stats to prevent having to set dozens of variables over the article. Also allow the display of the average high duration in the infobox.&lt;br /&gt;
* Artificial body part part efficiecny?&lt;br /&gt;
* [[mechanoids]] should have their shred returns mentioned in their infoboxc like butchery. &lt;br /&gt;
* Searhc in stuff tags &amp;quot; &amp;quot; + &amp;lt;stuff tags&amp;gt; = the first word will always start at 1 not 0?&lt;br /&gt;
* |imagesize = 192px&lt;br /&gt;
* Biosculpter takes 200W when on, 50W when off. Wind tubrine varies from 0 - 3250W, should this display?&lt;br /&gt;
* Implement Ingredient List but for stuffable - i.e. this list of items is stuffable with metallics, this one with stony etc. and then link each metal, stone, wood etc to their respecitve type. &lt;br /&gt;
* General clean up cleanup. Weapons especially.&lt;br /&gt;
* Change wool, milk, and eggs to generic products now that theres so many things that produce things that aren't either - boomalopes, medicinemakers, berry makers,  etc&lt;br /&gt;
* [[User:NotBadCat#Trying_New_Version_of_Animal_Stats_box]]&lt;br /&gt;
*To add&lt;br /&gt;
** Automatically add types to categories?&lt;br /&gt;
**Scale image with the size ingame? As in if its 3x2 in game, scale it so that its 3x larger than a normal image? Might be a way to stndarzie on an image szie&lt;br /&gt;
**[[Move speed]] penalty for Armor?&lt;br /&gt;
* How should we handle extra effects of weapons - EMP damage on Zeushammer, Fire on Plasmasword, Toxic Buildup on Venom Fangs/Talons and how should we display them on tables without messing with automated math. Should we just add new &amp;quot;special damage&amp;quot;, &amp;quot;special damage type&amp;quot; and &amp;quot;special damage DPS&amp;quot; categories to infobox? Or is that bloating and already full infobox? Should it just be in the article? Then automated comparison tables won't display it.&lt;br /&gt;
&lt;br /&gt;
* [[Template talk:Infobox main]] STDT tables don't play nice with infoboxes. Wikitables do. Why? How fix? Fix. [[User:Jimyoda|Jimyoda]] is working on it.&lt;br /&gt;
**There is a partial fix with the use of the external tags, but its still not ideal&lt;br /&gt;
**The difference seems to be in how the &amp;quot;table&amp;quot; and &amp;quot;wikitable&amp;quot; classes are defined.&lt;br /&gt;
**Table seems to be defined at [[MediaWiki:Common.css]] but I can't find any definition anywhere for wikitable to compare.&lt;br /&gt;
&lt;br /&gt;
=== Feed back Needed!(If you're reading this, please weigh in) ===  &lt;br /&gt;
*Finding information on natural walls is current unintuitive or outright unavailable. Atm I've created a section on the [[Structures]] page but this is not great - while it puts it next to the other walls, its not an intuitive place to find that information. This is largely because of the initial structure of the wiki to match the menu structure. This is causing issues with things such as where to place uncraftable items such as [[Vanometric power cell]]s. But back on topic:&lt;br /&gt;
**Should we create superpages for each stone type? With the stats for the wall, blocks and stone chunk all on one page&lt;br /&gt;
*** Since the limited use of this information I'd focus efforts elsewhere [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC)&lt;br /&gt;
**Should we abandon the menu-inspired nav structure? (Ultimately likely to be better, but a massive project)&lt;br /&gt;
***This I think is a good idea regardless of the current topic, since it would allow a more intuitive structure of the overall wiki preventing the occasional &amp;quot;ow there's 3 different pages about fire&amp;quot;. Maybe good to have design first so we can see how much can be recycled (which I hope is a lot) and to see where the biggest gain is.[[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:19, 16 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Common errors ==&lt;br /&gt;
Feel free to add more that you feel are common (i.e. likely to show up on multiple pages after a few months without culling)&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheived&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheive&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheiving &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=soley &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieve &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieved&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieving&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=particulary&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Prefered &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=rememdied  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=multipler  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=supression&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=suppresion&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=supressing&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=supressed&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=teh &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=peice&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=euthenasia&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=indefintely&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Inheriently&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=continous&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=incidential&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Upseting&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=aformentioned&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperated&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperate&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperating &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperately  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=reliabily  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=withdrawl &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=comforable &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=negligble&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Dependant - not incorrect spelling, but usually used wrong.&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=neccessary &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=resurected&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=ressurected &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=initally&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=noticably&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=efficency&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheived&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheive&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheivable &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheiving&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=daylillies&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=managable&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=butcherer&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=ocurring&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=occuring&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=labryinth&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=labrynth&lt;br /&gt;
&lt;br /&gt;
== Event Banners ==&lt;br /&gt;
&amp;lt;!--{{#switch: {{#time: m-d }}&lt;br /&gt;
| 02-15 = Its the day after valentines&lt;br /&gt;
| 04-01 = Its april fools day&lt;br /&gt;
| 25-12 = Its xmas&lt;br /&gt;
| #default = It is this day {{#time: m-d }} and you could automate these banners. &lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#switch: {{#time: m-d }}&lt;br /&gt;
| 02-14=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Scarification.png|60px]]&lt;br /&gt;
| text = {{IdeologyIcon}} [[Ideology]] is red, {{BiotechIcon}} [[Biotech]] is blue, if I give you this {{Icon Small|Heart}} [[heart]], will you give me yours too?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 02-15 = Its the day after valentines&lt;br /&gt;
| 04-01 = Its april fools day&lt;br /&gt;
| 10-31 =&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF7518&lt;br /&gt;
| image = [[File:Skull stack full.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;amp;nbsp;Put your [[File:Animalist war mask wood.png|16px]] [[War mask|&amp;lt;span title=&amp;quot;Mask&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;mask&amp;lt;/span&amp;gt;]] on! The [[File:GauranlenPodC.png|16px]] [[Gauranlen_pod|&amp;lt;span title=&amp;quot;Pumpkin&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;pumpkins&amp;lt;/span&amp;gt;]] are out and its time to go &amp;lt;span  title=&amp;quot;Trick&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot; class=&amp;quot;mw-customtoggle-collapse&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;gt;trick&amp;lt;/span&amp;gt; or [[Special:Random|&amp;lt;span title=&amp;quot;Treat&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;treating&amp;lt;/span&amp;gt;]]!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;amp;nbsp;HAPPY HALLOWEEN FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;[[File:Gene FireTerror.png]]&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''BOO!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 12-25=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;MERRY CHRISTMAS FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 12-26|12-27|12-28|12-29|12-30|12-31=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = Jingle Bells, load the [[Mortar shell|shells]], [[raiders]] have come to play, oh no wait&amp;lt;br&amp;gt; ...oh its too late, bye bye Santa's sleigh, hey!&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''MERRY CHRISTMAS FROM RIMWORLD WIKI!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| #default = It is this day {{#time: m-d }} and there are 4 automated banners. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF7518&lt;br /&gt;
| image = [[File:Skull stack full.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;amp;nbsp;Put your [[File:Animalist war mask wood.png|16px]] [[War mask|&amp;lt;span title=&amp;quot;Mask&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;mask&amp;lt;/span&amp;gt;]] on! The [[File:GauranlenPodC.png|16px]] [[Gauranlen_pod|&amp;lt;span title=&amp;quot;Pumpkin&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;pumpkins&amp;lt;/span&amp;gt;]] are out and its time to go &amp;lt;span  title=&amp;quot;Trick&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot; class=&amp;quot;mw-customtoggle-collapse&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;gt;trick&amp;lt;/span&amp;gt; or [[Special:Random|&amp;lt;span title=&amp;quot;Treat&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;treating&amp;lt;/span&amp;gt;]]!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;amp;nbsp;HAPPY HALLOWEEN FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;[[File:Gene FireTerror.png]]&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''BOO!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;MERRY CHRISTMAS FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = Jingle Bells, load the [[Mortar shell|shells]], [[raiders]] have come to play, oh no wait&amp;lt;br&amp;gt; ...oh its too late, bye bye Santa's sleigh, hey!&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''MERRY CHRISTMAS FROM RIMWORLD WIKI!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Scarification.png|60px]]&lt;br /&gt;
| text = {{IdeologyIcon}} [[Ideology]] is red, {{BiotechIcon}} [[Biotech]] is blue, if I give you this {{Icon Small|Heart}} [[heart]], will you give me yours too?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = Please note, RimWorld was recently '''Refused Classification''' in Australia. Refused games [https://www.classification.gov.au/classification-ratings/what-do-ratings-mean cannot be sold, hired, advertised or legally imported] in Australia. &lt;br /&gt;
&lt;br /&gt;
As such it has been removed from the Steam store in that location. Preexisting owners remain unaffected.&lt;br /&gt;
&lt;br /&gt;
Due to this removal, there have been reports that the statement released by Ludeon on this event may not be available to all players. For convenience, it is replicated [[Refused classification|here]]&lt;br /&gt;
&lt;br /&gt;
Polite complaints to the Australian Classification Board can be submitted by Australian residents [https://www.classification.gov.au/contact-us/contact-us-form here]. &lt;br /&gt;
}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
| type  = protect&lt;br /&gt;
| image = [[File:RimWorldLogo.png|48px]]&lt;br /&gt;
| text  = &amp;lt;big&amp;gt;[https://rimworld.double11.com/ RimWorld Console Edition] is here!&amp;lt;/big&amp;gt; Welcome to the rimworlds, console [[pawns]], try not to get turned into a hat. &amp;lt;br&amp;gt;Check out the [https://rimworld.double11.com/faq FAQ here]. RimWorldWiki is also trying to update to this new platform. Please be patient with us as this happens, and if possible, [[Talk:Console edition|lend a hand]]&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = biotech&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #6bb6bb&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:BiotechIcon.png|40px|link=Biotech DLC|Biotech DLC]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;The [[Biotech DLC]] and Version 1.4 have been announced and are coming October 21st!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;For further information, see the [https://store.steampowered.com/news/app/294100/view/3294970071159733465 announcement] and the [https://store.steampowered.com/app/1826140/RimWorld__Biotech/ steam page]!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = biotech&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #6bb6bb&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:BiotechIcon.png|40px|link=Biotech DLC|Biotech DLC]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;The [[Biotech DLC]] and Version 1.4 has arrived!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;For further information, see the [https://store.steampowered.com/news/app/294100/view/3294970071159733465 announcement] and the [https://store.steampowered.com/app/1826140/RimWorld__Biotech/ steam page]!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FFBF00&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:AgeReversal.png|40px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Downtime Notice&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;The RimWorld Wiki will have its MediaWiki version updated soon. The expected downtime period is between Friday (December 9th) to Sunday (December 11th)&amp;lt;br/&amp;gt;You may experience some interruptions trying to edit or viewing pages during the migration.&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
  | name = anomaly&lt;br /&gt;
  | type = manual&lt;br /&gt;
  | color = #8e9967&lt;br /&gt;
  | image = [[File:AnomalyIcon.png|40px|link=Anomaly (DLC)]]&lt;br /&gt;
  | text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''The [https://store.steampowered.com/news/app/294100/view/4160834030793878434 Anomaly DLC] has been [https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ released on Steam] alongside 1.5!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Please bear with us as we get the new content up, and consider [[Special:CreateAccount|signing up]] to help today!&lt;br /&gt;
  | nocat = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Stats from the &amp;quot;automated&amp;quot; part:&lt;br /&gt;
 [SMW] In-text annotation parser time	0.001 seconds&lt;br /&gt;
 CPU time usage	0.004-0.009 seconds&lt;br /&gt;
 Real time usage	0.004-0.024 seconds&lt;br /&gt;
 Preprocessor visited node count	18/1,000,000&lt;br /&gt;
 Post-expand include size	65/2,097,152 bytes&lt;br /&gt;
 Template argument size	0/2,097,152 bytes&lt;br /&gt;
 Highest expansion depth	3/40&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Scarification.png|60px]]&lt;br /&gt;
| text = The [[raiders]] are dead, the [[fleshbeasts]] are too, time for some [[lovin']], just me and you?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=warning&lt;br /&gt;
|text=Note: This page is made in preparation of the release of the [[Odyssey DLC]] to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== User recognition banners ==&lt;br /&gt;
Nothing official or serious but some users and deserve what thanks we can give. Honestly, more people should have these but its only really realized when large projects get completed.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type = warning&lt;br /&gt;
| image = [[File:RoyaltyIcon.png|40px]]&lt;br /&gt;
| text = This user is a credit to the wiki, and has '''define'''-itely gone above and beyond!&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;I can't reward you for all your work on infobox main and the massive slog that was changing over all the half-functioning define templates but I wanted to say that while the average reader might not realize the extent it helps now and will help in the future, we do and its massively appreciated. You're a goddamn legend. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:57, 20 April 2022 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Ickputzdirwech for updating the absolute mess of old define templates into now-much more flexible [[Template:Infobox main]]&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = ideology&lt;br /&gt;
| type = speedy&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:IdeologyIcon.png|40px|link=Ideology DLC|Ideology DLC]]&lt;br /&gt;
| text =  '''This user is recognised as a &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Moral Guide&amp;lt;/span&amp;gt; for their contributions to [[Ideoligion]]'''&lt;br /&gt;
| nocat=true&lt;br /&gt;
}}&lt;br /&gt;
User:Kelenius for getting the [[Ideology]] page online in the time shortly after release.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = bodybuilder&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #000000&lt;br /&gt;
| image = [[File:Gene BodyHulk.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;Look at that definition!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;This user deserves recognition for impeccable work and the absolute slog that was completing the body type definitions for [[Template:Animal Health Table]]. &lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
User:Arcangelus for updating the body type pages which I am oh so very glad I did not have to do. Slog is right.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type = move&lt;br /&gt;
| image = [[File:Focus.png|40px]]&lt;br /&gt;
| text = This user is a person of [[focus]], taking on the [[burden]] of making the psycast pages into a valuable resource, with absolutely [[stun (psycast)|stunning]] results. Thanks for all your hard work, you're an [[word of inspiration|inspiration]].&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;- [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:56, 12 January 2025 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Bacaniel for getting all the individual psycast pages up after the split from the table&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = &lt;br /&gt;
| type = manual&lt;br /&gt;
| color = &lt;br /&gt;
| image = [[File:Bionic eye south.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;''Picture'' this: a world without [[Template:Image wanted|Image wanted banners]]&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Because of this user, we are a great leap closer to it. Thank you so much for all your hard work!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
User:Vertigo for clearing an [https://rimworldwiki.com/index.php?target=Vertigo&amp;amp;namespace=all&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;start=&amp;amp;end=&amp;amp;limit=500&amp;amp;title=Special%3AContributions absolute mountain of image requests].&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type  = manual&lt;br /&gt;
| color = #2596be&lt;br /&gt;
| image = [[File:LandmarkExpanding.png|60px]]&lt;br /&gt;
| text = This is a [[landmark]] user! We didn't have the [[foggy|foggiest]] idea how to fill in the [[chasm]] of missing information on [[Landmarks]], but they moved [[fjord]] and replaced it with a [[mountain]] of content! &amp;lt;br&amp;gt;Thanks for all your hard work!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;- [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 06:53, 14 March 2026 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Esredar for [[Landmarks]]. Seriously look at the page history.&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=180652</id>
		<title>User:Harakoni</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=180652"/>
		<updated>2026-05-31T06:44:32Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Common errors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'{{DISPLAYTITLE:Harakoni, RimWorld Wiki Moderator}}''&amp;lt;big&amp;gt;Greetings! This is Harakoni's user page. I'm a moderator here, so feel free to post on my [[User talk:Harakoni|talk page]] if you need assistance.&amp;lt;/big&amp;gt;''' [[Category: Harakoni page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;You can see my contributions [[Special:Contributions/Harakoni|here]]. &amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;You can compare almost every item in the game [[User:Harakoni/Comparison_Tables|here]]. &amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
Hey Harakoni, if you're looking for your mess its here: [[User:Harakoni/Sandbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
{{#expr: &lt;br /&gt;
{{#ask: [[Category:Pages that need images]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be merged]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be moved]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be recoded]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be rewritten]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be split]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Stubs]] | format = count}} }} Pages to fix&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
{{Q|page|Market Value Base #}}&lt;br /&gt;
&lt;br /&gt;
style=&amp;quot;background: hsla(120, 100%, 50%, 1.0);&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:left&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://www.mediawiki.org/wiki/Manual:$wgMaxImageArea Maximum image area equates to 3500x3500px]&lt;br /&gt;
&lt;br /&gt;
This is a way to link to a list without making it ugly {{#ask: [[Range::&amp;lt;26]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]] | ?Range | limit = 0| searchlabel = here}}.&lt;br /&gt;
&lt;br /&gt;
[[User:Harakoni/List_of_known_bugs]]&lt;br /&gt;
&lt;br /&gt;
https://www.semantic-mediawiki.org/wiki/Help:Table_format#Predefined_datatable_classes&lt;br /&gt;
&lt;br /&gt;
There's no mistakes in RimWorld, only surprise wealth management techniques - Necrofancy&lt;br /&gt;
&lt;br /&gt;
[[Special:Preferences]]&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
I created, or contributed to the point where the difference is academic, the templates below:&lt;br /&gt;
&lt;br /&gt;
If you have any issue with any of them, including any instructional or formatting problems, please feel free to ask on my discussions page.&lt;br /&gt;
&lt;br /&gt;
==== Table templates ====&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Rollout !! Feature&amp;lt;br/&amp;gt;Complete !! Notes/TO-DO&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Building Stats Table]]  || [[Template: Building Stats Table Row|&amp;lt;nowiki&amp;gt;{{Building Stats Table Row}}&amp;lt;/nowiki&amp;gt;]] ||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Stats Table]] || [[Template: Apparel Stats Table/Row]]  || {{Check}} || {{Check}} || Making an interstitial template might be more processor/load time efficient - the template would instead call a middle template, which calls the row template for every quality of that material. This would let you call the material stats once total instead of once per quality. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Stats Table]]  || [[Template: Weapon Stats Table/Melee]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Melee/Row]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Ranged]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Ranged/Row]] || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pawn Attack Table]] || {{Check}} || {{Cross}} || Maybe add support for weapons table?&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Persona traits]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Apparel comparison table row]]  || ||{{Cross}} || ? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Psychic Sensitivity Factor Table]] || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Leather List]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Recipe List]] || [[Template:Recipe List Row]]  || {{Check}} || {{Cross}} ||&lt;br /&gt;
*Added crafted resources/drugs/etc&lt;br /&gt;
*Consider adding Value-Work Efficiency	Value-Materials Efficiency	Value-Weight Efficiency&lt;br /&gt;
*Consider adding skill requiremnts&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Ingredient List]] || [[Template: Ingredient List Row|&amp;lt;nowiki&amp;gt;{{Ingredient List Row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pawn Table Header]] || ||{{Cross}} || {{Cross}} || Add a header in which you can input a pawn type (e.g. Tribes/Empire/Pirates/Mercenaries etc) and it will output the table nicely for you and provide an edit link for the page. &lt;br /&gt;
* Make it so that muliple tables can be merged? E.g. Pirates + Mercs?&lt;br /&gt;
* Decide on fomratting. Splitting hediffs into their own categories (budget and list of things) and listing apparel like with weapons, and having weapons, apparel and hediffs in expandable sections to cut down on bloat should all help.  &lt;br /&gt;
**[[Man in Black]]&lt;br /&gt;
**[[Mercenaries/Pawns]]&lt;br /&gt;
**[[Tribes/Pawns]]&lt;br /&gt;
**[[Outlanders/Pawns]]&lt;br /&gt;
**[[Ancients/Pawns]]&lt;br /&gt;
**[[Pirates/Pawns]]&lt;br /&gt;
**[[Empire/Pawns]]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Hediffs should be in an expandable section to prevent table bloat, likely in their own section.&lt;br /&gt;
*Available apparel like weapons has&lt;br /&gt;
*Traits sortable? Probs not&lt;br /&gt;
* give them row ids like empirepawns.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Grow Table]] || || {{Check}} || {{Cross}} || Add nutrition for pages that have make food because someone was already confused about the plant nutrition vs vs the products nutrition&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Recreation Power Quality Table]] || ||{{Check}} || {{Cross}} || When its understood how rec power translates into time taken to fill rec bar, add time to fully recreate. If this is done, add a no-quality version that only has one column so it can show the rec power time ratio.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Comfort Quality Table]] || ||{{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Rest Effectiveness Quality Table]] || ||{{Check}} || {{Cross}} || Sleep accelerator and time to sleep &lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Psychic Sensitivity Quality Table]] || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Heal Option Table]] |||| {{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Stat Factors Table]] |||| {{Check}} || {{Cross}} || See page for other notes. Is currently written such that transition away from [[Property:Skill]]/[[Property:Skill Base Factor]]/[[Property:Skill Base Factor]] to &amp;lt;SKILLNAME&amp;gt; Bonus Factor etc will be relatively painless, but it should still be implemented.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Animal Health Table]]  || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
* Bones don't bleed, and are not destroyable by damage, and cannot receive permanent injury&lt;br /&gt;
* Move to more descriptive name?&lt;br /&gt;
* Add importance % to capacity&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Aiming Time Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Ranged Cooldown Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Weapon Time Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Tree Comparison Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Meal Comparison Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Body Part Weapon Table Row]] |||| {{Cross}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Stomach Comparison Table]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Ask Table Formatter]] |||| {{Check}} || {{Cross}} || A way to do operations on a thing would be useful.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Egg Table Row]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Layer Table Row]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Sight Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Hearing Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Moving Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Manipulation Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Mechanoid Table Row]] |||| {{Check}} || {{Cross}} || Replacement for [[Mechanoid_creation#Controllable_mechanoids]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Faction Xenotype Table]] || [[Template: Faction Xenotype Chance]] || {{Check}} || {{Check}} || Displays xenotype percentages of a faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Xenotype Faction Table]] || [[Template: Faction Xenotype Chance]] || {{Check}} || {{Check}} || Displays percentages of a xenotype in various factions.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Pawn Temperature Row]]  |||| {{Check}} || {{Check}} || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Other templates ====&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Rollout !! Feature&amp;lt;br&amp;gt;Complete !! Notes/TO-DO&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: True Melee DPS Calculator]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* Investigate Knife&amp;gt;Gladius for steel at normal. &lt;br /&gt;
* Add support for adding weapons/animals together. E.g. power claw + plasteel longsword.&lt;br /&gt;
* Animal base [[Melee Hit Chance]] = 62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon DPS Chart]]  ||  ||  {{Cross}} || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Iterated DPS Chart]] || [[Template:Weapon DPS Iterator|&amp;lt;nowiki&amp;gt;{{Template:Weapon DPS Iterator}}&amp;lt;/nowiki&amp;gt;]] -&amp;gt;&amp;lt;br&amp;gt;[[Template: Weapon Iterated DPS Chart Segment|&amp;lt;nowiki&amp;gt;{{Weapon Iterated DPS Chart Segment}}&amp;lt;/nowiki&amp;gt;]])||{{Cross}} || ? ||&lt;br /&gt;
*Add armor or at least DPS reduction&lt;br /&gt;
*Add minimum range and then add to turrets.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Protection Chart]] || [[Template: Apparel AP Calculation]] ||{{Cross}} || ? ||&lt;br /&gt;
*Flak and Duster vs Marine&lt;br /&gt;
* add color option so you can have plasteel be teal, devilstrand red etc. See [[Plate armor]] for relevant example.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Protection Chart/Quality Generator]] || [[Template: Apparel Protection Chart]] ||{{Cross}} || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Nav/materials]] which replaced my other creation [[Template: Nav/textiles|&amp;lt;nowiki&amp;gt;{{nav|textiles|wide}}&amp;lt;/nowiki&amp;gt;]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
*Switch to [[Resources]]?&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/Utility]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/factions]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/stats]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/status levels]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Habitats]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Version Nav]]  || ||{{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Console]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: ConsoleIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: PCIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Royalty]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Ideology]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
 |[[Template: Biotech]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: RimworldIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: RoyaltyIcon]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:IdeologyIcon]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:BiotechIcon]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Stonecutting maximization]]  || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* [[General Labor Speed]] controls making [[stone blocks]], making [[chemfuel]] at a [[refinery]], burning items, [[hand tailor bench|tailoring]] clothes, creating [[Sculpture|art]], [[electric smithy|smithing]] armor and weapons or [[Electric smelter|smelting]] slag. [[Template:Stonecutting maximization]] only covers stone cutting atm but could be applied to all these pages if written in a more generic way. &lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Market Value Calculator]]   || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Daily Tip]] || || {{Cross}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Tag List]] || [[Template:Tag List Excluder]] ||  {{Check}} || {{Cross}} || Now that most tags have been split up into individual entries in to the properties, this can be rewritten to be less clunky.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Current Version]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Required Resources]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* Add simple mode with just icons.&lt;br /&gt;
* Add &amp;quot;s&amp;quot; when using words that should be plural (components) and tthere are more than 1. &lt;br /&gt;
* Add stuff types when the thing detects stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Sic]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|- &lt;br /&gt;
| [[Template: Market Value]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|- &lt;br /&gt;
| [[Template: Quality Calculator]] |||| {{Cross}} || {{Cross}} || E.g. ((Quality Calculator|Monosword|Excellent|Attack 1 Damage)) or  ((Quality Calculator|Duster|Excellent|Armor - Sharp|Thrumbofur)) &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Check Tag]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Page Under Construction]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Acquisition]] |||| {{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Body Modder Summary]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Egg Layer Summary Note]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Good]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Bad]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Control Panel]] |||| {{Cross}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Move Speed Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Social Impact Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: IED Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Suppression Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Nudity Note]] |||| {{Check}} || {{Cross}} || Missing info on PREVENTING nudity. Also put on every headgear and utility page?&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Utility Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pyromaniac Weapon Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Cleanliness Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Faction Xenotype Chance]] |||| {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Stacked image]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Thought]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Icon List]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Containment Note]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Up]] |||| {{Check}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Down]] |||| {{Check}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Transmute Steel Acquisition Note]] |||| {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Obsolete templates ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Feature&amp;lt;br&amp;gt;Complete !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Material Table]] || [[Template: Weapon Material Table Row]] || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Other Weapon Attack Table]]|| || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Weapon No Quality Table]] || || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Material Table]] || [[Template: Apparel Material Table Row|&amp;lt;nowiki&amp;gt;{{Apparel Material Table Row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || Merged into [[Template: Apparel Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Armor material table]]||||  {{Check}} || Outdated but retained for use in history.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Clothing material table]] || [[Template: Clothing material table row|&amp;lt;nowiki&amp;gt;{{Clothing material table row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || Outdated but retained for use in history.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harakoni namespace templates ==&lt;br /&gt;
I also created the following templates, however they are not intended for wiki-wide use&lt;br /&gt;
Set wide to-do: Swap Q for &amp;lt;nowiki&amp;gt;{{#show}}&amp;lt;/nowiki&amp;gt; and reduce template load on comparison pages. If suffcient roll out to main.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/RangedQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/RangedQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffable|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/MeleeQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffableMaterial|WEAPONNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeStuffable|WEAPONNAME|MATERIALOPTIONAL}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQuality|APPARELNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffable|APPARELNAME|CLOTH/METAL}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/ArmorQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffableMaterial|APPARELNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MarketValueChecker|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MarketValueChecker}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/OptimumTextiles|&amp;lt;nowiki&amp;gt;{{User:Harakoni/OptimumTextiles}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeSelectionWeight]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ChairQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ChairQualityStuffable|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Groups of pages ==&lt;br /&gt;
These are pages that have commonalities that should have similar/standardised formatting. Note categories don't have to be mutually exclisive. &lt;br /&gt;
Anyone reading these, feel free to add to&lt;br /&gt;
* Things that emit a [[shield]]&lt;br /&gt;
* Psyfoci&lt;br /&gt;
* Psycasts&lt;br /&gt;
* Utility&lt;br /&gt;
* Needs&lt;br /&gt;
* Subcores&lt;br /&gt;
* Diseases&lt;br /&gt;
* Drugs&lt;br /&gt;
* resources that act as fuels&lt;br /&gt;
* materials&lt;br /&gt;
** &amp;lt;Mat cats here&amp;gt;&lt;br /&gt;
* Body parts&lt;br /&gt;
** Implants&lt;br /&gt;
** Replacements(Name?)&lt;br /&gt;
** Arms/Legs/Eyes/Hearts/Spines/Etc&lt;br /&gt;
** Skin glands&lt;br /&gt;
* Apparel&lt;br /&gt;
** Noble gear&lt;br /&gt;
** Psycasting gear (eltex, prestige armor, bioferrite, psyfoil etc)&lt;br /&gt;
* Weapons&lt;br /&gt;
** Melee &lt;br /&gt;
** Ranged&lt;br /&gt;
** Persona weapons&lt;br /&gt;
* Buildings&lt;br /&gt;
** Turrets&lt;br /&gt;
** Traps&lt;br /&gt;
*** IEDs specifically&lt;br /&gt;
** Buildings the explode when damaged&lt;br /&gt;
** fueled buildings&lt;br /&gt;
** Buildings that put out light&lt;br /&gt;
***Darklights&lt;br /&gt;
** Spots&lt;br /&gt;
** Holding spot and platform&lt;br /&gt;
** Doors&lt;br /&gt;
** Non-edifice floor things (Rugs, spike stars etc_&lt;br /&gt;
** Recreation items&lt;br /&gt;
** Things that heat and/or cool&lt;br /&gt;
** Seats&lt;br /&gt;
** Beds&lt;br /&gt;
** Mech cluster buildings&lt;br /&gt;
** Power generation/consumers&lt;br /&gt;
** Production benches&lt;br /&gt;
*** Research benches&lt;br /&gt;
** Floors&lt;br /&gt;
* Plants&lt;br /&gt;
** Wild&lt;br /&gt;
** Domesticated&lt;br /&gt;
* Ruins&lt;br /&gt;
* Food&lt;br /&gt;
** Meals&lt;br /&gt;
** Meat&lt;br /&gt;
** Eggs&lt;br /&gt;
** Vegetables&lt;br /&gt;
* Factions&lt;br /&gt;
* DLC&lt;br /&gt;
* Stats&lt;br /&gt;
* Orders&lt;br /&gt;
* Gas&lt;br /&gt;
* Xenotypes&lt;br /&gt;
* Pawns&lt;br /&gt;
** Animals&lt;br /&gt;
*** pets&lt;br /&gt;
*** Egg layers&lt;br /&gt;
*** &amp;lt;dietary types&amp;gt;&lt;br /&gt;
*** Trainabilities&lt;br /&gt;
*** Insectoids&lt;br /&gt;
** Mechanoids&lt;br /&gt;
** Entities&lt;br /&gt;
*** Fleshbeasts&lt;br /&gt;
&lt;br /&gt;
== Textileproject ==&lt;br /&gt;
* Textile automation. Proof of concept: Out of all {{#ask: [[Type::Textile]]&lt;br /&gt;
| format = Count &lt;br /&gt;
}} textiles, human leather ranks at {{#vardefineecho: rank| {{#ask: [[Type::Textile]] [[Armor - Sharp Factor::&amp;gt;{{#expr: {{Q|Human leather|Armor - Sharp Factor}} + 0.000001}}]]&lt;br /&gt;
| format = Count&lt;br /&gt;
}}}}{{#ifexpr: {{#vardefineecho: ties | {{#expr: {{#ask: [[Type::Textile]] [[Armor - Sharp Factor::&amp;gt;{{#expr: {{Q|Human leather|Armor - Sharp Factor}}}}]]&lt;br /&gt;
| format = Count&lt;br /&gt;
}} - {{#var: rank}}}} }} &amp;gt; 0|, tied {{#var:ties}} ways,|,}} in terms of sharp protection.&lt;br /&gt;
&lt;br /&gt;
Need to separate out dlc and core only. E.g. 1st of core, 3rd with dlc.&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
* Templatize fuel consumption for summary?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Technical Detail about large fires&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
   thisnis neat. stealing this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Furskin disabled on ghouls?&lt;br /&gt;
** &amp;quot;Mechanoid raids and [[mechanoid cluster]]s{{RoyaltyIcon}} no longer occur as [[Events#Major threats|major threats]]; other effects may still triggering them&amp;quot;, then mechanoid bossess appearing to provide chips. actual tests need to be run to figure out what spawns and wear and disessminatr it across pages&lt;br /&gt;
&lt;br /&gt;
* Horax cult lore&lt;br /&gt;
* [https://rimworldwiki.com/wiki/Special:PrefixIndex?prefix=MediaWiki%3A&amp;amp;namespace=0 y]&lt;br /&gt;
* For things with multiple sorites wr could bave a slideshow in the infobox and have them stored as image2 etc and allow them to be displayed elsewhere like in tables&lt;br /&gt;
* Penox high duration and other summary info like OD mechanics&lt;br /&gt;
* Does the [[chemfuel canister]] explode &lt;br /&gt;
* Blind smoke copy pasta, see [[smoke launcher#summary]]&lt;br /&gt;
* Learning assistants are ideal for children wsp with booksd&lt;br /&gt;
* Reminder that you're notnhappy with the beam repeater page as it is.&lt;br /&gt;
* hemogen times to transfuse vs time to tend using medical operation speed and tend speed at different skill levels.&lt;br /&gt;
* At what ratio of primary doc skill to secondary doc does self tend make sense to turn off&lt;br /&gt;
* Beam weapon shield interactions&lt;br /&gt;
* How do thruster and wind turbine exclusion zones interact wkth the map.edgr.&lt;br /&gt;
* Check categorisation of cube sculpture images&lt;br /&gt;
* [&lt;br /&gt;
up down tmeplates for psychich sensitivity all over the wiki&lt;br /&gt;
* Turrets and teaps (inc hunter and wasp traps) troggering with invisible &lt;br /&gt;
* Consider adding basic selection weight to attack tables&lt;br /&gt;
&lt;br /&gt;
 class=&amp;quot;mw-no-invert&amp;quot; &lt;br /&gt;
https://meta.miraheze.org/wiki/Help:How_to_improve_the_dark_mode_appearance_of_my_wiki&lt;br /&gt;
&lt;br /&gt;
* Resucing pawns in vacuum seems to prpvide vacuum resist ofnrescuer to pawn?&lt;br /&gt;
&lt;br /&gt;
waterCellCost&amp;gt;1&amp;lt;/waterCellCost&amp;gt;&lt;br /&gt;
 &amp;lt;moveSpeedFactorByTerrainTag&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;key&amp;gt;Water&amp;lt;/key&amp;gt;&lt;br /&gt;
        &amp;lt;value&amp;gt;2.0&amp;lt;/value&amp;gt;&lt;br /&gt;
      &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/moveSpeedFactorByTerrainTag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Check that every pawn has images for all the views. Ody is doen.&lt;br /&gt;
* Do a table of all the animal stats and see what is missing. Maybe standardize infobox format for them&lt;br /&gt;
* ?&amp;lt;nameOnTameChance&amp;gt;1&amp;lt;/nameOnTameChance | herdanimal = false&lt;br /&gt;
| predator = true&lt;br /&gt;
* Crawling -  They only crawl to a sleeping spot and are otherwise incapacitated. They are fully incapacitated and cannot be drafted. As soon as they have an assigned bed/sleeping spot or hospital bed/sleeping spot reachable, they will crawl directly to it. As soon as the bed/spot becomes unavailable/unreachable they get back to being incapacitated.&lt;br /&gt;
* Egg hatching times&lt;br /&gt;
* [[Farskip#Summary]] is a little confusingly laid out for new players without context. content is great, but presentation could get some work.&lt;br /&gt;
* [[Body heat]] - roll out to pawn pages with templatized explanaition. Also check wether capped?&lt;br /&gt;
* How is a pawn's hunger rate calculated? And what is the difference between HungerRateMultiplier, HungerRateFactor, and HungerRateFactorOffset? -&amp;gt; BaseRaceRate * LifeStage * BackstoryTrait * (product(HungerRateFactors) + sum(HungerRateFactorOffsets)) * (sum(HungerRateMultiplier)) (Old, verify)&lt;br /&gt;
If you are familiar with PoE, HungerRateMultiplier is a more multiplier and HungerRateFactors is an increased multiplier&lt;br /&gt;
* Bleeding, pain, damage and healing of artificial body part.&lt;br /&gt;
* packs with rechargable charges - are they implemented the same as dueld items? if so spread fuel infobox changes to them. also standarize all fueled object wording.&lt;br /&gt;
* Subcores and their worknstations - analysis standardization, maybe transclusion, mention ability to uninstall the workbenches once bandwidth has been reached.&lt;br /&gt;
* [[War crimes]]&lt;br /&gt;
* ideo statue page?&lt;br /&gt;
* [[Cross DLC content]]&lt;br /&gt;
** Darklight brazier&lt;br /&gt;
** Prestige robe modifier&lt;br /&gt;
** Sophian culture, Horaxian style, Bloodfeeding, ritualist, and inhuman memes, growth vats, bloodfeeders, child labor, mechanoid labor, psychic rituals, void study, inhumanizing precepts, xenotype preferences&lt;br /&gt;
** factions with ideo and enotype&lt;br /&gt;
* Animal grazing:&lt;br /&gt;
** Take animal on caravan in an biome where they can eat.&lt;br /&gt;
** Doesn't allow wool/milk/egg to be gathered. &lt;br /&gt;
** Can tehy breed? Mixed reports&lt;br /&gt;
** Do they have to be pen animal, does training decay on caravan? Can it be tended on caravan?&lt;br /&gt;
** shepard has to have high plants to feed themelves, or they need to pack or be sent meals. Tribals have an easier time for this. &lt;br /&gt;
** If the gestation and resource growth times are close, and the timers for both progress on caravan, you come home, collect resources while they get pregnant. &lt;br /&gt;
** Btw if you clic on “rest” as soon as your caravan leaves for the world map, your caravan will rest right on top of your own colony. Caravans never get ambushed when sitting on top of a settlement, including your own. If you have more than one pawn guarding it, then at any point you can split the caravan and tell whichever half to come to your colony.&lt;br /&gt;
* Standard section for artificial body parts that show on the pawn visually - bionic eye  archktech eye, flesh whip, flesh tentacle, ghoul olatin, ghoul babrbs&lt;br /&gt;
* Go through psycast and be explict whrn can target self. &lt;br /&gt;
* Theres some bad advice mixed in with [[Wealth management]]&lt;br /&gt;
* Non-human pawn table standard:&lt;br /&gt;
** [[Mechanoid hive/Pawns]]&lt;br /&gt;
** [[Fleshbeasts/Pawns]]&lt;br /&gt;
** [[Insectoids/Pawns]]&lt;br /&gt;
* investigate ideal storage room. is an entire room filled with shelves thr same speed penalty as going over one shelf&lt;br /&gt;
* Standardise Analysis of [[wall torch lamp]]/[[torch lamp]]/[[wall lamp]]/[[standing lamp]]/[[flood light]]&lt;br /&gt;
* There are genes in the infobox on the page but the var isnt actually set. could automate the displays, the links in on the gene pages etc.&lt;br /&gt;
* Walls spliting non edifices in bedrooms for maximum beauty. put in corners 3x3s can hit 4 rooms and each room can have multiple.&lt;br /&gt;
* kind instinct and extra pain disable a number of bad fsctor and add a bunch of good factors massively increase conversion rate.&lt;br /&gt;
* [[Harbinger tree]]&lt;br /&gt;
* noble apparel template&lt;br /&gt;
* Light template&lt;br /&gt;
* Light pages all say that light does not stack but light does stack. does it only stack to 50%? or to the light sources max? if the latter that has impact on sunlamps.&lt;br /&gt;
* Gene list on xenotype infobox. Seems to not actually do anbything but it could...&lt;br /&gt;
* Raw food poisoning note &lt;br /&gt;
* Anesthetic strat via reddit: &amp;lt;!--I discovered this while looking in the game files: The status &amp;quot;anesthetic: woozy&amp;quot; has a small chance of 'affecting memory'. It eliminates one random thought every 5 days or so of pawns that are affected by this effect. That's not very often, so generally you won't ever notice this of course, but if you have a pawn that just lost a close relative, this mood debuff will last for 30 days so theoretically you can put them under over and over (every time they're down to &amp;quot;anesthetic: wearing off&amp;quot;), so they spend as much time as possible in this state, until the barbiturates mess up their brain so badly every memory of their beloved is gone &lt;br /&gt;
&lt;br /&gt;
For optimal chances of eliminating the right memory, make sure you reduce the number of thoughts the subject has to a minimum by putting them in an empty room with neutral food and recreation, no tattered apparel or anything like that. I doubt it's really worth the hassle, considering how small the chance is and that you have to spend a ton of herbal to put a pawn under so many times. But if you really don't want to deal with the mood debuff and don't want to take their legs off, this is one way to do it.--&amp;gt;&lt;br /&gt;
* A nice comparison template for toxic resistance and toxic environment resistacne that lets you compare at a glance. &lt;br /&gt;
* [[RimWorld Wiki:Style guide]] section about proper dlc icon and banner useage.&lt;br /&gt;
* Natural organs summaries are non-standard&lt;br /&gt;
* add weapon fire audio to pages&lt;br /&gt;
* IED antigrain has decent intro text, most ied intro text is bad.&lt;br /&gt;
* Bonus deathrest capacity from serums resets even if one implants another xenogerm with deathrest&lt;br /&gt;
* For every artificial body part that rplaces a harvestable body part, put/move the section about harvesting the organic version in the installation section and explicitly note that any damage/ailment/disease/scarring will cause the orgnaic oart to be lost forever.&lt;br /&gt;
** Related: Do fleshbeasts spawn when wheb replacing flesh part with artifical part?&lt;br /&gt;
* Do crypto chambers suspend the duration of negative mood buffs?&lt;br /&gt;
* Turrets are stunnable by stun damage as well as EMP, what does this mean?&lt;br /&gt;
* Split [[Property: Maintenance Reason]] into individual categories and update the wiki to do. &lt;br /&gt;
* [[Jump pack]] and [[locust armor]] need standardisation between the two of them.&lt;br /&gt;
* Can paramedics use NPD's for their patients? Regardless of answer, diseminate to NPD, NPM, Paramedic pages.&lt;br /&gt;
* If mechs dont make never sleep caravans stop, this is a significant benefit to mechs. Also consider reporting mechs and.half cyclers and body mastery as buggs if they do stop caravans&lt;br /&gt;
* shields and incinerators - using shields and agianst shieds&lt;br /&gt;
* perfect memory corrup obelisk&lt;br /&gt;
* crafted resource nav?&lt;br /&gt;
* can you scare animals away from their kills and your food stores with gunfire not targetted at them to avoid agroing&lt;br /&gt;
* Venom fangs might be good with all the Melee Damage Factor buffs. you can go like 74% buildup ij a single strike. A 20 damage attack Nominally deals thirty toxic build up but what's hapoens when the attack hits a finger that onky has 8 hp? dies it deal 12 TB? OR 30? does tge overflow matter? does tgat make a karger disparaty betewwww bite and scratch attacks&lt;br /&gt;
* templatize dlc banners for consistency and file name space detection &lt;br /&gt;
* Individal pages for each raid type? Might be useful for analysis. Already have ypsicic oens from mrotals.&lt;br /&gt;
* For each psycast, mentione the need for the a minimum psyfocus level&lt;br /&gt;
* Mech cluster combat power&lt;br /&gt;
you tu.be/FICHddV2cno&lt;br /&gt;
* Does [[Assembly Speed Factor]] increase above 100% cleanliness &lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
==Asks==&lt;br /&gt;
{{#ask: [[Coverage::+]] [[Type::Gear]]&lt;br /&gt;
|?Clothing For Nudity&lt;br /&gt;
|sort=Clothing For Nudity&lt;br /&gt;
|limit = 500}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
There are lots of things that have CLothing for nudity yes, but don't affec.t Need to make [[Nudity]] page. &lt;br /&gt;
&lt;br /&gt;
* Installing a detoxifier lung might completely subsidise its creation material wise because you can sell the lung?&lt;br /&gt;
* manhunter pulse is excellent against fleshbeasts but only affects some types?? &lt;br /&gt;
* Add canTarget to psycasts.&lt;br /&gt;
* Check the patches in the DLC data to see what changes - some items have descriptions change for example e.g. go-juice description re: psycasters.&lt;br /&gt;
* Mech gestators have progress bars displayed on their sprites. add to page&lt;br /&gt;
* Verify blood feeder precept only affects pawns with bloodfeeder gene not  all  hemogenic pawns,  and then disessminate  to relevant pages.&lt;br /&gt;
* Verify thump cannons don't have quality any more - previously they'd spawn as poor, Normal, and Good quality&lt;br /&gt;
* Add what buildings turn a room into on the building pages - i.e. beds turn a room into a bedroom, or if set to medical a hospital, or if set to prisoners a prison, or if more than one a barracks/hospital/prison barracks.&lt;br /&gt;
* xenogerm is probably the ideal early game transhumanist pleaser.&lt;br /&gt;
* test cataphract against venom fangs at skill 10&lt;br /&gt;
* [https://rimworldwiki.com/index.php?title=Loyalty&amp;amp;action=edit&amp;amp;redlink=1]&lt;br /&gt;
* [[Version/0.8.671]] - existed, but not documented.&lt;br /&gt;
* [[Version/1.0.2059]] - Real version number of 1.0.0?&lt;br /&gt;
* [[Version/1.1.2554]] - Real version number of 1.1.0?&lt;br /&gt;
* [[Blasting charges (mod)]] and [[Blasting charge]] and [[shiv]] - remake into obsolete page?&lt;br /&gt;
* Bionics body weight effects&lt;br /&gt;
* Accele-potato plant&lt;br /&gt;
* Temperature genes affect slept-in-cold/heat temperatures.&lt;br /&gt;
* Do crypto chambers suspend the duration of negative mood buffs&lt;br /&gt;
* [[Lore#Xenotypes]] and [https://store.steampowered.com/news/app/294100/view/3319740412995643281 steam page]&lt;br /&gt;
* [[Shield belt]]s protect against all forms of antigrain - fire shell, warhead being damaged, and ied. Wb flame and bomb explosions? &lt;br /&gt;
* [[Template:Ticks]] and its family of subtemplates is convoluted. Simplify and combine.&lt;br /&gt;
* Add Polluted biome to infoboxmain?&lt;br /&gt;
* psycast page genes.&lt;br /&gt;
* Melee damage gene = less turret explosions. + high quality Breach axe = good?  &lt;br /&gt;
* &amp;quot;The mortars aren’t even the real benefit of the new mortar system. The benefit is being able to carpet your base with IEDs since they become positively dirt cheap and never miss&amp;quot;&lt;br /&gt;
* Meal analyses expansion.&lt;br /&gt;
* mechanoid melee verbs on pages. See mechanoid table row for example.&lt;br /&gt;
* https://twitter.com/LudeonStudios/status/1642197185373585408 ribworld. DLC name theory context etc.&lt;br /&gt;
* Bring all raw plant foods to [[raw fungus]] standard.&lt;br /&gt;
* Children can meditate at teh anima tree. Mention and strategy.&lt;br /&gt;
* What is the net total of stat effects of Focus psycasts.&lt;br /&gt;
* {{MTB}} - Mean time between = time/failures. Reliability (chance of run without failure for given time) = e ^ (-failure rate x time)&lt;br /&gt;
** Stolen from Khitrir and Bork e.g. Chance of death from go juice. Mtb of death while in major 3 days = 3days/1 failure. Average time in major from a random OD 0.17 days. Chance of death from random OD = (1 - e&amp;lt;sup&amp;gt;(-(1/3)*0.17)) * chance of overdose 0.5% = 0.0275% chance of death per dose of gojuice&lt;br /&gt;
** make into auto template similar to [[Template:Ticks]]&lt;br /&gt;
* Console edition UX UI: https://www.youtube.com/watch?v=Gr8AK3r9Z_8&lt;br /&gt;
* Anicent lmaps are moving to core in 1.4, as are capes kinda.&lt;br /&gt;
* Effectiveness of Manhunter Pulse and animal pusler on yttakin raids.&lt;br /&gt;
* &amp;quot;Edit: Alright! So! Fully clean vanilla game, a pawn with no arms CAN feed themselves, but they CANNOT haul items, clean, or equip weapons, alongside many other things.&amp;quot; - per reddit user Lord_Of_Coffee. Despite manipulation not affecting cleaning time. so 1% manip = fully leaning speed 0 = no cleaning at all.&lt;br /&gt;
* Who gets an archotech eye:&lt;br /&gt;
** Only the following get bonuses above 100%: Shooters, Melee, Cooks, Doctors, Researchers&lt;br /&gt;
** '''Shooters''': Full bonus.&lt;br /&gt;
** '''Melee''': Full bonus.&lt;br /&gt;
** '''Cooks''': Reach cap with at skill 15 with gastro analyser. 16 with 2x bionic arms. 12 with 2x archotech arms. Or 11 with gastro an bionics (add arm bonuses to [[cooking speed]]. &lt;br /&gt;
** '''Doctors''': Only need 1 and 1x bionic eye to cap, and even then the bionic is a small bonus&lt;br /&gt;
** '''Researchers''': Reach cap with 1x bionic eye&lt;br /&gt;
** Doctors and fighters of either type, but only 1 eye each at first. because of the weighting for the dominant eye&lt;br /&gt;
* Derp - royalty and ideology planets and moons are the same but rotated. Figure out what to do re them. &lt;br /&gt;
* [[:File:ChangeGameVersion.mp4]]&lt;br /&gt;
* Archotech towers emit negative mood in radius like psychic emitters. &lt;br /&gt;
* Cheapest chair type, quality and material to get comfort 1.0+&lt;br /&gt;
* [[:File:Deermale_east.png]] Old version is higher res. From art source? Crop to 128?&lt;br /&gt;
* Add a habitat counter for leather list? As in animals that drop this leather are available in the following biomes: blah.&lt;br /&gt;
* Psycaster apparel and Noble apparel summaries.&lt;br /&gt;
** [[title]] cloth requirement tags are sorted - need to create standardized template for use in Summary Sections of required clothes to replace the current :Up to the rank of blah this or an altenrative is needed&amp;quot; This should be placed in summaries as well anyway.&lt;br /&gt;
* Titles - rewrite the noble and eltex apparel pages to reflect the reality of title requirements per [[Titles#General_mechanics]] - e.g. cape is cost effective and proective as it works for the body slot for every rank up to Count, eltext shirt and a prestige cataphtract helmet can be worn by anyone etc.&lt;br /&gt;
* [[Mindscrew#Removal]] for the other unremovable implants?&lt;br /&gt;
* Buildings that need to be in the ideo to buidl - e.g. altars, need to be noted in acquisition&lt;br /&gt;
* Sandbags v Barricades&lt;br /&gt;
** Same cover. Same time to walk over each. Barricades are much slower to construct. &amp;quot;You can use sandbags in a pinch when attacking enemy installations. At only 3 work to make, you essentially have portable cover&amp;quot;. But permanent are better left to barricades - they're less uglgy and tend to have more HP. For this reason, Plasteel barricades are best for permanent defensive locations.  High teier leathers that compete with stone tend to be in hgh demands. The terrain affordance may sometimes be relevant tho. &lt;br /&gt;
* Table-ize factors on stats to allow sorting?&lt;br /&gt;
* destroyyield is nonstandard in infobox main, should be destroy yield&lt;br /&gt;
* AP of AoE weapons including grenades.&lt;br /&gt;
* Roof drop traps deal between 15 and 30 crush damage at 0 AP to the any of the following: Neck, Head, Eyes, Ears, Nose, Jaw for humans. Helmets and flak vests make for significantly reductions to the damage dealt. Construction helmets are relevant. Check efficacy on tribals vs pirates vs mechs vs bugs. Discuss roof traps on new [[Roof]] page when created. &lt;br /&gt;
* A place to host a combined table for both [[Floors]] and [[Terrain]]. &lt;br /&gt;
* Potatoes in hydroponics for deserts because of work efficiency per food&lt;br /&gt;
* [[Advanced Endgame Guide]] [[Quests]] [[Ending the game]] - all cover the same content and are somewhat redundant in doing so.&lt;br /&gt;
* All animals and sycthers have a hit chance of 62%, add to DPS calc? &lt;br /&gt;
* Trait analysis? Psychopath huamn butchers, wimp animal tamers, &lt;br /&gt;
* [[Ancient ruined tank]] - prevents moving over it, but does not prevent firing over it. Essentially a vanilla embrasure.&lt;br /&gt;
* [https://www.reddit.com/r/RimWorld/comments/sre5j7/do_you_know_that_shooting_at_a_hostile_target/ shooting at a hostile target will gain you more than 8 times the xp than a neutral target]&lt;br /&gt;
* All the pain effects have to be checked: Many are just written as -10%, when actually they're pain x90%, while some like [[smokeleaf joint]]s are actually offsets.&lt;br /&gt;
* Investigate the worth of [[Psychically deaf]] pawns as melee pawns, as they're immune to dropping blinding/berserk pulse/etc but their enemies arne't and will be bunched up around them. Neuroquake? If everyone is psy deaf though, you can do tactics like &amp;quot;leaving psychic drone ships intact, deliberately building a protective temple around them, and watch as enemies who show up have to eat -50 mood penalties&amp;quot; Anytime you're immune to something that everyone else isn't, you can intentionally make them all miserable by filling your environment with the thing wihch doesn't affect you.&lt;br /&gt;
* Given the vitals monitor acts as an offset, how do its effects stack with the hopsital bed? ARe they affectd by quality, do they need to be added to the automated tables like dresser/end table. etc.&lt;br /&gt;
* Finish Mortar Pits in [[Mortar#Mortar_pits]]&lt;br /&gt;
* Half cyclers for anima and guarantlen trees? +Slaves for cleaners&lt;br /&gt;
* [[Mental break#Manhunter]] - list of herd animals.&lt;br /&gt;
* [[Prisoner#Prison_breaks]], [[Prison break]]. [[Events#Prison break]] - detail and integration. Focus likely should be on the prisoner page, with the event page summarizing it and redirecting to it as main. Redirect should as well. &lt;br /&gt;
* [[Hypothermia]], [[Hypothermic slowdown]], [[Heatstroke]] cleanup and format standardization. &lt;br /&gt;
* only 40% of pawns will meditate for recreation, only 50% will pray.&lt;br /&gt;
* Do slaves make good gau pruners? Does pruning give recreation like meditating at anima? idt so? if not the base happiness boost and the lack of rec time need means that they spend more time pruning &lt;br /&gt;
* Stoves produce heat. need thing like other heat producers have.&lt;br /&gt;
* Which rec/priduction builds etc can be used with chairs. Place in summary&lt;br /&gt;
* All the [[Diseases]] need linking to the capacity pages as well as being put on the capacity pages themselves.&lt;br /&gt;
* add points/silver etc on to [[raid points]]&lt;br /&gt;
* list of animals does not have the products that the animals produce, nor their nutritional efficiency from being a dairy/hatchery animal (e.g. (cows milk per day * milk nutrition)/nutrition consumption per day&lt;br /&gt;
* Does comfort increase at a rate proportional to value, or just to a max proportional to the value? Wb under 100% and above?&lt;br /&gt;
* [[Mortar Miss Radius Multiplier]] it doesn't have capacity factors like normal, instead it has capacity offsets similar to the melee hit, melee dodge, and shooting accuracy. Afaik its the only non-post processed example. Should this replace the normal importance stats then?&lt;br /&gt;
* Do textiles have door speeds now with animal flap?&lt;br /&gt;
* [[Drug Crop Harvest Yield]]&lt;br /&gt;
* Work as a concept should be made into a page, see also [[Work To Make]], but that only applies to certain things. Work is consistent hwoeve e.g. work to mine.&lt;br /&gt;
* Can now jump pack with downed pawns. Page needs updating with strats.&lt;br /&gt;
* [[Terrain]] water has a extraDeteriorationFactor var of 3. Investigate and integrate.&lt;br /&gt;
* Tree connection and cocoa trees? DO they count&lt;br /&gt;
* [[Gunlink|Gunlinks]], see u/Hanif_Shakiba's very good post and update the analysis based on own findings and their post - key points, 1) Doubling of DPS of skill 0 pawn at combat relevant distances (12tiles)= Significant increase, check if HS's post agrees, 2) risk of headshot small, what weapons can 1 shot brain and does their ap invalidate most of the protection the simple helmet offers anyway? Lancer will basically ignore both so why not have better DPS? Once you upgrade to Marine/Cata then the eqn changes.&lt;br /&gt;
* Weapon testing - khit says that other discord users found that spear &amp;gt; longsword due to verb system changes fixing previous issue with spear. Needs new testing. Also need warhammer vs mace testing with steel and uranium. [[User: XeoNovaDan]] did previous mass testing. How? Mods? Dev Mode? Need to find out.&lt;br /&gt;
* [[Slavery]] and [[Human Resources]] need to be better integrated.&lt;br /&gt;
* style dominance.&lt;br /&gt;
* When 1.3 releases, use the list from the Goodwill folder to add to [[Factions]]&lt;br /&gt;
* Disfigurement needs to be on the injury page and linkt to from the social page, also the fact that it nullifies beauty traits but not ugly traits should be mentioned. &lt;br /&gt;
* Do animals get [[Food poisoning]] from raw foods? Its defined as &amp;quot;FoodPoisonChanceFixedHuman&amp;quot; which implies no and I've never seen it. Needs to be confirmed and integrated into the wiki. &lt;br /&gt;
* Effect of 1 strike from [[Venom fangs]] and [[venom talon]] - how much does 1 strike cause [[Toxic buildup]] and whats the effect on [[Consciousness]] i.e. how quickly does it debuff enemies. &lt;br /&gt;
* [[Wealth management]]&lt;br /&gt;
* [[User:Pangaea/Pawn test]]&lt;br /&gt;
* [[Circadian_half-cycler#Analysis]]&lt;br /&gt;
* [[Social]] - the opinion tables need updating&lt;br /&gt;
* harvestMinGrowth add to pages? - could be useful for production/time analysis if cutting down early produces more. check. &lt;br /&gt;
* [[Stat]] skills need to be defined like Capacities - with &amp;quot;Animals Base Value&amp;quot; and &amp;quot;Intellectual Bonus Per Level&amp;quot; as they can have more than one skill (e.g. hunting stealth). They ALL need to changed to fix this.&lt;br /&gt;
* stats should list allowed defect&lt;br /&gt;
* investigate if neural heat dump coma shortened by psy foil helmet&lt;br /&gt;
* Change stat table and others to templates to make use of Is Obsolete property (feed it to template, display if not obsolete property != True)&lt;br /&gt;
* [[Jade]] has different work to make and work to build stat factors&lt;br /&gt;
* Melee comparison page - add Maximum damage attack (or all attacks?), add cooldown, split material from quality (so you can look at only Plasteel weapons, or only Legendary Weapons).&lt;br /&gt;
*[[Diseases]] is a mess of non-standardization - with some information transcluded and other information not. The diseases should be standardized at least,. but really its likely that diseases shouldn't have the information and instead individual pages should be use with only a short summary of each disease on the Diseases page. &lt;br /&gt;
* Create attack animal comparison table? With health scale, DPS, training requirements&lt;br /&gt;
* [[Property:Small Volume]] exist but isn't displayed anywhere&lt;br /&gt;
* rewrite all the pages for the psyfocuses to properly reflect their use as such.&lt;br /&gt;
* Combat effectiveness of [[yayo]], adding [[overdose]] information&lt;br /&gt;
* [[Hospital_bed#Version_history]] is clean. Implement?&lt;br /&gt;
* Animals with wilderness above 10% (meaning all animals aside from farm animals) will have their tameness training degrade eventually&lt;br /&gt;
* Fix frag grenade and add to table.&lt;br /&gt;
* Tribal improved foraging vs outlander improved research and the effects on recruiting people of your tech level aren't anywhere I can find on the wiki&lt;br /&gt;
* [[Talk:Armor| Heat Armor]]&lt;br /&gt;
* Finish convert of [[Armor#Comparison table|Armor comparison table]] into row template ala ranged table on [[Weapons]], including steel and plasteel versions of material dependent metal items, include cloth, devilstrand, hyperweave and thrumbofur of cloth items? Maybe bloat. Put cloth items on clothing table only?&lt;br /&gt;
* [[Traits]] needs an overhaul. A lot of outdated info, a lot of subsidiary info. Investigate &amp;quot;Character Quality&amp;quot;  - beautiful adds 40% quality, staggeringly ugly reduces by 40%, wimp reduces by 15% etc&lt;br /&gt;
* [[Ice Sheet Guide]] - update, compare with previous edit-warred version&lt;br /&gt;
&lt;br /&gt;
==== 1.5 ====&lt;br /&gt;
Draykoth &lt;br /&gt;
Reading isn't just a learning activity, it's the best one, because it's the only one you can force a child to do. Instead of waiting for them to hit 90% learning and then do it on their own, if they have the reading learning need, you can just order them to go read&lt;br /&gt;
and they'll actually learn stuff if you have good books, not just get recreation &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reports that you can imprisone and study cult of horax membiers.&lt;br /&gt;
* [[mechanoid slag chunk]]&lt;br /&gt;
* [[Bionic jaw]]&lt;br /&gt;
* [[organ decay]] - scarless cures organ decay, affects heart, lungs and kidneys, one each only. Bioregeneration doesn't cure organ decay but does stop the counter. Mech serum cures it&lt;br /&gt;
&lt;br /&gt;
Anomaly&lt;br /&gt;
[[pit gate]]&lt;br /&gt;
[[cube sculpture]]&lt;br /&gt;
[[pit burrow]]&lt;br /&gt;
[[gray box]]&lt;br /&gt;
&lt;br /&gt;
New textures:&lt;br /&gt;
* Weapons&lt;br /&gt;
&lt;br /&gt;
Lore:&lt;br /&gt;
* research strings&lt;br /&gt;
* book rulestrings, planet descriptions - can also tell thingsa bout specific types of planet (e.g. toxworlds generally) not  specific planets&lt;br /&gt;
* Planet list of types.&lt;br /&gt;
&lt;br /&gt;
Unreported change&lt;br /&gt;
* Drill arms on the shoulder. &lt;br /&gt;
* Shelves don't have quality&lt;br /&gt;
* Smelt or destroy thing combined bill on smelter&lt;br /&gt;
* psy lances had warmup or cooldown chances changed?&lt;br /&gt;
* skulls are core&lt;br /&gt;
* trade price improvement now capped at 39.50%&lt;br /&gt;
 Cooking speed uncapped?&lt;br /&gt;
&lt;br /&gt;
Unrleated to 1.5 but to be implemented:&lt;br /&gt;
For example, Baby Infant Illness is NOT cured by the biosculptor -- but you can keep tossing in the baby until Grave Illness switches to Common&lt;br /&gt;
&lt;br /&gt;
After some quick tests - Looks like piercing spine is.. still behaving a little weird but this doesn't seem like a bug so much as a weird damage type thing.&lt;br /&gt;
It does 30 damage when hitting an external part (which is quite uncommon, possibly need to look at piercing spine specifically to see if it's got an abnormally high internal part hit chance).&lt;br /&gt;
When hitting an internal part it does 22.5 damage to the parent part and 12 damage to the internal part. Which is a little weird because regular stabs just do their full damage distributed evenly amongst the parts hit.. This is instead doing 75% damage to the parent and 40% to the internal for a *slight* damage increase.&lt;br /&gt;
There's no longer the armor interaction weirdness. Now if that internal part was targeted and the hit was mitigated by armor it would do 11 to the parent and 6 to the internal part.&lt;br /&gt;
The changes make piercing spine vastly less lethal, but probably more useful. You won't randomly poke someone's liver out and kill them immediately, but on the other hand you *will* do a bunch of torso damage and cause them to bleed if you hit something like a stomach, kidney ect. Previously you could just pop out someone's stomach with a piercing spine and they'd be literally unharmed minus the part.&lt;br /&gt;
&lt;br /&gt;
Yeah it's now incapable of removing an internal part without damaging the external part, which is how basically all other damage types work. It should be *vastly* more consistent, less spontaniously lethal (the damage done to internal parts has gone down substantially, below the threshold for 1-shots in most case), and better when contributing to damage done by other damage types&lt;br /&gt;
And now piercing spines won't do that annoying thing where they magically remove someone's stomach or kidney, which has no impact on their combat performance whatsoever. Now they'll have a substantially mangled torso and a damaged stomach/kidney instead&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Apparel !! Cold insulation !! Heat insulation !! Material Cost&lt;br /&gt;
|-&lt;br /&gt;
| Button-down shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Insulation Factor - Cold}} + {{Q|Button-down shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Insulation Factor - Heat}} + {{Q|Button-down shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Resource 1 Amount}} + {{Q|Button-down shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| T-shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Insulation Factor - Cold}} + {{Q|T-shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Insulation Factor - Heat}} + {{Q|T-shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Resource 1 Amount}} + {{Q|T-shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| Formal shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Insulation Factor - Cold}} + {{Q|Formal shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Insulation Factor - Heat}} + {{Q|Formal shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Resource 1 Amount}} + {{Q|Formal shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| Tribalwear&lt;br /&gt;
| {{Q|Tribalwear|Insulation Factor - Cold}}&lt;br /&gt;
| {{Q|Tribalwear|Insulation Factor - Heat}}&lt;br /&gt;
| {{Q|Tribalwear|Resource 1 Amount}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Changelog&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
RimWorld update 1.5 public changelog&lt;br /&gt;
New stuff - base game&lt;br /&gt;
Books and bookcases&lt;br /&gt;
Added books. Colonists can acquire books and read them for recreation and for their unique bonuses: textbooks increase a specific skill, schematics progress a certain research project, and novels increase recreation faster.&lt;br /&gt;
Added bookcases. These are used to store books. Storing books in bookcases increases the beauty of a room, makes nearby research benches faster, and increases the XP and recreation gained from reading.&lt;br /&gt;
Books are obtained from traders or quest rewards.&lt;br /&gt;
Wall lamps, flood lights, hidden conduits, couches, and ornate doors&lt;br /&gt;
Added wall lamps and wall torches which are placed directly on walls. They provide slightly less light compared to their standing version.&lt;br /&gt;
Added flood lights. These are powerful and expensive outdoor lights that cover large areas.&lt;br /&gt;
Added hidden conduits. These are invisible unless the building or power UI is active. Hidden conduits are harder to damage from explosions or fire.&lt;br /&gt;
Added couches. They function like armchairs but have room for two colonists instead of one.&lt;br /&gt;
Added ornate doors. These are the first 2x1 doors in RimWorld and they suit prestigious buildings like throne rooms and temples.&lt;br /&gt;
Mechanoid water emergence and slag chunks&lt;br /&gt;
Mechanoids can now emerge from bodies of water to attack your colony.&lt;br /&gt;
Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)&lt;br /&gt;
Crawling&lt;br /&gt;
When downed, humans still capable of manipulation can now crawl on the ground instead of being fully incapacitated.&lt;br /&gt;
Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Enemies can crawl too.&lt;br /&gt;
New wanderers after a “game over”&lt;br /&gt;
When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony.&lt;br /&gt;
This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game.&lt;br /&gt;
This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.&lt;br /&gt;
UI and art&lt;br /&gt;
Added a search tool (default hotkey: Z) which allows searching visible areas on the map for items, buildings, plants, creatures, and more.&lt;br /&gt;
Added an option to make colonists’ moods on the colonist bar much more visible. They change color and glow when below mental break thresholds.&lt;br /&gt;
Added silhouette highlighting when the camera is zoomed out to make pawns more visible. This can be customized in the game’s settings.&lt;br /&gt;
Added a 12 / 24 hour clock option.&lt;br /&gt;
Added a zoom to mouse option where the game zooms in towards the position of your mouse, instead of the center of the screen.&lt;br /&gt;
Redesigned the prisoner tab.&lt;br /&gt;
Redesigned the health tab.&lt;br /&gt;
New and improved weapon art.&lt;br /&gt;
Improved plant art and added immature and leafless variants.&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Added “Clean room” command for colonists.&lt;br /&gt;
Added &amp;quot;Mine vein&amp;quot; designator. This command orders colonists to mine out all connected mineral of a single type with one click.&lt;br /&gt;
Added separate &amp;quot;smooth walls&amp;quot; and &amp;quot;smooth floors&amp;quot; designations to structure and floor architect tabs.&lt;br /&gt;
Added a bionic jaw prosthetic.&lt;br /&gt;
Added the organ decay disease.&lt;br /&gt;
Added auto rebuild option on firefoam poppers.&lt;br /&gt;
Added the ability to dismiss traders.&lt;br /&gt;
Added new options on the world map to easily send caravans.&lt;br /&gt;
Added new SFX for animals eating.&lt;br /&gt;
Added new jungle night ambience SFX. This removes the old high-pitched noises.&lt;br /&gt;
Added new warm up SFX for psychic shock lances, psychic insanity lances, psychic animal pulsers.&lt;br /&gt;
Added and updated SFX for melee &amp;amp; ranged hit impacts.&lt;br /&gt;
Improvements and adjustments - base game&lt;br /&gt;
Pawns&lt;br /&gt;
Ensure humanlikes are fed first in caravans.&lt;br /&gt;
Allowed capturing carried pawns.&lt;br /&gt;
Ascetics ignore &amp;quot;Ate without table&amp;quot; thought.&lt;br /&gt;
Improved construction hauling.&lt;br /&gt;
Ensure beggars never show up with the requested item in their inventory.&lt;br /&gt;
Confused wandering has a max duration of 2 days.&lt;br /&gt;
Non-player faction animals with no lord eventually leave the map.&lt;br /&gt;
Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and other equivalent equipment.&lt;br /&gt;
Increase target prone accuracy modifier from 20% to 50%.&lt;br /&gt;
Bionic stomachs reduce the chance of getting food poisoning by half.&lt;br /&gt;
Added north and south facing artwork for all dessicated animals.&lt;br /&gt;
Death-on-downed chance now applies to non damage health state changes.&lt;br /&gt;
Rebalance brawler trait to offset skill more than mood.&lt;br /&gt;
Tending to non-hostile factions improves goodwill.&lt;br /&gt;
Killed leavings are deterministic instead of random on death.&lt;br /&gt;
Invisible pawns no longer block hostiles from pathing through them.&lt;br /&gt;
Added “pyro used fire weapon” thought.&lt;br /&gt;
Improved firefighting so colonists prioritize putting out nearby fires.&lt;br /&gt;
Teetotaler vs chemical interest opinion now only applies to teetotaler trait, not idelogion.&lt;br /&gt;
Starting colonists have a chance to spawn with possessions related to their traits.&lt;br /&gt;
UI and art&lt;br /&gt;
Improved research UI.&lt;br /&gt;
Improved policy UI.&lt;br /&gt;
Changed visuals for tainted apparel&lt;br /&gt;
Added a corpse color modifier and changed rotting corpse colors.&lt;br /&gt;
Display progress on research projects in project tooltip.&lt;br /&gt;
Research benches display research speed factors on the inspect pane instead of work speed.&lt;br /&gt;
Clicking the &amp;quot;Need research&amp;quot; alert opens the research tab.&lt;br /&gt;
Draw the light radius of torches, braziers and lamps in yellow when placing or selected.&lt;br /&gt;
New pawns will always be placed to the right side of the colonist bar.&lt;br /&gt;
Allow targeting via the colonist bar.&lt;br /&gt;
Adjust stat names slightly so they fit better in tooltips.&lt;br /&gt;
Zones are renamed by the button on the inspect pane instead of by the gizmo.&lt;br /&gt;
Add thought title to thought tooltip in case it's too long for the needs card.&lt;br /&gt;
Food now shows its ingredients in the tooltip in caravan/trade dialogs.&lt;br /&gt;
Ingredients in menus are now sorted from highest quantity to lowest.&lt;br /&gt;
Added research project info to research bench inspect panes.&lt;br /&gt;
Egg box has a &amp;quot;select contained thing&amp;quot; gizmo.&lt;br /&gt;
Replaced X button texture with trash can for all &amp;quot;delete&amp;quot; instances.&lt;br /&gt;
List &amp;quot;efficiency&amp;quot; of added parts in point form like other hediff effects.&lt;br /&gt;
Relabel misc injury to &amp;quot;wound&amp;quot;.&lt;br /&gt;
Remove &amp;quot;shot by X&amp;quot; in tooltips if the pawn is player controlled and not drafted.&lt;br /&gt;
Draw subtle background over main menu links to prevent bright backgrounds rendering them invisible.&lt;br /&gt;
When using a techprof persona core, bring up the research completed window.&lt;br /&gt;
“Select contained thing” gizmo now displays the thing as the icon.&lt;br /&gt;
Update Ludeon logo on main menu links.&lt;br /&gt;
Reorganized some buildables on the furniture architect tab.&lt;br /&gt;
Hide meditation focus radius ring from torches and braziers.&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Allow creating storage groups for single shelves by clicking the &amp;quot;rename&amp;quot; button on the inspect pane.&lt;br /&gt;
Show message when various abilities' cooldown ends.&lt;br /&gt;
Undergrounder trait description mentions pawns will be unhappy outdoors.&lt;br /&gt;
Added an option to increase/decrease the number of autosaves the game will keep (1-25)&lt;br /&gt;
Lung rot moved from Biotech to Core.&lt;br /&gt;
Infestations now refund/minify any buildings they destroy.&lt;br /&gt;
Update bridges to be the same color as wood floors.&lt;br /&gt;
Moved natural hair ColorDefs to Core from Ideology.&lt;br /&gt;
Meteorite strikes will no longer hit monuments.&lt;br /&gt;
Fires produce light.&lt;br /&gt;
Things to load into transport pods can now be changed at any time.&lt;br /&gt;
Numpad enter can now be used in dialogs the same way that return can.&lt;br /&gt;
Scale damage to buildings from fire/burn damage by their flammability.&lt;br /&gt;
Removed some spot building exploits.&lt;br /&gt;
Foam turret activation cooldown is paused while repressurizing and unpowered.&lt;br /&gt;
Gas now dissipates slower in roofed areas.&lt;br /&gt;
Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.&lt;br /&gt;
Adjusted some backstories to align with universe canon.&lt;br /&gt;
Improve descriptions of hediffs for prosthetics.&lt;br /&gt;
Rephrased grid excess/stored inspect string for clarity. Now &amp;quot;Grid excess: X (Y stored)&amp;quot;.&lt;br /&gt;
Improved lighting for roof eaves.&lt;br /&gt;
Updated flame damage to scale with building flammability.&lt;br /&gt;
Added &amp;quot;resources to make&amp;quot; stat entry for buildables.&lt;br /&gt;
Created an &amp;quot;ingredients&amp;quot; stat entry for craftable ThingDefs.&lt;br /&gt;
Added a duplicate area button to the area management window.&lt;br /&gt;
Added new Core tips.&lt;br /&gt;
Tinctoria now has a lifespan of 12 days.&lt;br /&gt;
Improvements and adjustments - Royalty&lt;br /&gt;
Bestower and guards exit the map more quickly.&lt;br /&gt;
Increased work to build for braziers.&lt;br /&gt;
Improvements and adjustments - Ideology&lt;br /&gt;
Ideoligion pawn column is not drawn in Ideology disabled mode.&lt;br /&gt;
Styling stations now display favorite and ideoligion colors with a small icon.&lt;br /&gt;
Trader inventories try to use the styles available for their primary ideoligion.&lt;br /&gt;
Update drug policy records when pawn leaves biosculptor pods.&lt;br /&gt;
Moral guide abilities now wake up sleeping pawns.&lt;br /&gt;
&amp;quot;Unlocked by X&amp;quot; -&amp;gt; &amp;quot;Origin X&amp;quot; for building styles from memes in precept edit dialog.&lt;br /&gt;
Reliquary has a “select contained thing” gizmo.&lt;br /&gt;
Loudspeakers and lightballs can now be switched on and off.&lt;br /&gt;
Improvements and adjustments - Biotech&lt;br /&gt;
Adjusted wastepack incident to consider pollution.&lt;br /&gt;
Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.&lt;br /&gt;
Slightly reduce the mass of sashes.&lt;br /&gt;
Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.&lt;br /&gt;
Remove reference to damage over time in acid spray gene description.&lt;br /&gt;
Added toxalope corpse artwork.&lt;br /&gt;
Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
Displayed a stat entry for turrets attached to pawns, such as heavy mechs.&lt;br /&gt;
Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
Displayed when a mechanitor is required to start the next cycle in gestator inspect strings.&lt;br /&gt;
Updated fire spew LOS highlighting.&lt;br /&gt;
Berserk and similar psycasts no longer work on bosses.&lt;br /&gt;
Apocriton is ultraheavy weight class mech.&lt;br /&gt;
Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
Babies in caravans now ignore drug policies like they do on map.&lt;br /&gt;
Added float menu option to take baby to a safe location.&lt;br /&gt;
Dev tools&lt;br /&gt;
Added “Start game with dev palette on” settings option.&lt;br /&gt;
Only show names for official mods in incident chances debug output.&lt;br /&gt;
Added more columns to incident chances debug output.&lt;br /&gt;
Added tools for unfogging and refogging rects of the map.&lt;br /&gt;
Improvements to the &amp;quot;change style&amp;quot; tool. Allow changing colors of hair and apparel instantly in dev mode. Allow changing style of dead or otherwise unspawned pawns.&lt;br /&gt;
Added debug tool for spawning pawns of a specific lifestage.&lt;br /&gt;
Added tool for tending all bleeding hediffs.&lt;br /&gt;
Added &amp;quot;destroy part&amp;quot; option to apply damage dev tool.&lt;br /&gt;
Added pinnable &amp;quot;add hediff&amp;quot; debug action.&lt;br /&gt;
Dev palette entries no longer re-cache their labels.&lt;br /&gt;
Added &amp;quot;None&amp;quot; option for &amp;quot;Set faction&amp;quot; dev tool.&lt;br /&gt;
Added an editor window for authoring SimpleCurve objects.&lt;br /&gt;
Added contents in braces to &amp;quot;add hediff&amp;quot; debug table for hediffs with names shared by another.&lt;br /&gt;
Smooth surface applies instantly if in godmode.&lt;br /&gt;
Fires are now spawnable with the &amp;quot;Spawn thing&amp;quot; tool. Spawning fires on top of existing ones will increase the size.&lt;br /&gt;
Added &amp;quot;Recalculate threat points&amp;quot; debug action. &amp;quot;Current threat points&amp;quot; output recalculates before logging.&lt;br /&gt;
Added “Music debugger”&lt;br /&gt;
Technical&lt;br /&gt;
Rewrote pawn rendering to use a parent/child node system. This allows for animations and visual dynamic parts to be added/removed easily (technical document link).&lt;br /&gt;
Implemented asset hot-reload for developer/modder ease.&lt;br /&gt;
Added support for maps which don’t have a corresponding world tile.&lt;br /&gt;
Added new virtual relationship record system. Maintains relationship information without bloating save files.&lt;br /&gt;
Pawn rendering is now multithreaded.&lt;br /&gt;
Added a new super-fast dynamic thing culling system.&lt;br /&gt;
Added support for wall attached buildings.&lt;br /&gt;
Added infection pathway system. These allow for the easy tracking and explanation of infection for the purposes of hediffs and incidents. Only used for some Anomaly content, does not change how base game infection works. Infection pathways can optionally require a source pawn kind attached to them for extra detail.&lt;br /&gt;
Added a new music system which can change between songs based on current game state.&lt;br /&gt;
Optimizations to various alerts.&lt;br /&gt;
Small optimizations to beauty calculations.&lt;br /&gt;
Optimize food searching for animals in pens.&lt;br /&gt;
Minor performance improvements for tending WorkGivers.&lt;br /&gt;
Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map.&lt;br /&gt;
Decoupled AbilityDef.level from psylink to allow modders to create other leveled abilities.&lt;br /&gt;
Added timestamps and repetition count on log messages.&lt;br /&gt;
Replace MapMeshFlags enum with a Def.&lt;br /&gt;
Updated Russian language worker.&lt;br /&gt;
Add dev gizmo to manually toggle building power.&lt;br /&gt;
Added disableImpassableShotOverConfigError flag to ThingDef.&lt;br /&gt;
Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.&lt;br /&gt;
Damage effect pawn tinting is done in material property block instead of copying a new material.&lt;br /&gt;
Tick equipment on pawns.&lt;br /&gt;
Removed redundant burning stump spawn check.&lt;br /&gt;
Small optimization for gas section layer setup.&lt;br /&gt;
Unified import modes for building atlases.&lt;br /&gt;
Allow ThingComps to affect Thing stats like CompAffectedByFacilities.&lt;br /&gt;
Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.&lt;br /&gt;
Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.&lt;br /&gt;
Skill gains/possessions from traits and backstories have a custom xml loader which reduces xml config.&lt;br /&gt;
Replace BackstoryDef's &amp;quot;baseDesc&amp;quot; with Def's &amp;quot;description&amp;quot; field.&lt;br /&gt;
Made xpGainAmount from skilltrainers configurable.&lt;br /&gt;
Removed CompProperties_Neurotrainer and CompNeurotrainer, replaced them with existing skill/ability gaining comps.&lt;br /&gt;
Gas rendering now sends density values to the shader and color and texturing is resolved there.&lt;br /&gt;
Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.&lt;br /&gt;
Hediffs can now override the skin shader.&lt;br /&gt;
Disabled work types use a cached value instead of recalculating every call.&lt;br /&gt;
Changed steamAppId to uint.&lt;br /&gt;
More control over flecks/motes via XML.&lt;br /&gt;
Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().&lt;br /&gt;
Renamed classic -&amp;gt; classicExtraMode and hiddenIdeoMode -&amp;gt; classicMode.&lt;br /&gt;
Removed Biotech MayRequire from MeleeDamageFactor stat.&lt;br /&gt;
If a customizer is defined, rule selection for &amp;quot;p=&amp;quot; acts like priority instead of weight.&lt;br /&gt;
Increased float range serialization precision.&lt;br /&gt;
Allowed areas are now per map.&lt;br /&gt;
Reduce the base maxRemembered value of history events to alleviate some save file bloat.&lt;br /&gt;
Bugfixes&lt;br /&gt;
Fix: Meteorites leaving stone change terrain after save/load cycle.&lt;br /&gt;
Fix: Many pawns in a small space can cause heat to build up forever.&lt;br /&gt;
Fix: Checking/unchecking pregnant animal slaughter inconsistent with checking/unchecking slaughter bonded with animals total.&lt;br /&gt;
Fix: Auto-slaughter attempting to slaughter youngest animals and pregnant first.&lt;br /&gt;
Fix: Psychic suppressor constantly being reapplied at edge of range on world map.&lt;br /&gt;
Fix translation issue: Wrong surgery outcome texts without Biotech.&lt;br /&gt;
Fix: Lodgers can farskip and enter ancient complex shuttles.&lt;br /&gt;
Fix: Several issues with pollution clearing.&lt;br /&gt;
Fix: Neurotrainers not including aptitudes in message.&lt;br /&gt;
Fix: CompPollutionPump uses Find.CurrentMap for artificial building check.&lt;br /&gt;
Fix: Out of bounds error when looking for a meditation spot.&lt;br /&gt;
Fix: Mineable steel generation in tutorial.&lt;br /&gt;
Fix: Smeltable thing filter allowing wooden apparel to be smelted.&lt;br /&gt;
Fix: Unfogging working incorrectly for large buildings.&lt;br /&gt;
Fix: Ink black hair not rendering the correct color.&lt;br /&gt;
Fix: Nudists trigger “need warm clothes” alert.&lt;br /&gt;
Fix: Error getting null target for throne/bedroom requirements alert explantation.&lt;br /&gt;
Fix: Whitespace on claw injury label.&lt;br /&gt;
Fix: Gatherings could select invalid organizers.&lt;br /&gt;
Fix: Team skills showing disabled skills.&lt;br /&gt;
Fix: Duelists interacting while in ritual.&lt;br /&gt;
Fix: uint parsing failure.&lt;br /&gt;
Fix: Mech bosses can be called one after the other within a 2 second window.&lt;br /&gt;
Fix: Consumable items can appear as relics.&lt;br /&gt;
Fix: Installation blueprints render behind things.&lt;br /&gt;
Fix: Ancient fences and wire not deconstructible.&lt;br /&gt;
Fix: Hediff iteration not correctly accounting for hediff removal.&lt;br /&gt;
Fix: Targeting circle not displaying above some thing overlays.&lt;br /&gt;
Fix: Prevent wall raise from being used on indestructible things.&lt;br /&gt;
Fix: If a pawn dies while jumping, their corpse (and held item) is not spawned.&lt;br /&gt;
Fix: Melee trap damage/ap stats display as 5x as high, despite being spread over 5 hits.&lt;br /&gt;
Fix: Precept_Role.apparelRequirements potential NullReferenceException.&lt;br /&gt;
Fix: Organ traded/sold/installed thoughts have &amp;quot;organ harvested&amp;quot; label.&lt;br /&gt;
Fix: Drugs being considered with the fresh filter.&lt;br /&gt;
Fix: Don't send fuel node messages if the fuel node was destroyed.&lt;br /&gt;
Fix: Learning rate being applied on tech print XP bonus.&lt;br /&gt;
Fix: Error when looking for a spectate cell.&lt;br /&gt;
Fix: Error when mining smoothed wall for door blueprint.&lt;br /&gt;
Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.&lt;br /&gt;
Fix: Error when creating xenogerm in certain circumstances.&lt;br /&gt;
Fix: Potential scenario where an unspawned pawn could organize a gathering.&lt;br /&gt;
Fix: Incorrect stack count when looking for food to train animals&lt;br /&gt;
Fix: Ensure duelists drop their weapons if the duel is called off/canceled.&lt;br /&gt;
Fix: Remove wake up trigger if lord or pawns don't exist.&lt;br /&gt;
Fix: Exception getting growth points for dead pawn.&lt;br /&gt;
Fix: Saved references to destroyed relic/removed ideo/precept.&lt;br /&gt;
Fix: Spectators can reserve altar interaction spots during rituals.&lt;br /&gt;
Fix: Pawns no longer analyze items at unpowered research benches.&lt;br /&gt;
Fix: Duel not ending if a fighter starts a mental break.&lt;br /&gt;
Fix: Setting the drug policy of imperial troops makes them drop their drugs required for their xenotype.&lt;br /&gt;
Fix: Notifications are sent about guests that are leaving the map.&lt;br /&gt;
Fix: Trying to save discarded pawn reference in BattleLogEntry.&lt;br /&gt;
Fix: Rounding shows resistance at 0.0, but recruitment isn't available yet.&lt;br /&gt;
Fix: Slaves are unable to attack in duels without having an aggressive reaction set.&lt;br /&gt;
Fix: Gender specific apparel does not show gender in their info tab.&lt;br /&gt;
Fix: Ritual opportunity letters now prefer pointing to altars and ideograms before ritual spots.&lt;br /&gt;
Fix: Empty caskets aren’t claimable.&lt;br /&gt;
Fix: Research bench &amp;amp; techprints don't respect allowed area.&lt;br /&gt;
Fix: Ability cooldown text cutoff in windowed mode.&lt;br /&gt;
Fix: Deathresting pawns don't display life threatening hediff alerts.&lt;br /&gt;
Fix: Firefoam pop pack: Wrong stat name and description.&lt;br /&gt;
Fix: Mech rechargers don't count as artificial.&lt;br /&gt;
Fix: Colonist backstories getting generated on any pawns.&lt;br /&gt;
Fix: Pen marker nutrition calculation not working in some circumstances.&lt;br /&gt;
Fix: KillThirst persona weapon thought not translatable.&lt;br /&gt;
Fix: Column style variants are visually squished.&lt;br /&gt;
Fix: Pawns can hack even with hacking stat disabled.&lt;br /&gt;
Fix: Dates on history tab can be cut off if too long.&lt;br /&gt;
Fix: Multicell things beauty counted once per cell.&lt;br /&gt;
Fix: Float menu error if construction is blocked by trees marked for extraction.&lt;br /&gt;
Fix: Desired color not saved if apparel has not been colored before.&lt;br /&gt;
Fix: Goodwill from guest average mood not being applied.&lt;br /&gt;
Fix: JobDriver_Meditate.Notify_Starting doesn't check if the psychic entropy tracker exists.&lt;br /&gt;
Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.&lt;br /&gt;
Fix: Targeting gizmos now deselect any active designators.&lt;br /&gt;
Fix: Headgear apparel doesn't check canBeGeneratedToSatisfyWarmth flag.&lt;br /&gt;
Fix: Prisoners can start social fights with non-prisoners.&lt;br /&gt;
Fix: Unable to strip prisoners that were quest lodgers.&lt;br /&gt;
Fix: God Mode Toggle causing issues selecting Pawns in the Top Bar.&lt;br /&gt;
Fix: Simple meal gizmo doesn't display correct texture.&lt;br /&gt;
Fix: Pawn name changes spacing on biosculptor pod when zooming camera in and out.&lt;br /&gt;
Fix: Inconsistencies with random graphics when installing minified buildings&lt;br /&gt;
Fix: Empire hostile to beggar temp factions.&lt;br /&gt;
Fix: Exception feeding a baby which died during feeding.&lt;br /&gt;
Fix: Randomized graphics not maintained across blueprint -&amp;gt; frame -&amp;gt; building&lt;br /&gt;
Fix: Line color inconsistency between drum/campfire link and light ball/speaker link.&lt;br /&gt;
Fix: Art bench: The word &amp;quot;make&amp;quot; is missing for ideoligion sculptures.&lt;br /&gt;
Fix: Error trying to breastfeed a baby inside a gene extractor.&lt;br /&gt;
Fix: Mech cluster mortars can be roofed over without any penalty.&lt;br /&gt;
Fix: Sanguophage meetings sometimes skip implantation.&lt;br /&gt;
Fix: Red error attempting to plant held Gauranlen pod.&lt;br /&gt;
Fix: DeleteSpawnedPawns() in Autotests_ColonyMaker missing null check.&lt;br /&gt;
Fix: Gather for childbirth gizmo showing on beds when ritual has already started.&lt;br /&gt;
Fix: Sanguophages don't know how to react to hunters being captured.&lt;br /&gt;
Fix: Line connecting pawn under combat command goes off map.&lt;br /&gt;
Fix: Minor typo in ThreatReward_Manhunters_ItemPod.&lt;br /&gt;
Fix: Fixed pawns praying during labor interrupting the ritual.&lt;br /&gt;
Fix: 'Push heat' debug command doesn't do increments; all options do the maximum.&lt;br /&gt;
Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied.&lt;br /&gt;
Fix: Errors when social fight interrupts dyeing clothing.&lt;br /&gt;
Fix: Duplicate &amp;quot;respected if guilty&amp;quot; execution precept in inhuman meme.&lt;br /&gt;
Fix: Prevent colonists from eating at a fogged table.&lt;br /&gt;
Fix: Colony mechs ignore mortar shell settings.&lt;br /&gt;
Fix: Doctors now ignore medicine restrictions when draft tending with medicine from their inventory.&lt;br /&gt;
Fix: Hyperlinks on research screen drawn out of bounds, causing performance impact with larger unlock lists.&lt;br /&gt;
Fix: Lesson giving reservation bug.&lt;br /&gt;
Fix: Prisoner interaction mode is reset upon being released.&lt;br /&gt;
Fix: Traders spawn with incorrect food need value.&lt;br /&gt;
Fix: Collapsing from exhaustion no longer throws error if the pawn can't reserve the cell.&lt;br /&gt;
Fix: Berserk warcalled animals will not attack hostile turrets.&lt;br /&gt;
Fix: Fire spew can shoot through walls.&lt;br /&gt;
Fix: Error when recalculating ideoligion diversity on a save that had other expansions added after the start.&lt;br /&gt;
Fix: Filters not applied correctly on ingredients/products in recipe tooltip.&lt;br /&gt;
Fix: Invalid spectate cells can be picked when the ritual room is too small.&lt;br /&gt;
Fix: Recalculate product counts more reliably.&lt;br /&gt;
Fix: Fence gates now prefer to connect to fences.&lt;br /&gt;
Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed.&lt;br /&gt;
Fix: Shooting projectiles phase through walls if the distance to target is less than 5 tiles.&lt;br /&gt;
Fix: Perfect immunity doesn't block gut worms or muscle parasites.&lt;br /&gt;
Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
Fix: Favorite/ideoligion color thoughts not occuring with exactly 60% colored apparel.&lt;br /&gt;
Fix: Off loudspeakers are now counted correctly when determining ritual quality.&lt;br /&gt;
Fix: Blueprints now maintain the correct random graphic when being installed.&lt;br /&gt;
Fix: Error during archonexus quest.&lt;br /&gt;
Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.&lt;br /&gt;
Fix: Beckon ability doesn’t wake up dormant mechs.&lt;br /&gt;
Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.&lt;br /&gt;
Fix: Overlapping damage/death sounds caused by clamped value in ExecutionUtility.ExecutionInt().&lt;br /&gt;
Fix: Building_GrowthVat doesn't set itself as allowedNutritionSettings parent in ExposeData().&lt;br /&gt;
Fix: Error trying to execute colonists after banishing them.&lt;br /&gt;
Fix: Unstuffed gas mask doesn't have armor set up correctly.&lt;br /&gt;
Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.&lt;br /&gt;
Fix: Power conduit frames appear below walls.&lt;br /&gt;
Fix: Gene loss shock is healed before scars and injuries when using healing serum.&lt;br /&gt;
Fix: Cannot release wild man after arrest.&lt;br /&gt;
Fix: Various high tech research projects missing research bench requirements.&lt;br /&gt;
Fix: Prisoners who were former colonists still follow what was set on their schedule tab.&lt;br /&gt;
Fix: Ancient danger/ruins spawning positions were based on top left corner instead of center. Spawning these should be more consistent.&lt;br /&gt;
Fix: Auto selected caravan food not clamping to mass limit.&lt;br /&gt;
Fix: Some ThingDefs, including meals, didn't display correct &amp;quot;created at&amp;quot; stat entries. These ThingDefs also display ingredients stat entries now.&lt;br /&gt;
Fix: Error on pawn hatching from egg on caravan.&lt;br /&gt;
Fix: Breastfeeding not clearing idle tag.&lt;br /&gt;
Fix: Lines not being drawn between facilities. Caused by correcting red line drawn between potentially supplanted facilities.&lt;br /&gt;
Fix: Pawns other than the bestowing target can be set as the target. They are able to leave and cause the bestower to stay until they collapse.&lt;br /&gt;
Fix: Double checking for heat stroke and hypothermia in bestowing ceremony lord.&lt;br /&gt;
Fix: Spray attacks can't target open door cells.&lt;br /&gt;
Fix: Acid and foam spray affected cells don't take into account leaning past cover.&lt;br /&gt;
Fix: Colonist is given a random faction when carried and then Farskipped to the same map tile.&lt;br /&gt;
Fix: Making baby food at campfires ignores work restrictions.&lt;br /&gt;
Fix: Dessicated squirrel corpses have north/south graphics flipped.&lt;br /&gt;
Fix: Mechanoids on caravans may throw an &amp;quot;out of bounds&amp;quot; error when trying to automatically shutdown on arrival if the landing zone is crowded.&lt;br /&gt;
Fix: Draw quest info minimized in character card if it would stack to 3 lines.&lt;br /&gt;
Fix: Temporary factions not in map attack target cache.&lt;br /&gt;
Fix: Unrecruitable pawns from slave purchases can join as colonists.&lt;br /&gt;
Fix: Colonists unable to mine walls while standing on furniture. Inconsistent with other work givers.&lt;br /&gt;
Fix: Fix error when projectile tries to hit a pawn that has just changed map.&lt;br /&gt;
Fix: Wrong save mode for inSignalsRemovePawn.&lt;br /&gt;
Fix: Medicineless hemogen extraction recipe brings blood loss up to 65%.&lt;br /&gt;
Fix: Light mechs have sensors and arms described as &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;, even though they don't have multiples.&lt;br /&gt;
Fix: Priority work not clearing for hauling&lt;br /&gt;
Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
Fix: Pawns can die from going from extreme -&amp;gt; serious toxic buildup due to consciousness differences.&lt;br /&gt;
Fix: Exception while recalculating various thoughts for passing ship pawns.&lt;br /&gt;
Fix: Hemogen farm does not take into account brain damage consciousness reduction.&lt;br /&gt;
Fix: Hemogen extraction done without medicine has less blood loss than extraction done with industrial medicine.&lt;br /&gt;
Fix: Handle scenarios where items set to load are null&lt;br /&gt;
Fix: Seek safe temperature jobs don’t respect a pawn’s allowed area.&lt;br /&gt;
Fix: Rot stink gas doesn't cause lung rot without Biotech.&lt;br /&gt;
Fix: Uncaptured pawns now have the “No meds” medical care setting.&lt;br /&gt;
Fix: Dev quickstart adds factions that are supposed to be replaced by others. Eg pirates by pirate wasters.&lt;br /&gt;
Fix: Default faction type doesn't set faction if it was replaced by another. (eg. Pirate waster can replace pirate)&lt;br /&gt;
Fix: Waster pawn kinds default to normal pirate faction.&lt;br /&gt;
Fix: Frame version of shelves missing copy and paste settings.&lt;br /&gt;
Fix: Error when changing a sanguophage to a baby on scenario setup.&lt;br /&gt;
Fix: Pawns can be rescued in rituals.&lt;br /&gt;
Fix: Required roles can leave rituals.&lt;br /&gt;
Fix: Mech slag not maintaining graphic index over saves.&lt;br /&gt;
Fix: Public Execution Ritual error.&lt;br /&gt;
Fix: Incorrect execution part selected. Deathless pawns have their brains targeted.&lt;br /&gt;
Fix: Abilities are used during duels.&lt;br /&gt;
Fix: Error when trying to generate a quest with no colony.&lt;br /&gt;
Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.&lt;br /&gt;
Fix: Can tend to temporarily hostile refugees.&lt;br /&gt;
Fix: Caravan errors if pawn can path but animal cannot.&lt;br /&gt;
Fix: &amp;quot;Herder&amp;quot; childhood backstory doesn't have any animal skill.&lt;br /&gt;
Fix: Animal pen auto cut not working in some circumstances.&lt;br /&gt;
Fix: ShootBeam was updating the current path when trying to draw highlights, which would cause a beam ability to change direction mid-fire.&lt;br /&gt;
Fix: Dev palette error with mental breaks on the bar and no colony.&lt;br /&gt;
Fix: Non optional materials selectable in bill details. Eg. components.&lt;br /&gt;
Fix: The &amp;quot;run wild&amp;quot; mental break can occur on unwaveringly loyal pawns, causing them to be tameable.&lt;br /&gt;
Fix: Error with custom mechanoids with talking ability attempting to give/receive lessons without skills component.&lt;br /&gt;
Fix: Shuttle fly distance inconsistent between calling from caravan vs calling from map.&lt;br /&gt;
Fix: Pawns participating in duels can equip weapons they are otherwise unable to do so (bladelinked, biocoded, bonded, etc).&lt;br /&gt;
Fix: Charged abilities can be cast via queuing into negative charges.&lt;br /&gt;
Fix: Error with mechanitor corpses causing gizmos to be hidden.&lt;br /&gt;
Fix: Secondary use item targets are reserved when first ordering usage.&lt;br /&gt;
Fix: Herd migration ignoring pollution.&lt;br /&gt;
Fix: Wardens with nil suppress rate get stuck suppressing.&lt;br /&gt;
Fix: Can't force target mortar without shell.&lt;br /&gt;
Fix: Pawn duty being cleared during childbirth.&lt;br /&gt;
Fix: Add appropriate work to make tox packs.&lt;br /&gt;
Fix: Fire spew ability not leaning like other ranged attacks.&lt;br /&gt;
Fix: Required hediffs and traits of thoughts not working together causing thought to not be present when it should be.&lt;br /&gt;
Fix: Wearing human leather apparel thought not properly nullified by ideoligion precepts.&lt;br /&gt;
Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
Fix: Error when trying to construct a watermill generator with water check cells out of bounds of map in god mode.&lt;br /&gt;
Fix: Drafted pawns now respect forbidden doors.&lt;br /&gt;
Fix: Disallowed filters are now checked before allowed filters.&lt;br /&gt;
Fix: Hostile pawns can no longer be placed in beds.&lt;br /&gt;
Fix: Speakers now show connection lines to lightballs.&lt;br /&gt;
Fix: Faction goodwill not giving full reward.&lt;br /&gt;
Fix: Name of Ideo ritual room keeps randomly changing from default to ideo worship room name.&lt;br /&gt;
Fix: Hungry pawn undrafted on map edge can throw out of bounds error for ingest job.&lt;br /&gt;
Fix: Non-fresh corpses no longer count towards days of food calculation in caravan dialog.&lt;br /&gt;
Fix: Cast ability job fails if ability goes on cooldown.&lt;br /&gt;
Fix: Potential error during throne speech.&lt;br /&gt;
Fix: Stone bill menu text cutoff.&lt;br /&gt;
Fix: Resurrected stillbirth thought remaining.&lt;br /&gt;
Fix: Error placing hostile baby in bed.&lt;br /&gt;
Fix: Extract skull job isn’t ended if designation is removed.&lt;br /&gt;
Fix: Show disabled option if pawn is incapable of hauling to shuttle.&lt;br /&gt;
Fix: The “leader” role for ideoligion in the “ideoligion system inactive” playthrough is not capitalized in the bio.&lt;br /&gt;
Fix: Duplication of &amp;quot;sold slave&amp;quot; opinion offset if Ideology is active.&lt;br /&gt;
Fix: Warcall animals not hostile to all threats.&lt;br /&gt;
Fix: Error when placing a blueprint near the edge of the map.&lt;br /&gt;
Fix: An animal being rescued / carried by a pawn cannot be assigned to a bed.&lt;br /&gt;
Fix: Pawns cause 10 jobs in one tick when recovering from downed and trying to recover a dropped weapon that's currently on fire.&lt;br /&gt;
Fix: Error when apocritons jump.&lt;br /&gt;
Fix: Issues reserving spots for gatherings.&lt;br /&gt;
Fix: Vitals monitor blueprint rotates backwards.&lt;br /&gt;
Fix: Fences on the edge of the map cause an error when attempting to link out of bounds.&lt;br /&gt;
Fix: Warning when reserving stack of food.&lt;br /&gt;
Fix: Duels and misc ritual saving/loading.&lt;br /&gt;
Fix: When a pawn that’s incapable of fire fighting is ordered to extinguish a fire, no right-click option shows up.&lt;br /&gt;
Fix: Deliver food causing reservation errors rarely.&lt;br /&gt;
Fix: Designations on minified things are maintained once they have been installed.&lt;br /&gt;
Fix: Need meditation spot notification typo.&lt;br /&gt;
Fix: Temporary factions can be selected for some quests.&lt;br /&gt;
Fix: Mechs are able to open hermetic crates if multiple pawns are selected.&lt;br /&gt;
Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
Fix: Missing Ideology check for Beggars PawnKindDef.&lt;br /&gt;
Fix: If there is no storage space for eggs in an egg box, there's no 'empty' option on the float menu at all.&lt;br /&gt;
Fix: Empire hussar cataphracts for quests come with no go juice.&lt;br /&gt;
Fix: Trader Kind things debug output appears incorrect.&lt;br /&gt;
Fix: Springer of trap counts as instigator of explosion.&lt;br /&gt;
Fix: Hide stack count warning when creating a caravan.&lt;br /&gt;
Fix: Allow players to order colonists to take medical drugs from their inventory.&lt;br /&gt;
Fix: Needs power overlay now respects draw offset.&lt;br /&gt;
Fix: Assigned pawn is maintained on throne reinstall.&lt;br /&gt;
Fix: Ideoligion presets with a single &amp;quot;random&amp;quot; style option don't adhere to normal style selection rules.&lt;br /&gt;
Fix: Quest lodgers don't have their apparel locked properly.&lt;br /&gt;
Fix: Disable work and add On Duty thought to helpers for raid reward quest.&lt;br /&gt;
Fix: Blood loss hediff applying death on downed chance.&lt;br /&gt;
Fix: Pawns aren't dropped when TakeToBed job is interrupted.&lt;br /&gt;
Fix: Error when an animal gives birth on a caravan.&lt;br /&gt;
Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held.&lt;br /&gt;
Fix: Pawn can't reserve bench next to another.&lt;br /&gt;
Fix: NRE uninstalling loudspeaker.&lt;br /&gt;
Fix: Pawns sometimes ignore manual work priorities, and will switch to lower-priority work mid-job.&lt;br /&gt;
Fix: Pawns sharing seats on interaction cells.&lt;br /&gt;
Fix: Clear designator selected area when changing map.&lt;br /&gt;
Fix: Caravans set to rest are considered idle.&lt;br /&gt;
Fix: Prisoner is forbidden after ritual finished and captured again.&lt;br /&gt;
Fix: NullReferenceException when trying to print replant blueprint.&lt;br /&gt;
Fix: Quest states 'the pigs will not do any work'. Pigs here referred to members of the pigskin faction.&lt;br /&gt;
Fix: Hide the “tend without medicine” float menu option if the pawn is being carried.&lt;br /&gt;
Fix: Teaching not giving passion thought.&lt;br /&gt;
Fix: Hide allow fresh on butcher config.&lt;br /&gt;
Fix: Stacking red error on bugged birth that won't end.&lt;br /&gt;
Fix: Huge lag spikes due to skygazing.&lt;br /&gt;
Fix: Transport pod crash refugees sometimes aren't downed.&lt;br /&gt;
Fix: Prevent colony faction prisoners from participating in childbirth.&lt;br /&gt;
Fix: Outdoor lighting in base generation doesn't follow the faction’s ideoligious style.&lt;br /&gt;
Fix: If a pack animal's inventory is emptied when it's asleep, its sprite doesn't update until it wakes up.&lt;br /&gt;
Fix: GenDrop trying to place things on filled cells.&lt;br /&gt;
Fix: Shadows not affecting trees.&lt;br /&gt;
Fix: 'Conversion resentment' gives separate instances instead of stacking.&lt;br /&gt;
Fix: You can influence pawns during mental breaks by changing how they react to nearby enemies.&lt;br /&gt;
Fix: Potential error while using comms console.&lt;br /&gt;
Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.&lt;br /&gt;
Fix: Slaves in mental states (not rebelling) display &amp;quot;X is rebelling&amp;quot; on ideoligion ritual dialog.&lt;br /&gt;
Fix: lastSleepDisturbedTick not saved.&lt;br /&gt;
Fix: Generic work giver labels.&lt;br /&gt;
Fix: Missing Steam app id for Biotech.&lt;br /&gt;
Fix: Cancel jobs upon load if item forbidden.&lt;br /&gt;
Fix: Rare music error when choosing a new song.&lt;br /&gt;
Fix: Prisoners getting unsafe hemogen bill.&lt;br /&gt;
Fix: End wick if explosive thing is despawned.&lt;br /&gt;
Fix: Quest lodgers no longer count towards idle colonist count.&lt;br /&gt;
Fix: Dev toggles on pawn log ITab display in large font.&lt;br /&gt;
Fix: Beggar tense incorrect for &amp;quot;have accepted&amp;quot; gift.&lt;br /&gt;
Fix: “Reduce will” not using the correct interaction.&lt;br /&gt;
Fix: Mech gestators spawning mechs early.&lt;br /&gt;
Fix: Blood loss doesn't show up in a colonist's health tab when viewed from the caravan embark setup.&lt;br /&gt;
Fix: Marking carried animals for slaughter throws an error.&lt;br /&gt;
Fix: Float rounding pawn generation error.&lt;br /&gt;
Fix: Hediff_ChemicalDependency doesn't override CopyFrom().&lt;br /&gt;
Fix: Boomalope struck by lightning causes several errors as a corpse.&lt;br /&gt;
Fix: Pawn doesn't get interrupted to join the marriage ceremony.&lt;br /&gt;
Fix: Cleansweeper pathing to destroyed things on load.&lt;br /&gt;
Fix: Skull and deathrest capacity serum have duplicate CompForbiddable.&lt;br /&gt;
Fix: Fix death acidifier applying chemical burn to missing part.&lt;br /&gt;
Fix: Torch blueprint fire size incorrect.&lt;br /&gt;
Fix: Error on tox gas death.&lt;br /&gt;
Fix: Can order pawns to consume food that's outside their allowed area.&lt;br /&gt;
Fix: Option is given to have a pawn haul corpses reserved by wild animals for eating; clicking it does nothing.&lt;br /&gt;
Fix: Arrested refugee joins faction upon release.&lt;br /&gt;
Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
Fix: Pawns with royal permits can't trade/complete trade requests.&lt;br /&gt;
Fix: Complexes not spawning terminals.&lt;br /&gt;
Fix: Ideoligion persona weapon relics misnamed on thought label/description.&lt;br /&gt;
Fix: Ship part crash incidents will still attempt to fire, causing error, if the mechanoid faction has been removed from the world.&lt;br /&gt;
Fix: Errors on beginning conversion ritual.&lt;br /&gt;
Fix: Animal flaps have a faint line in the center when open.&lt;br /&gt;
Fix: &amp;quot;Traits sampled&amp;quot; debug output not discarding generated pawns, causing warning spam on save/load.&lt;br /&gt;
Fix: Beards don't layer properly on thin head shapes.&lt;br /&gt;
Fix: Ideoligion relic installation quest generated with errors.&lt;br /&gt;
Fix: Monument building quest spawned with several red errors and broken details.&lt;br /&gt;
Fix: NREs from colonists who don't need to eat.&lt;br /&gt;
Fix: PawnFlyers disappear on load.&lt;br /&gt;
Fix: Sandbags have a small pixelated border around them.&lt;br /&gt;
Fix: Sunlamps do not have perfect area of effect leading to rotting crops.&lt;br /&gt;
Fix: Direction arrow is on the wrong layer, gets covered by shadows, zones, and fog.&lt;br /&gt;
Fix: Unfinished power line blueprints under walls go invisible once materials are delivered.&lt;br /&gt;
Fix: Missing &amp;quot;create fluid&amp;quot; translation key.&lt;br /&gt;
Fix: Prison breaking prisoners can be selected to be carried to biosculpters.&lt;br /&gt;
Fix: Error when trying to reserve the same bed for resting.&lt;br /&gt;
Fix: 'Destination' line is visible connecting to the bed of sleeping pawns.&lt;br /&gt;
Fix: Paramedic mechs cannot tend to colonists in caravans.&lt;br /&gt;
Fix: Adding temperature-specific clothes to a pawn does not check age, so modded child warm apparel can be given to adults, causing an error.&lt;br /&gt;
Fix: Hidden faction information visible on inspect pane.&lt;br /&gt;
Fix: Loading a save during public execution causes an error, ritual never completes.&lt;br /&gt;
Fix: Pawns incapable of firefighting can be prioritized to fight fires.&lt;br /&gt;
Fix: Reference collection not scribing nulls.&lt;br /&gt;
Fix: Psycast meditation ending abruptly.&lt;br /&gt;
Fix: Chemical dependency hediff severity cannot be edited via dev tools.&lt;br /&gt;
Fix: Hair is partially layered beneath stockpiles.&lt;br /&gt;
Fix: Gene extraction can be exploited via save/load.&lt;br /&gt;
Fix: No PawnKinds example for raid quests.&lt;br /&gt;
Fix: Bestowing quest broken if pawn unspawned.&lt;br /&gt;
Fix: Hemogen packs trigger 'ate non-cannibal food' for sanguophage with cannibal precept.&lt;br /&gt;
Fix: Bestower Ceremony Error - tried to add pawn to lord but this pawn is already a member of another.&lt;br /&gt;
Fix: Error when a pawn is playing with a baby in some circumstances.&lt;br /&gt;
Fix: Blackboard facility should have only three allowed max connections as learning logic allows only three blackboards to boost a school desk.&lt;br /&gt;
Fix: Cannot search for creative reward names with spaces in them.&lt;br /&gt;
Fix: &amp;quot;DEV: Complete&amp;quot; command doesn't work on unfinished things in some scenarios.&lt;br /&gt;
Fix: Pawns digging out of map when they should not during kidnap duty.&lt;br /&gt;
Fix: Interceptor shields break, causing long recharge, when hit by EMP damage instead of stunning them.&lt;br /&gt;
Fix: Apparel covering just eyes does not count as &amp;quot;headgear&amp;quot; for pawn generation purposes.&lt;br /&gt;
Fix: Hoopstone and horseshoe differ in sight capacity requirement.&lt;br /&gt;
Fix: Sudden light level change at midnight at north pole colonies.&lt;br /&gt;
Fix: Pawns may meditate with max joy and no psylink.&lt;br /&gt;
Fix: Installing an archotech eye is seen as a surgical violation.&lt;br /&gt;
Fix: Group loading horses into drop pods will assign more weight to one drop pod.&lt;br /&gt;
Fix: “Take to stockpile” bill option resetting in certain circumstances.&lt;br /&gt;
Fix: GauranlenPodSpawn incident uses OnOffCycle, which does not work properly if onDays or offDays changes.&lt;br /&gt;
Fix: Constructing buildings sometimes has pawns facing the wrong direction.&lt;br /&gt;
Fix: Stacked animals loaded into transport pod trigger error and won't be loaded.&lt;br /&gt;
Fix: Downed mech can cause a mech raid site to stay active.&lt;br /&gt;
Fix: BabyTalk not generated correctly for text with non-ASCII characters.&lt;br /&gt;
Fix: Exception when trying to validate the “give birth” ritual gizmo with no beds present.&lt;br /&gt;
Fix: Pawns at the map edge who get hit and tween towards the view rect edge disappear for a small duration.&lt;br /&gt;
Fix: Increment time debug action causes errors for ended sustainer.&lt;br /&gt;
Fix: Gibbet cage description mentions they are made of &amp;quot;steel&amp;quot; but can actually be made of any metal.&lt;br /&gt;
Fix: Text size not reset after drawing inspect pane title for pawns with no inspect pane elements.&lt;br /&gt;
Fix: Load stack count is incorrect for caravan ITab when there is only one thing in the transferable and the player isn't taking the whole stack.&lt;br /&gt;
Fix: Error on corpse destruction when completedObligations is null.&lt;br /&gt;
Fix: Pawns are able to take drugs from inventory if they have an ideoligion which prevents it.&lt;br /&gt;
Fix: Plants dying to polluted terrain induce &amp;quot;died due rotting due to being left unharvested&amp;quot; message.&lt;br /&gt;
Fix: Missing graphic in “begin ritual” window without ideology active.&lt;br /&gt;
Fix: Firespew ability can't target walls.&lt;br /&gt;
Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
Fix: Refugee pod quests don't affect charity-loving ideoligion members.&lt;br /&gt;
Fix: Removed wastepack incident from occurring randomly.&lt;br /&gt;
Fix: Prevent duplicate entries in precept tooltip.&lt;br /&gt;
Fix: Hide &amp;quot;max satisfied title&amp;quot; on drugs without nutrition.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
RimWorld's Node-Based Pawn Rendering&lt;br /&gt;
&lt;br /&gt;
Overview&lt;br /&gt;
This contains a brief overview of the node rendering system. Including the core types which make up the node render system&lt;br /&gt;
&lt;br /&gt;
Render Node Properties (PawnRenderNodeProperties)&lt;br /&gt;
Data only.&lt;br /&gt;
Used inside of xml to describe how something should render and can contain extra details specific to certain nodes. Can also be created dynamically in code.&lt;br /&gt;
&lt;br /&gt;
Render Tree Def (PawnRenderTreeDef)&lt;br /&gt;
Data only.&lt;br /&gt;
Defines how a specific race of pawns should be drawn. Contains a “root” node properties and its children, recursively.&lt;br /&gt;
Render Node (PawnRenderNode)&lt;br /&gt;
Most functions are called once when a pawn's graphics are dirtied.&lt;br /&gt;
Some specific functions are called frequently by the render node worker.&lt;br /&gt;
Creates the meshes and materials required to render a single piece of a pawn at any given time.&lt;br /&gt;
Can have child Render Nodes, which inherit state. (Offset, rotation, scale, active, etc…)&lt;br /&gt;
Core features&lt;br /&gt;
Initializing meshes and materials for parallel rendering.&lt;br /&gt;
Shortcuts to access data from the attached render node worker.&lt;br /&gt;
Getting the color, shader, texture, mesh, given the render node properties and pawns state.&lt;br /&gt;
Creating the graphic used by the worker to render the node.&lt;br /&gt;
Notes&lt;br /&gt;
While the render node typically uses one or zero graphics per node, you can create a node with as many graphics as you need, and then override AppendDrawRequests in the render node worker to add as many draw requests as you require.&lt;br /&gt;
&lt;br /&gt;
Render Node Worker (PawnRenderNodeWorker)&lt;br /&gt;
Functions are called each time a pawn is drawn.&lt;br /&gt;
Holds no data. All code inside is written to be performant and run each frame.&lt;br /&gt;
Workers act on render nodes given the draw parameters of the pawn.&lt;br /&gt;
Only one instance of each type of worker.&lt;br /&gt;
Core features&lt;br /&gt;
Decides if the node should be drawn.&lt;br /&gt;
Pre and Post drawn events.&lt;br /&gt;
Gets the offset, rotation, scale, pivot, and layer for the node to be drawn with.&lt;br /&gt;
Gets the final material to render from the render node&lt;br /&gt;
Appends the required draw requests onto the final list, using data and graphic/s within the render node and the pawn's current draw parameters.&lt;br /&gt;
&lt;br /&gt;
Render Sub Worker (PawnRenderSubWorker)&lt;br /&gt;
Additive workers used to prevent mods from colliding with each other. Has similar functionality to Render Node Workers. These would be used if you want to change the position of a modded PawnRenderNodeProperties somewhere, for example.&lt;br /&gt;
Animations&lt;br /&gt;
Pawn animations can be defined in an AnimationDef. These define a dictionary of render node tags to animation parts along with several other properties.&lt;br /&gt;
AnimationParts&lt;br /&gt;
Can either define a list of keyframes or a custom worker class:&lt;br /&gt;
Keyframes&lt;br /&gt;
Define an offset, angle, scale, and tick offset from start.&lt;br /&gt;
Values are then interpolated across the duration of the animation.&lt;br /&gt;
AnimationWorker class&lt;br /&gt;
Contain methods for getting the offset, angle &amp;amp; scale at the current tick, as well as a Draw method for any additional required graphics.&lt;br /&gt;
Animation parts can also define a pivot to be rotated around.&lt;br /&gt;
Animations can be started using the SetAnimation method in the pawn renderer. Nodes will then access the current animation and update their position/rotation/scale accordingly.&lt;br /&gt;
Note: Animations disable pawn graphic caching, which can affect performance when many pawns are being animated while zoomed out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dynamic Render Nodes&lt;br /&gt;
Render trees don’t need to be entirely set up ahead of time. You can tag nodes to access them in code and act upon them. For example, apparel has a root node which gets dynamically created child nodes added onto it for each piece of apparel which needs to be drawn on the pawn. Hediffs, traits and genes can also add nodes to a pawn. Using PawnRenderNodeTagDefs, you can more easily reference a specific part, and set up a parent/child relationship between two nodes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parallel Drawing &amp;amp; Dynamic Draw Phases&lt;br /&gt;
To simplify parallel rendering, it has been broken up into three distinct stages, the main reason for this is to separate main thread code from code which can run in parallel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To accommodate this the draw function signatures on things have changed slightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Previous&lt;br /&gt;
&lt;br /&gt;
New&lt;br /&gt;
&lt;br /&gt;
DrawAt(drawLoc)&lt;br /&gt;
Draw()&lt;br /&gt;
DrawAt(drawLoc, flip)&lt;br /&gt;
DrawAtNow(drawLoc, flip)&lt;br /&gt;
DynamicDrawPhaseAt(phase, drawLoc, flip)&lt;br /&gt;
&lt;br /&gt;
The first thing to note is that Draw() has been merged into DrawAt(). Any code which previously used Draw() to draw extra elements on things now needs to be put into DrawAt(). It behaves the same way, however you will be passed the drawLoc instead of using DrawPos to draw extra graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to prevent the underlying thing from drawing, override the DrawAt() method without calling its base function. If your thing class extends ThingWithComps and doesn’t call the base method don’t forget you need to fire the Comps_PostDraw() event at the end of the function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting a pawn to render immediately still works, however you won’t be taking advantage of parallelism. To do this you need to use the new DynamicDrawPhaseAt() function. Every dynamically drawn thing in the game will have this function called if it’s being drawn on screen, you can override the event and route the event onto contained pawns (i.e. giblet cages). The function will be called in three DrawPhase stages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The three stages are:&lt;br /&gt;
&lt;br /&gt;
EnsureInitialized - This is the first phase, it is called on the main thread to allow render node trees to prepare their nodes for parallel rendering, this is where nodes ensure that the materials and meshes they might need are created. Most node initialization code only runs once each time it’s dirtied, however you can override the methods or properties to change this and decide for yourself.&lt;br /&gt;
ParallelPreDraw - This phase happens off the main thread. All the most expensive work for drawing is done here, calculating offsets, matrices, ect. The game state won’t change while this is occurring, so you can write code pretty much as you normally would, however you can’t do certain things like creating/accessing materials and meshes, so you need to do those beforehand in the previous stage.&lt;br /&gt;
Draw - The final phase on the main thread. This is where we iterate over the previously created draw requests and draw the final graphics on screen accordingly. This is also where events will be called from appropriately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ideology====&lt;br /&gt;
=====Post 1.3.3066=====&lt;br /&gt;
[[Version/1.3.3101]] for ancients?&lt;br /&gt;
* [[dryad healing pod]]&lt;br /&gt;
* [[ancient military crate]]&lt;br /&gt;
* [[ancient spacer crate]]&lt;br /&gt;
* [[ancient centipede shell]]&lt;br /&gt;
&lt;br /&gt;
=====1.3.3066=====&lt;br /&gt;
* Faction ideologies&lt;br /&gt;
[[Beggars]]&lt;br /&gt;
&lt;br /&gt;
====Psycaster outfits====&lt;br /&gt;
COuld use a deep dive given the depth now with biofferite stacking and eltex. Torture crowns and helmets and plate armor ofering decent preootection and good psycasting. and NH and psysence being separate. &lt;br /&gt;
&lt;br /&gt;
A comparison of differnent builds with psysense, NH, protection charts, etc &lt;br /&gt;
&lt;br /&gt;
nees to be reflext on the idnividual oages as well in both the analysis and summary with a standardized possibly templatized summary.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Head !! Body !! Utility !! Weapon&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Bioferrite|16}} {{Icon Small|Torture crown|64}}&lt;br /&gt;
| {{Icon Small|Plate armor|64}} + {{Icon Small|Slave collar|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}} &lt;br /&gt;
| {{Icon Small|Shield belt|64}} &lt;br /&gt;
| {{Icon Small|Eltex staff|64}} / {{Icon Small|Bioferrite|16}} {{Icon Small|Longsword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Eltex skullcap|64}}&lt;br /&gt;
| {{Icon Small|Eltex robe|64}} + {{Icon Small|Eltex vest|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}} &lt;br /&gt;
| {{Icon Small|Shield belt|64}} &lt;br /&gt;
| {{Icon Small|Eltex staff|64}} &lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Eltex robe|64}} + {{Icon Small|Flak vest|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}/{{Icon Small|Jump pack|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Prestige cataphract armor|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}/{{Icon Small|Jump pack|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Locust armor|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== lore ===&lt;br /&gt;
titles have lore in their descriptions&lt;br /&gt;
finish books&lt;br /&gt;
item overhaul&lt;br /&gt;
* misconceptions about the the empire and STL travel and stellarchs. mention density of star clusters per Khits suggestion. hub and spoke and number of spokes leading to stellarch description.&lt;br /&gt;
&lt;br /&gt;
* lownshield pack - Many ultratech combat squads owe their lives to a shield pack deployed at just the right time.&lt;br /&gt;
==== Psylink lore ====&lt;br /&gt;
Idk if it'll be useful, but its an interesting distilation of the lore on psycasts. Might bear sourcing and inserting an cut down version into [[lore]] &lt;br /&gt;
Psylink desc since upated see [[psycasts#lore]]&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/RimWorld/comments/w34coa/lore_question_where_did_psylink_come_from/&lt;br /&gt;
{{Collapse|&lt;br /&gt;
As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Did archotech AIs invented psychic powers in the rimworld universe? Or Did it always exist in it? Is this a reference to the shroud or warp since it can't be understood by normal scientist?&lt;br /&gt;
What are your theories or thoughts on it?&lt;br /&gt;
&lt;br /&gt;
It is deliberately left vague. Per the lore document, some believe that archotechs have discovered a method to manipulate quantum interactions from a distance and use this as the basis for their seemingly fantastical abilities. Others believe that they manipulate the noosphere, but that's not a particularly useful theory for teleporting rocks so we'll ignore it here.&lt;br /&gt;
&lt;br /&gt;
So of these abilities, vanometric (i.e. above unity) energy and psychic abilities are the big ones. Prior to Royalty, the psychic effects were only mental/telepathic abilities but if the process is achieved by mechanically changing the structure of a brain rather than &amp;quot;manipulating consciousness itself&amp;quot; then that limitation is arbitrary and applying the same technology to extracting energy from the quantum foam makes more sense if its all from the same source.&lt;br /&gt;
&lt;br /&gt;
Psylink apparently lets you access this mechanism. Whether psylink is just an access card into their &amp;quot;quantum manipulator&amp;quot; like borrowing someones tools, or it requires some deeper connection to the archotechs themselves/their consciousness and not just their tools is up in the air.&lt;br /&gt;
&lt;br /&gt;
So:&lt;br /&gt;
&lt;br /&gt;
    Did archotech AIs invented psychic powers in the rimworld universe? Or Did it always exist in it?&lt;br /&gt;
&lt;br /&gt;
Yes to both. They invented psychic powers in the same way that Yukawa &amp;quot;invented&amp;quot; the strong nuclear force or Newton &amp;quot;invented&amp;quot; gravity. Or maybe its closer to how Marconi/Hertz/Hughes/Whoever invented the radio. They discovered a physical reality of the universe and how it works and then built a system/mechanism/process to exploit that reality to do something useful with it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages in need of integration===&lt;br /&gt;
* [[Banish]]&lt;br /&gt;
* [[:Category:Status Level]] - integration into drugs, beds, chairs, sculptures, etc, as well as nav box for them.&lt;br /&gt;
* [[Collapsed_rocks]]&lt;br /&gt;
* [[Blindsight]]&lt;br /&gt;
* [[Saturation]]&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Training]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* [[Blight]]&lt;br /&gt;
* [[Insectoids]]/[[Infestation]]/[[Raids]]&lt;br /&gt;
* Integrate [[Caravan]] into teh nav menu and wiki at large.&lt;br /&gt;
* [[Doctoring]] needs to be better integrated into the rest of rest of the wiki, maybe even added to the nav box.&lt;br /&gt;
* Merge/interlink this unholy mess of pages: &lt;br /&gt;
*# [[Factions]]&lt;br /&gt;
*# [[Empire]]&lt;br /&gt;
*# [[Raiders]]&lt;br /&gt;
*# [[Visitor]]&lt;br /&gt;
*# [[Character Types]] &lt;br /&gt;
*# [[Pawns]] &lt;br /&gt;
*# [[People]]&lt;br /&gt;
*# [[Guest]]&lt;br /&gt;
*# [[Colonists]]&lt;br /&gt;
*# [[Traveler]]&lt;br /&gt;
*Updated [[Faction base]] and link it better into the rest of the wiki&lt;br /&gt;
*[[Stone chunk]] and [[Steel slag chunk]]&lt;br /&gt;
*[[:Category:Status Level]] and its subsidaries&lt;br /&gt;
*[[Glow pod]]&lt;br /&gt;
*[[Overdose]]&lt;br /&gt;
* [[Corpse]]&lt;br /&gt;
* The fact that PlantHarvestYield stat above 100% gives a bonus to yield needs to be mentioned in relevant places. e.g. in anaylses sayting that hihg skill planters should do the harvesting.&lt;br /&gt;
* [[Hunt]] and [[Animals#Hunting]] and [[Manhunter]] and wb the distance to the target and hunting stealth?&lt;br /&gt;
&lt;br /&gt;
===Investigation TODO===&lt;br /&gt;
&amp;lt;big&amp;gt;'''IF YOU HAVE ANSWERS TO THE FOLLOW PLEASE LEAVE THEM ON MY TALK PAGE'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Would it be worth it to swap the ranged weapon quality table on the pages with the one from the comparison tables, just with the page's weapon already enabled. This would let you just add the weapons you want to compare to the tool already on the page? IF YOU READ THIS PLEASE WEIGH IN.&amp;lt;/big&amp;gt;&lt;br /&gt;
: I think that the boxes for ''selecting'' all the weapons is very large and/or distracting. Unless you make use of horizonal space, I wouldn't agree with doing it (and even then).  [[User:Hordes|Hordes]] ([[User talk:Hordes|talk]]) 01:34, 30 January 2023 (UTC)&lt;br /&gt;
: The current size of the control panel is only as it is because theres no real reason to fix it for whats nominally my personal use, but it can be shrunk down. As a quick and very rough proof of concept:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Select weapons to compare&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Assault rifle|24}}&lt;br /&gt;
| {{Icon Small|Autopistol|24}}&lt;br /&gt;
| {{Icon Small|Bolt-action rifle|24}}&lt;br /&gt;
| {{Icon Small|Chain shotgun|24}}&lt;br /&gt;
| {{Icon Small|Charge lance|24}}&lt;br /&gt;
| {{Icon Small|Charge rifle|24}}&lt;br /&gt;
| {{Icon Small|Great bow|24}}&lt;br /&gt;
| {{Icon Small|Heavy SMG|24}}&lt;br /&gt;
| {{Icon Small|LMG|24}}&lt;br /&gt;
| {{Icon Small|Machine pistol|24}}&lt;br /&gt;
| {{Icon Small|Minigun|24}}&lt;br /&gt;
| {{Icon Small|Pila|24}}&lt;br /&gt;
| {{Icon Small|Pump shotgun|24}}&lt;br /&gt;
| {{Icon Small|Recurve bow|24}}&lt;br /&gt;
| {{Icon Small|Revolver|24}}&lt;br /&gt;
| {{Icon Small|Short bow|24}}&lt;br /&gt;
| {{Icon Small|Sniper rifle|24}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
|}&lt;br /&gt;
:: Things like icon size, intro text, control size, orientation, positioning etc can all be tweaked. Heck it can be integrated directly into the main table. The question is more whether the functionality itself is useful. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:45, 30 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Mortals:''' Is there anything anywhere about drugging children and their safe dose intervals? '''Khitrir:''' Nah Har and I have been talking about that - theres only the bit on tolerance being inverse proportional to body size. We wanna do a full thing on body size inc severity changes, tolerance, dosage times, but its being put off until all the biotech stuff is up&lt;br /&gt;
&lt;br /&gt;
* Purpose of: &lt;br /&gt;
** [[:Category: Bows]]&lt;br /&gt;
** [[:Category: Launchers]]&lt;br /&gt;
** [[:Category: Rifles]]&lt;br /&gt;
** [[:Category: Shotguns]]&lt;br /&gt;
** [[:Category: Grenades]]&lt;br /&gt;
** [[:Category: Axes]]&lt;br /&gt;
** [[:Category: Swords]]&lt;br /&gt;
** [[:Category: Knives]]&lt;br /&gt;
** [[:Category: Clubs]]&lt;br /&gt;
** [[:Category: Hammers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Khitrir's suggestions:&lt;br /&gt;
** Damage types maybe? I know there was some progress on that but idk how complete it is.&lt;br /&gt;
** How heat mechanics work, generally and with heat pushers. There are some numbers so you can go &amp;quot;x is better than  y&amp;quot; but no way to convert that to &amp;quot;how many to heat a room&amp;quot;&lt;br /&gt;
** There's a bunch of questions about how ideoligion conversions work - the different weights for different traits and things for both conversion and for the mental break.&lt;br /&gt;
** How wind and weather correlate, and how weather is selected&lt;br /&gt;
** Food foraging on caravans maybe? &lt;br /&gt;
&lt;br /&gt;
* Can you extract a hemogen pack from someone in a deathless coma, do they regen bloodloss when they're malnourished, and does malnourishment kill deathless pawns? A juice box you don't have to feed?&lt;br /&gt;
* Does nutrifungus grow at the same rate as a normal light using plant - other low light plants grow wierd &lt;br /&gt;
* You used to be able to use beckon to move sleeping mechanoids - they'd move, an then go back to sleep. Is this still the case?&lt;br /&gt;
* age does affect with body part health. Young pawns have less hp &lt;br /&gt;
* Robust digestion gene and insect jelly synergy.&lt;br /&gt;
* &amp;quot;does this mean chem int slaves don't take drugs because they don't recreate?&amp;quot;&lt;br /&gt;
* Reports that [[Tough]] and Robust [[gene]] affects damage taken by shields? &lt;br /&gt;
* [[:Category:Images - Background]]&lt;br /&gt;
* https://rim-armor.com/&lt;br /&gt;
* https://www.reddit.com/r/RimWorld/comments/om0txm/analysis_how_effective_are_turrets_against/&lt;br /&gt;
* https://www.reddit.com/r/RimWorld/comments/oi2l8b/how_dangerous_is_the_new_13_termite_mechanoid/&lt;br /&gt;
* https://www.semantic-mediawiki.org/wiki/Help:Custom_units&lt;br /&gt;
* How do [[siege]] [[mortar]]s and [[auto mortar]]s target and prosecute their firing?&lt;br /&gt;
* Investigate [[Pain shock threshold]] items for psycasters - use it to get nueral heat loss but reduce the penalty from pain. &lt;br /&gt;
* Investigate the Ideology polyamory/polycule bedroom mechanics and put on page. Is it a change in the DLC or is it in Core to support the DLC like other systems? In etiher case, does it now mean that you don't need a two person bed and can move two singles in?  &lt;br /&gt;
** Based on a reddit post: If an Ideoligion forbids unmarried lovers you can use this mechanic and place two single beds in a room to avoid the &amp;quot;Want to sleep together&amp;quot; moodlet without having them do lovin', and they won't get the barracks mod.&lt;br /&gt;
** My understanding is that pawns with an ideoligion that forbids unmarried lovers won't have the &amp;quot;want to sleep together moodlet&amp;quot;.&lt;br /&gt;
** This seems to happen when one pawn's ideoligion allows premarital relations and the other doesn't.&lt;br /&gt;
* Investigate the bonus from dark combat ideo - if it is post all other factors, it could redeem the LMGdue to its high optimal DPS.&lt;br /&gt;
* Difference/exact relationship between Hunger Rate Multiplier, hungerRateFactor,  and Hunger Rate Factor Offset, and clarification of which affects what. Malnutrition is HRFO, gourmand is HRF etc.   &lt;br /&gt;
* Risk of going manhunter on hunting. It is based on distance afaik but it should be confirmed. See also [[hunting stealth]]&lt;br /&gt;
* Random breakdowns/maintenance where the item needs a component to fix it. Is this detailed anywhere? [[Broken down]] links to repair chance. [[Events#Breakdown:_.28Machine.29]] also exists. Should have identify what can break down, how the mechanics works, create a template for addition to summary on the pages of the affected items to detail the effects. Rate of incidence needed &lt;br /&gt;
* As part of their category reform project, Ickputzdirwech has removed the [[:Category:Buildings]] from all pages. Investigate whether this will cause issues with future #ask requirements&lt;br /&gt;
* [[Plants#Types_of_plants]] - I thought that domesticated/decorative/etc came from the game. Where are they? Or has that been removed? Check.&lt;br /&gt;
* [[User:Crystalline Cat]] very pretty display&lt;br /&gt;
* Investigate (Slave) Rebellion mental break? Separate to other rebellion mechanics?&lt;br /&gt;
* Does removing the tongue of an abrasive pawn a neutralize all penalties in exchange for the mood debuff? Is removing the jaw a viable alternative?&lt;br /&gt;
* Whether sacrificing sharp armor of thrumbo shirt and pants is worth it to get the better heat armor of devilstrand when wearing something like cataphract - does the fact you're only still getting hit by a a small fraction of the sharp DPS make up for the loss. &lt;br /&gt;
* Prisoners can use insanity lances and orbital targetters - investigate their use by enemies and other NPCs&lt;br /&gt;
*  Bonasai trees seem to be better than fibercorn in basically every way you'd use fibercorn. More wood in pots than even fibercorn in hydro, less mats to make pots than a hydro and no power, same light requiremnts. etc.&lt;br /&gt;
* [[Hay]] and [[kibble]] seems to be trash - hay stacks to 200 rather than 75 and can't e used for meals, but otherwise is identical to corn, but corn plants require the same work to sow and harvest but provide a better yeild (22 vs 18), making them more work efficient. They grow less per day so size limitation has some merit. FERTILITY SENSITIVITY NEEDS TO BE CONSIDERED FOR THE PRIOR TWO ISSUES MAYBE REDEMPTION IS FOUND THERE. Kibble doesn't spoil but if you have the power, just give animals an animal flap fridge and nutrient paste. Even feeding ducks with their overflow is probably more efficient with NP over expensive low efficiency kibble (check tho)&lt;br /&gt;
* [[User:Gottoni/User_guide/Optimal_bedroom_size_study]]&lt;br /&gt;
* [[Social impact]] effect on conversion.&lt;br /&gt;
* megascarabs ignoring melee blocking?&lt;br /&gt;
* How does recreation power convert to recreation time?&lt;br /&gt;
* [[Slavery]] - use capes as alternative to dusters where they're necessary for temp resist as capes apparently don't have suppression loss rate increase?&lt;br /&gt;
* Investigate effect of tongue removal on annoying voice, abrasive, kind, misogynyst and misandrist traits. Should definitely negate social effects of all but the first by disabling kind and insulting words, but may not be coded to remove penalty from the first.&lt;br /&gt;
* Investigate AutoWikiBrowser and MsUpload&lt;br /&gt;
* Investigate [[Template:RNG]]&lt;br /&gt;
* Investigate Base Hunger Rate is multiplied by 1.6 for animals for some reason?&lt;br /&gt;
* Investigate [[Template: Version]]&lt;br /&gt;
* Investigate Sculptures giving solitary recreation - it is claimed that &amp;quot;legendary sculpture will fill rec meter almost instantly.&amp;quot; Needs confirmation.&lt;br /&gt;
* Investigate better tomb rooms for the sarcophagus giving better solitary recreation. Needs confirmation.&lt;br /&gt;
* Investigate [[sarcophagus]] giving a [[Thoughts|mood boost]]&lt;br /&gt;
* Investigate if pawns with 0% [[Hearing]] can be insulted. Could it be a way to negate the downside of bloodlust on non-social pawns?&lt;br /&gt;
* field hand + elbow blade?&lt;br /&gt;
* Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns &lt;br /&gt;
* Investigate animal haulers not triggering proximity activators for mortar shell plant&lt;br /&gt;
* Investigate effect of emp and mortars (on top of and next to) on broadshield packs&lt;br /&gt;
* Investigate Using [[Psycasts|beckon]] not waking mech clusters.&lt;br /&gt;
* Investigate if beautiful colonists get better trade prices, and ugly colonists get bad trade prices.&lt;br /&gt;
* Investigate why [[End table]]s don't inherit the ability to eat on them from TableBase, is it because they lack the &amp;lt;compClass&amp;gt;CompGatherSpot&amp;lt;/compClass&amp;gt;?&lt;br /&gt;
* Investigate [[Injury]] implies that beds add heal rate, This needs better investigation and integration with pages such as [[Hospital bed]]. It also implies a use for [[Animal bed]]s - namely that it helps animals heal faster. &lt;br /&gt;
* Investigate if the table on [[Long range mineral scanner]] is incorrect - the code at RimWorld\Data\Core\Defs\Sites\Parts\PreciousLump.xml seems to imply that the the produce should have a totalValueRange between 3500 silver and 5000 silver. If that is the case, the values for several BUT NOT ALL of the entries are currently wrong.&lt;br /&gt;
* Investigate [https://www.reddit.com/r/RimWorld/comments/bvq2qp/inspiration_frequency_vs_mood_graph/ inspiration freq vs mood graph]&lt;br /&gt;
&lt;br /&gt;
*FixSomeBugs reported this issue:&lt;br /&gt;
NOTE: Currently, the display of these stats is broken on the wiki. There are two properties here: [[Property:Insulation_-_Cold_Base]], the base temperature offset, and [[Property:Insulation_-_Cold_Factor]], the % by which we scale the base offset to get the final value for a clothing item.&lt;br /&gt;
Unfortunately, prior to B19 (I think that's when it changed), ''clothing'' had the base value (e.g. 15&amp;amp;deg;C) while ''textiles'' had the factor (e.g. 0.75).&lt;br /&gt;
As of 1.0, ''textiles'' have the offset (e.g. Hyperweave has 26&amp;amp;deg;C), while ''clothing'' has the factor (e.g. tuques have 0.5).  Thus, a normal hyperweave tuque has a cold insulation of 13&amp;amp;deg;C.&lt;br /&gt;
We should find a way to either fix the display of the relevant stats, or flip the actual semantic properties between the items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The places where the [[Saturation]] levels are placed seems to be determined by the diet of the animal in question, however there are inconsistencies that can't be explained. Why are sheep and horses different? Why are juvenlies different? There is info commented out, edit to see &amp;lt;!--&lt;br /&gt;
The placement of these thresholds depends on the diet of the pawn in question.  &lt;br /&gt;
0% is always Malnourished,&lt;br /&gt;
FoodLevelPercentageWantEat * 0.4f is Ravenously Hungry&lt;br /&gt;
FoodLevelPercentageWantEat * 0.8f is Hungry&lt;br /&gt;
Over is fed.&lt;br /&gt;
&lt;br /&gt;
case DietCategory.NeverEats:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
				case DietCategory.Herbivorous:&lt;br /&gt;
					return 0.45f;&lt;br /&gt;
				case DietCategory.Dendrovorous:&lt;br /&gt;
					return 0.45f;&lt;br /&gt;
				case DietCategory.Ovivorous:&lt;br /&gt;
					return 0.4f;&lt;br /&gt;
				case DietCategory.Omnivorous:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
				case DietCategory.Carnivorous:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
&lt;br /&gt;
Diet is determined in a peculiar way. Types are assigned in this order: Dendrovorous, Omnivorous, Carnivorous, Ovivorous, Herbivorous. That is, if a pawn eats trees, it is considered dendrovorous even if it also eats meat.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== EVENTUAL TODO === &lt;br /&gt;
* [[User:LaMizzy/Category Overhaul]]&lt;br /&gt;
* Pawn lists need updating - a lot have BeltDefensePop added now to get the firefoam pop now. &lt;br /&gt;
* Factions - xenotype breakdowns&lt;br /&gt;
* &amp;lt;weaponClasses&amp;gt;&lt;br /&gt;
* xenotype pawn and faciton name generation. &lt;br /&gt;
* [[Clothing]] comparison table:&lt;br /&gt;
*# Several entries have set values because they're not stuffable, others have multipliers beccause they are. Put a range for each of the values? E.g. T shirt hot insulation = 0.1x (+0.9 °C - +2.6 °C). The indetification of the best for each stat for each item can be automated. &lt;br /&gt;
*# Value/x entries have no context and do a poor job of explaining what the specific values mean. Previously there was a Profitiablity table. Perhaps this should be resurrected and seperated out from the main table? Either way context is needed&lt;br /&gt;
* How apparel is chosen by pawns automatically - JobGiver_OptimizeApparel maybe ?&lt;br /&gt;
* Psycasters aiming time build and references. Trigger happy + Hypersensitive is probably the best trait build combined with what? Shoot spec?&lt;br /&gt;
* Nav template reform: turn [[Template: Nav]] into callable template and have the different nav types call it. WOuld make it mcuh easier to add new ones, and edit existing ones.&lt;br /&gt;
* In the wiki for autodoors it mentions speed, and has a little video for it. It makes me wonder what the top speed is for a pawn before the door speed slows you down.&lt;br /&gt;
* [[Health]] has detail that should be migrated to its subsidary pages.&lt;br /&gt;
* a pawn's skin armor rating(e.g. turtle or from the gland implants) still protects body parts replaced by [[artificial body parts]], even if they would not logically have skin. This is likely to prevent them from being a detriment to survivability. This is on the gland pages, but currently there are no artificial body parts for animals, so should it be on those pages? Is it relelvant?&lt;br /&gt;
* Animal nutritional calcs depend on the difficulty. On losing is fun, meat yield is reduced to 80%,  milk is not. This means cows are significantly better on higher difficulties. CHECK CONCLUSION.&lt;br /&gt;
* a bad quality piano still sounds nice for those listening, and pawns play it longer due to slow rectime&lt;br /&gt;
* Doomdropping - drop pod emergency doomsday&lt;br /&gt;
* Sounds see [[dromedary]]&lt;br /&gt;
* Rest fall rate page and integration into [[Rest]]&lt;br /&gt;
* Add the green and red templates to the moodlet pages&lt;br /&gt;
* It takes {{ticks|6500}} of work to smooht stone walls &lt;br /&gt;
&lt;br /&gt;
* [[Brazier]] has some info on wood/day, heat push, heat max, light. Should be on torch lamp, campfire, heater, etc.&lt;br /&gt;
&lt;br /&gt;
*[[Weather]] table, and [[Wind turbine]]'s subset, might need updating. Find exact mechanics of windSpeedFactor and windSpeedOffset&lt;br /&gt;
* Version history up to [[Version/0.14.1234]]&lt;br /&gt;
[[Version/0.7.581]]&lt;br /&gt;
[[Version/0.14.1234]]&lt;br /&gt;
[[Version/0.15.1279]]&lt;br /&gt;
[[Version/0.15.1284]]&lt;br /&gt;
[[Version/0.16.1393]]&lt;br /&gt;
[[Version/0.17.1546]]&lt;br /&gt;
[[Version/0.18.1722]]&lt;br /&gt;
[[Version/0.19.2009]]&lt;br /&gt;
[[Version/1.0.0]]   &lt;br /&gt;
[[Version/1.1.0]]&lt;br /&gt;
[[Version/1.1.2257]]&lt;br /&gt;
[[Version/1.1.2258]]&lt;br /&gt;
[[Version/1.1.2559]] &lt;br /&gt;
[[Version/1.1.2562]]&lt;br /&gt;
[[Version/1.1.2564]]&lt;br /&gt;
[[Version/1.1.2565]]&lt;br /&gt;
[[Version/1.1.2566]]&lt;br /&gt;
[[Version/1.1.2567]]&lt;br /&gt;
[[Version/1.1.2571]]&lt;br /&gt;
[[Version/1.1.2575]]&lt;br /&gt;
[[Version/1.1.2579]]&lt;br /&gt;
[[Version/1.1.2589]]&lt;br /&gt;
[[Version/1.1.2598]]&lt;br /&gt;
[[Version/1.1.2610]]&lt;br /&gt;
[[Version/1.1.2618]]&lt;br /&gt;
[[Version/1.1.2624]]&lt;br /&gt;
[[Version/1.1.2647]]&lt;br /&gt;
[[Version/1.1.2654]]&lt;br /&gt;
[[Version/1.2.2719]]&lt;br /&gt;
[[Version/1.2.2753]]&lt;br /&gt;
[[Version/1.2.2900]]&lt;br /&gt;
[[Version/1.2.3005]]&lt;br /&gt;
[[Version/1.3.3066]]&lt;br /&gt;
[[Version/1.3.3067]]&lt;br /&gt;
[[Version/1.3.3069]]&lt;br /&gt;
[[Version/1.3.3072]]&lt;br /&gt;
[[Version/1.3.3074]]&lt;br /&gt;
[[Version/1.3.3076]]&lt;br /&gt;
[[Version/1.3.3080]]&lt;br /&gt;
[[Version/1.3.3087]]&lt;br /&gt;
[[Version/1.3.3101]]&lt;br /&gt;
[[Version/1.3.3117]]&lt;br /&gt;
&lt;br /&gt;
* Redo the rigger happy vs normal vs careful shooter DPS analyses. From reddit: a &amp;quot;skill 10 user [with a chain shotgun] at max range (where the penalty from TH is at its absolute highest) has 90% the single target DPS vs a untraited pawn but still has 125% of the crowd DPS. By skill 14, a trigger happy pawn is flat superior with the chain shotgun at every range.&amp;quot; i.e. e.g. is (shooting accuracy with TH^max range)/(shooting accuracy^max range) * {Cooldown + Warmup with TH)/{Cooldown + Warmup) &amp;gt; 1 for skill level X. Tables maybe? And only at max range? Can't generalize it as easy as &amp;quot;its always better at X skill&amp;quot; as it's been used previously.&lt;br /&gt;
&lt;br /&gt;
* once [[Field hand]] and [[Plant work speed]] have their math sussed out, analyse effect of archotech arms (manip affects both PWS and [[Plant Harvest Yield]]) vs field hands. Likely always better to just sow a larger field of crops with the extra work time to make up for smaller yield, but for some plants (e.g. trees) at some skill levels, may be beneficial to have field handed planter sow, and arhcotech armed harvest harvest? Investigate.&lt;br /&gt;
&lt;br /&gt;
* [[Apparel#Suggested_Apparel_Combos]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The odd ones out have known numbers; verify and reset. &lt;br /&gt;
* https://rimworldwiki.com/index.php?title=Version/1.0.2059&amp;amp;diff=prev&amp;amp;oldid=70686&lt;br /&gt;
* https://rimworldwiki.com/index.php?title=Version/1.1.2554&amp;amp;diff=prev&amp;amp;oldid=70687&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_03 align-right}}&lt;br /&gt;
! Release Type !! Version Number !! Version Type !! Release Date !! Additional Comment&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/1.0.2059|1.0.2059]] || Release || 2018.10.17 || Release 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.19.2009|0.19.2009]] || Beta || 2018.08.28 || Beta 19&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.18.1722|0.18.1722]] || Beta || 2017.11.18 || Beta 18&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.17.1557|0.17.1557]] || Alpha || 2017.06.03 || Alpha 17B&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.17.1546|0.17.1546]] || Alpha || 2017.05.24 || Alpha 17&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.16.1393|0.16.1393]] || Alpha || 2016.12.20 || Alpha 16&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1284|0.15.1284]] || Alpha || 2016.09.02 || Alpha 15C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1280|0.15.1280]] || Alpha || 2016.08.29 || Alpha 15B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1279|0.15.1279]] || Alpha || 2016.08.28 || Alpha 15&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1249|0.14.1249]] || Alpha || 2016.07.29 || Alpha 14E&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1241|0.14.1241]] || Alpha || 2016.07.21 || Alpha 14D&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1238|0.14.1238]] || Alpha || 2016.07.19 || Alpha 14C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1236|0.14.1236]] || Alpha || 2016.07.18 || Alpha 14B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1234|0.14.1234]] || Alpha || 2016.07.15 || Alpha 14&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.13.1135|0.13.1135]] || Alpha || 2016.04.06 || Alpha 13&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.12.906|0.12.906]] || Alpha || 2015.08.21 || Alpha 12&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.11.877|0.11.877]] || Alpha || 2015.06.10 || Alpha 11&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.10.785|0.10.785]] || Alpha || 2015.04.15 || Alpha 10&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.9.722|0.9.722]] || Alpha || 2015.02.18 || Alpha 9&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.8.657|0.8.657]] || Alpha || 2014.12.15 || Alpha 8&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.7.581|0.7.581]] || Alpha || 2014.10.01 || Alpha 7&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.6.532|0.6.532]] || Alpha || 2014.08.13 || Alpha 6&lt;br /&gt;
|-&lt;br /&gt;
| Silent || [[Version/0.5.496B|0.5.496B]] || Alpha || 2014.07.14 || Alpha 5D&lt;br /&gt;
|-&lt;br /&gt;
| Quiet || [[Version/0.5.496|0.5.496]] || Alpha || 2014.07.07 || Alpha 5C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.5.492B|0.5.492B]] || Alpha || 2014.07.06 || Alpha 5B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.5.492|0.5.492]] || Alpha || 2014.07.04 || Alpha 5&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.4.460|0.4.460]] || Alpha || 2014.06.01 || Alpha 4&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.3.410|0.3.410]] || Alpha || 2014.04.11 || Alpha 3&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.2.363|0.2.363]] || Alpha || 2014.02.26  || Alpha 2&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.1.334|0.1.334]] || Alpha || 2014.01.27 || Alpha 1&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.334|Internal 0.1.334]] || Alpha || 2014.01.26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.333|Internal 0.1.333]] || Alpha || 2014.01.25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.332|Internal 0.1.332]] || Alpha || 2014.01.24 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.331|Internal 0.1.331]] || Alpha || 2014.01.23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.330B|Internal 0.0.330B]] || Pre-Alpha || 2014.01.22 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.330|Internal 0.0.330]] || Pre-Alpha || 2014.01.22 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.329|Internal 0.0.329]] || Pre-Alpha || 2014.01.21 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.328|Internal 0.0.328]] || Pre-Alpha || 2014.01.20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.327|Internal 0.0.327]] || Pre-Alpha || 2014.01.19 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.325|Internal 0.0.325]] || Pre-Alpha || 2014.01.17 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.324|Internal 0.0.324]] || Pre-Alpha || 2014.01.16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.323|Internal 0.0.323]] || Pre-Alpha || 2014.01.15 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.322|Internal 0.0.322]] || Pre-Alpha || 2014.01.14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.321|Internal 0.0.321]] || Pre-Alpha || 2014.01.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.320|Internal 0.0.320]] || Pre-Alpha || 2014.01.12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.318|Internal 0.0.318]] || Pre-Alpha || 2014.01.10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.317B|Internal 0.0.317B]] || Pre-Alpha || 2014.01.09 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.317|Internal 0.0.317]] || Pre-Alpha || 2014.01.08 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.314|Internal 0.0.314]] || Pre-Alpha || 2014.01.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.294|Internal 0.0.294]] || Pre-Alpha || 2013.12.17 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.254B|0.0.254B]] || Pre-Alpha || 2013.11.07 || Pre-Alpha Backer 2&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.254|Internal 0.0.254]] || Pre-Alpha || 2013.11.07 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253c|Internal 0.0.253c]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253b|Internal 0.0.253b]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253|Internal 0.0.253]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.250|0.0.250]] || Pre-Alpha || 2013.11.03 || Pre-Alpha Backer 1&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.250|Internal 0.0.250]] || Pre-Alpha || 2013.11.03 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.249a|Internal 0.0.249a]] || Pre-Alpha || 2013.11.02 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.248|Internal 0.0.248]] || Pre-Alpha || 2013.11.01 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.247|Internal 0.0.247]] || Pre-Alpha || 2013.10.31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.245|0.0.245]] || Pre-Alpha || 2013.10.29 || Pre-Alpha Press Release 2&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.245|Internal 0.0.245]] || Pre-Alpha || 2013.10.29 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.243|Internal 0.0.243]] || Pre-Alpha || 2013.10.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.241|Internal 0.0.241]] || Pre-Alpha || 2013.10.25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.240|Internal 0.0.240]] || Pre-Alpha || 2013.10.24 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.232|0.0.232]] || Pre-Alpha || 2013.10.16 || Pre-Alpha Press Release 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====New seats projects====&lt;br /&gt;
* Kneel pillow&lt;br /&gt;
* Kneel sheet (tiny cover - cover baiting?)&lt;br /&gt;
* Pew&lt;br /&gt;
&lt;br /&gt;
====Mental breaks====&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Food binge]]&lt;br /&gt;
* [[Mental break#Insulting spree]]&lt;br /&gt;
* [[Mental break#Targeted insulting spree]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Social drug binge]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze)]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze) Short]]&lt;br /&gt;
* [[Mental break#Tantrum]]&lt;br /&gt;
** [[Mental break#Targeted tantrum]]&lt;br /&gt;
** [[Mental break#Bedroom tantrum]]&lt;br /&gt;
* [[Mental break#Sadistic rage]]&lt;br /&gt;
* [[Mental break#Corpse obsession]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Fire starting spree]]&lt;br /&gt;
* [[Mental break#Hard drug binge]]&lt;br /&gt;
* [[Mental break#Jailbreaker]]&lt;br /&gt;
* [[Mental break#Slaughterer]]&lt;br /&gt;
* [[Mental break#Murderous rage]]&lt;br /&gt;
* [[Mental break#Run wild]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Confusion]]&lt;br /&gt;
* [[Mental break#Social fighting]]&lt;br /&gt;
* [[Mental break#Fleeing in panic]]&lt;br /&gt;
* [[Mental break#Manhunter]]&lt;br /&gt;
&lt;br /&gt;
====Old sprites====&lt;br /&gt;
*[[:File:TableTailor.png]] &lt;br /&gt;
*[[:File:Cecropia tree.png]] &lt;br /&gt;
*[[:File:Herbal medicine.png]]&lt;br /&gt;
*[[:File:Glitterworld medicine.png]]&lt;br /&gt;
*[[:File:Club.png]] &lt;br /&gt;
*[[:File:GreatBow.png]]&lt;br /&gt;
*[[:File:FragGrenades.png]]&lt;br /&gt;
*[[:File:Molotov.png]]&lt;br /&gt;
*[[:File:Elephant tusk.png]]&lt;br /&gt;
*[[:File:High-explosive shell.png]]&lt;br /&gt;
*[[:File:Ship computer core.png]]&lt;br /&gt;
*[[:File:EquipmentRack.png]]&lt;br /&gt;
*[[:File:Equipment rack.png]]&lt;br /&gt;
*[[:File:Fueled_Stove.jpg]]&lt;br /&gt;
&lt;br /&gt;
====Textiles====&lt;br /&gt;
*Finish updating textiles:&lt;br /&gt;
**[[Cloth]]&lt;br /&gt;
&lt;br /&gt;
====Thoughts====&lt;br /&gt;
* Update: &lt;br /&gt;
**[[Thoughts/Memory Death]]&lt;br /&gt;
**[[Thoughts/Exotic]]&lt;br /&gt;
**[[Thoughts/Drugs]]&lt;br /&gt;
* Add: &lt;br /&gt;
**[[Thoughts/Anesthetic]]&lt;br /&gt;
**[[Thoughts/Memory Lost]]&lt;br /&gt;
**[[Thoughts/Memory Special]]&lt;br /&gt;
&lt;br /&gt;
**[[Thoughts/Memory Special (Royalty)]]&lt;br /&gt;
**[[Thoughts/Situation MusicalInstruments (Royalty)]]&lt;br /&gt;
**[[Thoughts/RoyalTitles]]&lt;br /&gt;
&lt;br /&gt;
**[[Thoughts/IdeoBuilding (Ideology)]]&lt;br /&gt;
**[[Thoughts/IdeoRaiding (Ideology)]]&lt;br /&gt;
**[[Thoughts/IdeoRole (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Misc (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Social (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Terror (Ideology)]]&lt;br /&gt;
**[[Thoughts/Ritual (Ideology)]]&lt;br /&gt;
**[[Thoughts/Ritual Quality (Ideology)]]&lt;br /&gt;
**[[Thoughts/Situation Social (Ideology)]]&lt;br /&gt;
**[[Thoughts/Situational (Ideology)]]&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Assets]]&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
* [[Persona weapon#Psychic hypersensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic sensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic quiet]]&lt;br /&gt;
* [[Persona weapon#Psychic fog]]&lt;br /&gt;
* [[Persona weapon#Kind thoughts]]&lt;br /&gt;
* [[Persona weapon#Calm thoughts]]&lt;br /&gt;
* [[Persona weapon#Mad muttering]]&lt;br /&gt;
* [[Persona weapon#Mad wailing]]&lt;br /&gt;
* [[Persona weapon#Kill-happy]]&lt;br /&gt;
* [[Persona weapon#Kill-sorrow]]&lt;br /&gt;
* [[Persona weapon#Kill thirst]]&lt;br /&gt;
* [[Persona weapon#Psy-meditative]]&lt;br /&gt;
* [[Persona weapon#Painless]] &lt;br /&gt;
* [[Persona weapon#Neural cooling]]&lt;br /&gt;
* [[Persona weapon#Freewielder]]&lt;br /&gt;
&lt;br /&gt;
==== Standardize ====&lt;br /&gt;
Standardize to [[:File:Friendly_Fire_Radii.png]]. Mostly contrast and lighting is the issue.&lt;br /&gt;
* [[:File:Frag_grenade_range.png]]&lt;br /&gt;
* [[:File:Gauranlen_tree_exclusion_radius.png]]&lt;br /&gt;
* [[:File:Roof_rimworld.jpg]] &lt;br /&gt;
* [[:File:PhoenixArmorAOE.png]]&lt;br /&gt;
* [[:File:Grenades melee block.png]]&lt;br /&gt;
* [[:File:Grenades corridor.png]]&lt;br /&gt;
* [[:File:Molotov cocktails.png]]&lt;br /&gt;
* [[:File:Rocketswarm_blast.png]]&lt;br /&gt;
* [[:File:Melee block door.png]]&lt;br /&gt;
&lt;br /&gt;
Use styling station to get nice images of all pawnkinds.&lt;br /&gt;
&lt;br /&gt;
==== Lore ====&lt;br /&gt;
{{Main|Lore}}&lt;br /&gt;
* Extract [[crashed ship parts]] for [[Lore]] page and sections. Add Charlton Whitestone to the lore page. [[Ancient warspider remains]], Ancient warsprinter remains, &lt;br /&gt;
** Ancient warwalker claw &lt;br /&gt;
** Ancient warwalker foot &lt;br /&gt;
** Ancient warwalker leg &lt;br /&gt;
** Ancient warwalker shell &lt;br /&gt;
** Ancient warwalker torso, &lt;br /&gt;
* [[Lore]] from the Abasia and Blood Rot cure descriptions, from the [[Fibrous mechanites]] and [[Sensory mechanites]] descriptions&lt;br /&gt;
* [[Archotech]] lore page inc archotech body parts.&lt;br /&gt;
* [https://www.reddit.com/r/RimWorld/comments/w939q7/i_didnt_know_that_machines_personas_had_to_be/ machine persona ethics committees]&lt;br /&gt;
&lt;br /&gt;
==== Modding ====&lt;br /&gt;
        &amp;lt;butcherBodyPart&amp;gt;&lt;br /&gt;
          &amp;lt;bodyPartGroup&amp;gt;TuskAttackTool&amp;lt;/bodyPartGroup&amp;gt;&lt;br /&gt;
          &amp;lt;thing&amp;gt;ElephantTusk&amp;lt;/thing&amp;gt;&lt;br /&gt;
          &amp;lt;allowFemale&amp;gt;false&amp;lt;/allowFemale&amp;gt;&lt;br /&gt;
        &amp;lt;/butcherBodyPart&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bulletStaggerDelayTicks&amp;gt;120&amp;lt;/bulletStaggerDelayTicks&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerSpeedFactor&amp;gt;0.2&amp;lt;/bulletStaggerSpeedFactor&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerIgnoreBodySize&amp;gt;true&amp;lt;/bulletStaggerIgnoreBodySize&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerEffecterDef&amp;gt;TunnelerSlowedDown&amp;lt;/bulletStaggerEffecterDef&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Infobox Updates ===&lt;br /&gt;
[[Template: Infobox main]] is in need of some TLC.&lt;br /&gt;
&amp;lt;big&amp;gt;'''IMPLEMENT THE MELEE SELECTION WEIGHTS FOR THE ANIMAL AND WEAPON VERBS INTO THE INFOBOX TEMPLATE TO ALLOW FOR MASSIVE SIMPLIFICATION OF [[Template: True Melee DPS Calculator]]? CAN'T ACCOUNT FOR QUALITY/MATERIAL CHANGES. SPIN WEIGHT CALC INTO SUB TEMPLATE? DOESN'T MATTER FOR QUALITY LESS/MATERIAL LESS WEAPONS LIKE BODY PART WEAPONS, DOESN'T MATTER FOR ANIMALS'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* True DPS.&lt;br /&gt;
* Diet. Better differentiation, display and integration of the actual options. Tweak [[nutrition]] and [[saturation]] as needed. Alos check animal tables to aboid breaking tempaltes&lt;br /&gt;
* Energy requirements&lt;br /&gt;
* Would be nice if the bionics explicitly listed their attachment point on their pages&lt;br /&gt;
* Drug stats to prevent having to set dozens of variables over the article. Also allow the display of the average high duration in the infobox.&lt;br /&gt;
* Artificial body part part efficiecny?&lt;br /&gt;
* [[mechanoids]] should have their shred returns mentioned in their infoboxc like butchery. &lt;br /&gt;
* Searhc in stuff tags &amp;quot; &amp;quot; + &amp;lt;stuff tags&amp;gt; = the first word will always start at 1 not 0?&lt;br /&gt;
* |imagesize = 192px&lt;br /&gt;
* Biosculpter takes 200W when on, 50W when off. Wind tubrine varies from 0 - 3250W, should this display?&lt;br /&gt;
* Implement Ingredient List but for stuffable - i.e. this list of items is stuffable with metallics, this one with stony etc. and then link each metal, stone, wood etc to their respecitve type. &lt;br /&gt;
* General clean up cleanup. Weapons especially.&lt;br /&gt;
* Change wool, milk, and eggs to generic products now that theres so many things that produce things that aren't either - boomalopes, medicinemakers, berry makers,  etc&lt;br /&gt;
* [[User:NotBadCat#Trying_New_Version_of_Animal_Stats_box]]&lt;br /&gt;
*To add&lt;br /&gt;
** Automatically add types to categories?&lt;br /&gt;
**Scale image with the size ingame? As in if its 3x2 in game, scale it so that its 3x larger than a normal image? Might be a way to stndarzie on an image szie&lt;br /&gt;
**[[Move speed]] penalty for Armor?&lt;br /&gt;
* How should we handle extra effects of weapons - EMP damage on Zeushammer, Fire on Plasmasword, Toxic Buildup on Venom Fangs/Talons and how should we display them on tables without messing with automated math. Should we just add new &amp;quot;special damage&amp;quot;, &amp;quot;special damage type&amp;quot; and &amp;quot;special damage DPS&amp;quot; categories to infobox? Or is that bloating and already full infobox? Should it just be in the article? Then automated comparison tables won't display it.&lt;br /&gt;
&lt;br /&gt;
* [[Template talk:Infobox main]] STDT tables don't play nice with infoboxes. Wikitables do. Why? How fix? Fix. [[User:Jimyoda|Jimyoda]] is working on it.&lt;br /&gt;
**There is a partial fix with the use of the external tags, but its still not ideal&lt;br /&gt;
**The difference seems to be in how the &amp;quot;table&amp;quot; and &amp;quot;wikitable&amp;quot; classes are defined.&lt;br /&gt;
**Table seems to be defined at [[MediaWiki:Common.css]] but I can't find any definition anywhere for wikitable to compare.&lt;br /&gt;
&lt;br /&gt;
=== Feed back Needed!(If you're reading this, please weigh in) ===  &lt;br /&gt;
*Finding information on natural walls is current unintuitive or outright unavailable. Atm I've created a section on the [[Structures]] page but this is not great - while it puts it next to the other walls, its not an intuitive place to find that information. This is largely because of the initial structure of the wiki to match the menu structure. This is causing issues with things such as where to place uncraftable items such as [[Vanometric power cell]]s. But back on topic:&lt;br /&gt;
**Should we create superpages for each stone type? With the stats for the wall, blocks and stone chunk all on one page&lt;br /&gt;
*** Since the limited use of this information I'd focus efforts elsewhere [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC)&lt;br /&gt;
**Should we abandon the menu-inspired nav structure? (Ultimately likely to be better, but a massive project)&lt;br /&gt;
***This I think is a good idea regardless of the current topic, since it would allow a more intuitive structure of the overall wiki preventing the occasional &amp;quot;ow there's 3 different pages about fire&amp;quot;. Maybe good to have design first so we can see how much can be recycled (which I hope is a lot) and to see where the biggest gain is.[[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:19, 16 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Common errors ==&lt;br /&gt;
Feel free to add more that you feel are common (i.e. likely to show up on multiple pages after a few months without culling)&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheived&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheive&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheiving &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=soley &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieve &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieved&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieving&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=particulary&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Prefered &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=rememdied  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=multipler  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=supression&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=suppresion&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=supressing&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=supressed&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=teh &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=peice&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=euthenasia&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=indefintely&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Inheriently&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=continous&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=incidential&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Upseting&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=aformentioned&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperated&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperate&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperating &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperately  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=reliabily  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=withdrawl &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=comforable &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=negligble&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Dependant - not incorrect spelling, but usually used wrong.&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=neccessary &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=resurected&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=ressurected &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=initally&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=noticably&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=efficency&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheived&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheive&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheivable &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheiving&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=daylillies&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=managable&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=butcherer&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=ocurring&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=occuring&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=labryinth&lt;br /&gt;
&lt;br /&gt;
== Event Banners ==&lt;br /&gt;
&amp;lt;!--{{#switch: {{#time: m-d }}&lt;br /&gt;
| 02-15 = Its the day after valentines&lt;br /&gt;
| 04-01 = Its april fools day&lt;br /&gt;
| 25-12 = Its xmas&lt;br /&gt;
| #default = It is this day {{#time: m-d }} and you could automate these banners. &lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#switch: {{#time: m-d }}&lt;br /&gt;
| 02-14=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Scarification.png|60px]]&lt;br /&gt;
| text = {{IdeologyIcon}} [[Ideology]] is red, {{BiotechIcon}} [[Biotech]] is blue, if I give you this {{Icon Small|Heart}} [[heart]], will you give me yours too?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 02-15 = Its the day after valentines&lt;br /&gt;
| 04-01 = Its april fools day&lt;br /&gt;
| 10-31 =&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF7518&lt;br /&gt;
| image = [[File:Skull stack full.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;amp;nbsp;Put your [[File:Animalist war mask wood.png|16px]] [[War mask|&amp;lt;span title=&amp;quot;Mask&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;mask&amp;lt;/span&amp;gt;]] on! The [[File:GauranlenPodC.png|16px]] [[Gauranlen_pod|&amp;lt;span title=&amp;quot;Pumpkin&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;pumpkins&amp;lt;/span&amp;gt;]] are out and its time to go &amp;lt;span  title=&amp;quot;Trick&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot; class=&amp;quot;mw-customtoggle-collapse&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;gt;trick&amp;lt;/span&amp;gt; or [[Special:Random|&amp;lt;span title=&amp;quot;Treat&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;treating&amp;lt;/span&amp;gt;]]!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;amp;nbsp;HAPPY HALLOWEEN FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;[[File:Gene FireTerror.png]]&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''BOO!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 12-25=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;MERRY CHRISTMAS FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 12-26|12-27|12-28|12-29|12-30|12-31=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = Jingle Bells, load the [[Mortar shell|shells]], [[raiders]] have come to play, oh no wait&amp;lt;br&amp;gt; ...oh its too late, bye bye Santa's sleigh, hey!&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''MERRY CHRISTMAS FROM RIMWORLD WIKI!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| #default = It is this day {{#time: m-d }} and there are 4 automated banners. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF7518&lt;br /&gt;
| image = [[File:Skull stack full.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;amp;nbsp;Put your [[File:Animalist war mask wood.png|16px]] [[War mask|&amp;lt;span title=&amp;quot;Mask&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;mask&amp;lt;/span&amp;gt;]] on! The [[File:GauranlenPodC.png|16px]] [[Gauranlen_pod|&amp;lt;span title=&amp;quot;Pumpkin&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;pumpkins&amp;lt;/span&amp;gt;]] are out and its time to go &amp;lt;span  title=&amp;quot;Trick&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot; class=&amp;quot;mw-customtoggle-collapse&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;gt;trick&amp;lt;/span&amp;gt; or [[Special:Random|&amp;lt;span title=&amp;quot;Treat&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;treating&amp;lt;/span&amp;gt;]]!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;amp;nbsp;HAPPY HALLOWEEN FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;[[File:Gene FireTerror.png]]&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''BOO!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;MERRY CHRISTMAS FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = Jingle Bells, load the [[Mortar shell|shells]], [[raiders]] have come to play, oh no wait&amp;lt;br&amp;gt; ...oh its too late, bye bye Santa's sleigh, hey!&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''MERRY CHRISTMAS FROM RIMWORLD WIKI!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Scarification.png|60px]]&lt;br /&gt;
| text = {{IdeologyIcon}} [[Ideology]] is red, {{BiotechIcon}} [[Biotech]] is blue, if I give you this {{Icon Small|Heart}} [[heart]], will you give me yours too?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = Please note, RimWorld was recently '''Refused Classification''' in Australia. Refused games [https://www.classification.gov.au/classification-ratings/what-do-ratings-mean cannot be sold, hired, advertised or legally imported] in Australia. &lt;br /&gt;
&lt;br /&gt;
As such it has been removed from the Steam store in that location. Preexisting owners remain unaffected.&lt;br /&gt;
&lt;br /&gt;
Due to this removal, there have been reports that the statement released by Ludeon on this event may not be available to all players. For convenience, it is replicated [[Refused classification|here]]&lt;br /&gt;
&lt;br /&gt;
Polite complaints to the Australian Classification Board can be submitted by Australian residents [https://www.classification.gov.au/contact-us/contact-us-form here]. &lt;br /&gt;
}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
| type  = protect&lt;br /&gt;
| image = [[File:RimWorldLogo.png|48px]]&lt;br /&gt;
| text  = &amp;lt;big&amp;gt;[https://rimworld.double11.com/ RimWorld Console Edition] is here!&amp;lt;/big&amp;gt; Welcome to the rimworlds, console [[pawns]], try not to get turned into a hat. &amp;lt;br&amp;gt;Check out the [https://rimworld.double11.com/faq FAQ here]. RimWorldWiki is also trying to update to this new platform. Please be patient with us as this happens, and if possible, [[Talk:Console edition|lend a hand]]&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = biotech&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #6bb6bb&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:BiotechIcon.png|40px|link=Biotech DLC|Biotech DLC]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;The [[Biotech DLC]] and Version 1.4 have been announced and are coming October 21st!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;For further information, see the [https://store.steampowered.com/news/app/294100/view/3294970071159733465 announcement] and the [https://store.steampowered.com/app/1826140/RimWorld__Biotech/ steam page]!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = biotech&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #6bb6bb&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:BiotechIcon.png|40px|link=Biotech DLC|Biotech DLC]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;The [[Biotech DLC]] and Version 1.4 has arrived!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;For further information, see the [https://store.steampowered.com/news/app/294100/view/3294970071159733465 announcement] and the [https://store.steampowered.com/app/1826140/RimWorld__Biotech/ steam page]!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FFBF00&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:AgeReversal.png|40px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Downtime Notice&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;The RimWorld Wiki will have its MediaWiki version updated soon. The expected downtime period is between Friday (December 9th) to Sunday (December 11th)&amp;lt;br/&amp;gt;You may experience some interruptions trying to edit or viewing pages during the migration.&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
  | name = anomaly&lt;br /&gt;
  | type = manual&lt;br /&gt;
  | color = #8e9967&lt;br /&gt;
  | image = [[File:AnomalyIcon.png|40px|link=Anomaly (DLC)]]&lt;br /&gt;
  | text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''The [https://store.steampowered.com/news/app/294100/view/4160834030793878434 Anomaly DLC] has been [https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ released on Steam] alongside 1.5!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Please bear with us as we get the new content up, and consider [[Special:CreateAccount|signing up]] to help today!&lt;br /&gt;
  | nocat = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Stats from the &amp;quot;automated&amp;quot; part:&lt;br /&gt;
 [SMW] In-text annotation parser time	0.001 seconds&lt;br /&gt;
 CPU time usage	0.004-0.009 seconds&lt;br /&gt;
 Real time usage	0.004-0.024 seconds&lt;br /&gt;
 Preprocessor visited node count	18/1,000,000&lt;br /&gt;
 Post-expand include size	65/2,097,152 bytes&lt;br /&gt;
 Template argument size	0/2,097,152 bytes&lt;br /&gt;
 Highest expansion depth	3/40&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Scarification.png|60px]]&lt;br /&gt;
| text = The [[raiders]] are dead, the [[fleshbeasts]] are too, time for some [[lovin']], just me and you?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=warning&lt;br /&gt;
|text=Note: This page is made in preparation of the release of the [[Odyssey DLC]] to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== User recognition banners ==&lt;br /&gt;
Nothing official or serious but some users and deserve what thanks we can give. Honestly, more people should have these but its only really realized when large projects get completed.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type = warning&lt;br /&gt;
| image = [[File:RoyaltyIcon.png|40px]]&lt;br /&gt;
| text = This user is a credit to the wiki, and has '''define'''-itely gone above and beyond!&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;I can't reward you for all your work on infobox main and the massive slog that was changing over all the half-functioning define templates but I wanted to say that while the average reader might not realize the extent it helps now and will help in the future, we do and its massively appreciated. You're a goddamn legend. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:57, 20 April 2022 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Ickputzdirwech for updating the absolute mess of old define templates into now-much more flexible [[Template:Infobox main]]&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = ideology&lt;br /&gt;
| type = speedy&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:IdeologyIcon.png|40px|link=Ideology DLC|Ideology DLC]]&lt;br /&gt;
| text =  '''This user is recognised as a &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Moral Guide&amp;lt;/span&amp;gt; for their contributions to [[Ideoligion]]'''&lt;br /&gt;
| nocat=true&lt;br /&gt;
}}&lt;br /&gt;
User:Kelenius for getting the [[Ideology]] page online in the time shortly after release.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = bodybuilder&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #000000&lt;br /&gt;
| image = [[File:Gene BodyHulk.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;Look at that definition!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;This user deserves recognition for impeccable work and the absolute slog that was completing the body type definitions for [[Template:Animal Health Table]]. &lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
User:Arcangelus for updating the body type pages which I am oh so very glad I did not have to do. Slog is right.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type = move&lt;br /&gt;
| image = [[File:Focus.png|40px]]&lt;br /&gt;
| text = This user is a person of [[focus]], taking on the [[burden]] of making the psycast pages into a valuable resource, with absolutely [[stun (psycast)|stunning]] results. Thanks for all your hard work, you're an [[word of inspiration|inspiration]].&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;- [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:56, 12 January 2025 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Bacaniel for getting all the individual psycast pages up after the split from the table&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = &lt;br /&gt;
| type = manual&lt;br /&gt;
| color = &lt;br /&gt;
| image = [[File:Bionic eye south.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;''Picture'' this: a world without [[Template:Image wanted|Image wanted banners]]&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Because of this user, we are a great leap closer to it. Thank you so much for all your hard work!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
User:Vertigo for clearing an [https://rimworldwiki.com/index.php?target=Vertigo&amp;amp;namespace=all&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;start=&amp;amp;end=&amp;amp;limit=500&amp;amp;title=Special%3AContributions absolute mountain of image requests].&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type  = manual&lt;br /&gt;
| color = #2596be&lt;br /&gt;
| image = [[File:LandmarkExpanding.png|60px]]&lt;br /&gt;
| text = This is a [[landmark]] user! We didn't have the [[foggy|foggiest]] idea how to fill in the [[chasm]] of missing information on [[Landmarks]], but they moved [[fjord]] and replaced it with a [[mountain]] of content! &amp;lt;br&amp;gt;Thanks for all your hard work!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;- [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 06:53, 14 March 2026 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Esredar for [[Landmarks]]. Seriously look at the page history.&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Warped_obelisk&amp;diff=180651</id>
		<title>Warped obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Warped_obelisk&amp;diff=180651"/>
		<updated>2026-05-31T06:43:42Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General page stub.}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Warped obelisk&lt;br /&gt;
| image = Warped obelisk.png&lt;br /&gt;
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;br /&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;br /&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| hp = 3000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.24&lt;br /&gt;
| focus type = Void&lt;br /&gt;
&amp;lt;!-- Activity --&amp;gt;&lt;br /&gt;
| starting range = 0.2~0.4&lt;br /&gt;
| change per day base = 0.2&lt;br /&gt;
| change per damage = 0.001&lt;br /&gt;
| warning = 0.9&lt;br /&gt;
| activity worker class = ObeliskActivityWorker&lt;br /&gt;
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| can be activity deactivated = true&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| paintable = false&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| claimable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Shard|24|1}}&lt;br /&gt;
| cover = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WarpedObelisk_Abductor&lt;br /&gt;
| label = warped obelisk&lt;br /&gt;
}}&lt;br /&gt;
The '''warped obelisk''' &amp;lt;small&amp;gt;(also referred to as the &amp;quot;Abductor&amp;quot;)&amp;lt;/small&amp;gt; is one three potential [[obelisk]]s that may arrive at your colony. It will kidnap creatures and colonists on activation, sending them to an alternate dimension called the [[labyrinth]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary}}&lt;br /&gt;
An obelisk can {{Check Tag|Spawn Chance}} spawn in the map as a [[major threat]] event sometime after day 50 when the [[void monolith]] level is 1 or greater. An obelisk has a chance to spawn 120 days after the last of any type.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
=== Obelisk mechanics ===&lt;br /&gt;
Like the other [[obelisk]]s, the warped obelisk has an activity level, which can be suppressed as wardening work. Reaching 100% activation will cause a special, dangerous event and cause the obelisk to be destroyed afterwards. At full HP, an obelisk gains +20% activity per day, but damaging it will raise activity, and once it falls below 80% HP, the daily rate will rapidly increase.&lt;br /&gt;
&lt;br /&gt;
Obelisks can be studied for advanced anomaly research, with the rate of study increasing with activity level.&lt;br /&gt;
&lt;br /&gt;
=== Abduction ===&lt;br /&gt;
When suppressing or studying the warped obelisk, there is a chance that the interacting pawn is warped to the [[labyrinth]]. Inside the labyrinth, you can find gray boxes and corpses with food, organs, and weapons.&lt;br /&gt;
&lt;br /&gt;
After 10 Anomaly research points from studying the obelisk, a teleport button will appear. (15-80 day cooldown)&lt;br /&gt;
: ''&amp;quot;You've completed your investigation of the obelisk. It creates a bridge to a point in a spacetime void separated from ours along usually inaccessible spatial dimensions. The void plane is filled with a gray labyrinthine structure of astronomical scale. Someone trapped there could return by finding the obelisk's mirror version inside the gray rooms and hallways. The gray structures seem to have been created by an archotech superintelligence, but there's no way to know their purpose, age, or spatial limits. The obelisk is damaged and unstable, so its energy level rises unless suppressed. If it were to fully activate, it could begin to abduct individuals at random. You can now intentionally provoke a response from the warped obelisk.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
It can be escaped by finding another warped obelisk in the labryth map. Activating it will cause all pawns (including enemies) and items on the labryinth to be teleported to the home tile.&lt;br /&gt;
&lt;br /&gt;
=== Full activation ===&lt;br /&gt;
If the activity level of the warped obelisk reaches 100%, it will teleport random pawns on the map into the labryinth, drop a [[shard]], and then explode. Colonists, prisoners, and animals all can be teleported. Do note that the obelisk's explosion is extremely deadly within 1 tile as it causes 800 [[Damage Types#Vaporize|vaporize]] base damage within a 2.9 radius, which translates to a 5x5 square.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
After interacting with the warped obelisk inside the labryinth, the warped obelisk in the main tile will be gone even if it has not reached its full activation. Unlike the other obelisks, there is no way to deactivate the warped obelisk using [[shard]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Obelisk Analysis|pawn_count=7}}&lt;br /&gt;
&lt;br /&gt;
If wanting to rescue a pawn inside the labrynth immediately, one way to do so is attack the obelisk and force its full activation, which will bring more pawns (and thus more firepower) into the sub-map. Alternatively, the teleport gizmo can be used to bring a selected pawn inside.&lt;br /&gt;
&lt;br /&gt;
{{Obelisk Destruction|pawn_count=7}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=180650</id>
		<title>User:Harakoni</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=180650"/>
		<updated>2026-05-31T06:43:16Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Common errors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'{{DISPLAYTITLE:Harakoni, RimWorld Wiki Moderator}}''&amp;lt;big&amp;gt;Greetings! This is Harakoni's user page. I'm a moderator here, so feel free to post on my [[User talk:Harakoni|talk page]] if you need assistance.&amp;lt;/big&amp;gt;''' [[Category: Harakoni page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;You can see my contributions [[Special:Contributions/Harakoni|here]]. &amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;You can compare almost every item in the game [[User:Harakoni/Comparison_Tables|here]]. &amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
Hey Harakoni, if you're looking for your mess its here: [[User:Harakoni/Sandbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
{{#expr: &lt;br /&gt;
{{#ask: [[Category:Pages that need images]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be merged]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be moved]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be recoded]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be rewritten]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be split]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Stubs]] | format = count}} }} Pages to fix&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
{{Q|page|Market Value Base #}}&lt;br /&gt;
&lt;br /&gt;
style=&amp;quot;background: hsla(120, 100%, 50%, 1.0);&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:left&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://www.mediawiki.org/wiki/Manual:$wgMaxImageArea Maximum image area equates to 3500x3500px]&lt;br /&gt;
&lt;br /&gt;
This is a way to link to a list without making it ugly {{#ask: [[Range::&amp;lt;26]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]] | ?Range | limit = 0| searchlabel = here}}.&lt;br /&gt;
&lt;br /&gt;
[[User:Harakoni/List_of_known_bugs]]&lt;br /&gt;
&lt;br /&gt;
https://www.semantic-mediawiki.org/wiki/Help:Table_format#Predefined_datatable_classes&lt;br /&gt;
&lt;br /&gt;
There's no mistakes in RimWorld, only surprise wealth management techniques - Necrofancy&lt;br /&gt;
&lt;br /&gt;
[[Special:Preferences]]&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
I created, or contributed to the point where the difference is academic, the templates below:&lt;br /&gt;
&lt;br /&gt;
If you have any issue with any of them, including any instructional or formatting problems, please feel free to ask on my discussions page.&lt;br /&gt;
&lt;br /&gt;
==== Table templates ====&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Rollout !! Feature&amp;lt;br/&amp;gt;Complete !! Notes/TO-DO&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Building Stats Table]]  || [[Template: Building Stats Table Row|&amp;lt;nowiki&amp;gt;{{Building Stats Table Row}}&amp;lt;/nowiki&amp;gt;]] ||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Stats Table]] || [[Template: Apparel Stats Table/Row]]  || {{Check}} || {{Check}} || Making an interstitial template might be more processor/load time efficient - the template would instead call a middle template, which calls the row template for every quality of that material. This would let you call the material stats once total instead of once per quality. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Stats Table]]  || [[Template: Weapon Stats Table/Melee]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Melee/Row]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Ranged]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Ranged/Row]] || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pawn Attack Table]] || {{Check}} || {{Cross}} || Maybe add support for weapons table?&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Persona traits]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Apparel comparison table row]]  || ||{{Cross}} || ? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Psychic Sensitivity Factor Table]] || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Leather List]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Recipe List]] || [[Template:Recipe List Row]]  || {{Check}} || {{Cross}} ||&lt;br /&gt;
*Added crafted resources/drugs/etc&lt;br /&gt;
*Consider adding Value-Work Efficiency	Value-Materials Efficiency	Value-Weight Efficiency&lt;br /&gt;
*Consider adding skill requiremnts&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Ingredient List]] || [[Template: Ingredient List Row|&amp;lt;nowiki&amp;gt;{{Ingredient List Row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pawn Table Header]] || ||{{Cross}} || {{Cross}} || Add a header in which you can input a pawn type (e.g. Tribes/Empire/Pirates/Mercenaries etc) and it will output the table nicely for you and provide an edit link for the page. &lt;br /&gt;
* Make it so that muliple tables can be merged? E.g. Pirates + Mercs?&lt;br /&gt;
* Decide on fomratting. Splitting hediffs into their own categories (budget and list of things) and listing apparel like with weapons, and having weapons, apparel and hediffs in expandable sections to cut down on bloat should all help.  &lt;br /&gt;
**[[Man in Black]]&lt;br /&gt;
**[[Mercenaries/Pawns]]&lt;br /&gt;
**[[Tribes/Pawns]]&lt;br /&gt;
**[[Outlanders/Pawns]]&lt;br /&gt;
**[[Ancients/Pawns]]&lt;br /&gt;
**[[Pirates/Pawns]]&lt;br /&gt;
**[[Empire/Pawns]]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Hediffs should be in an expandable section to prevent table bloat, likely in their own section.&lt;br /&gt;
*Available apparel like weapons has&lt;br /&gt;
*Traits sortable? Probs not&lt;br /&gt;
* give them row ids like empirepawns.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Grow Table]] || || {{Check}} || {{Cross}} || Add nutrition for pages that have make food because someone was already confused about the plant nutrition vs vs the products nutrition&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Recreation Power Quality Table]] || ||{{Check}} || {{Cross}} || When its understood how rec power translates into time taken to fill rec bar, add time to fully recreate. If this is done, add a no-quality version that only has one column so it can show the rec power time ratio.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Comfort Quality Table]] || ||{{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Rest Effectiveness Quality Table]] || ||{{Check}} || {{Cross}} || Sleep accelerator and time to sleep &lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Psychic Sensitivity Quality Table]] || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Heal Option Table]] |||| {{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Stat Factors Table]] |||| {{Check}} || {{Cross}} || See page for other notes. Is currently written such that transition away from [[Property:Skill]]/[[Property:Skill Base Factor]]/[[Property:Skill Base Factor]] to &amp;lt;SKILLNAME&amp;gt; Bonus Factor etc will be relatively painless, but it should still be implemented.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Animal Health Table]]  || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
* Bones don't bleed, and are not destroyable by damage, and cannot receive permanent injury&lt;br /&gt;
* Move to more descriptive name?&lt;br /&gt;
* Add importance % to capacity&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Aiming Time Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Ranged Cooldown Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Weapon Time Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Tree Comparison Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Meal Comparison Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Body Part Weapon Table Row]] |||| {{Cross}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Stomach Comparison Table]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Ask Table Formatter]] |||| {{Check}} || {{Cross}} || A way to do operations on a thing would be useful.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Egg Table Row]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Layer Table Row]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Sight Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Hearing Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Moving Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Manipulation Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Mechanoid Table Row]] |||| {{Check}} || {{Cross}} || Replacement for [[Mechanoid_creation#Controllable_mechanoids]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Faction Xenotype Table]] || [[Template: Faction Xenotype Chance]] || {{Check}} || {{Check}} || Displays xenotype percentages of a faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Xenotype Faction Table]] || [[Template: Faction Xenotype Chance]] || {{Check}} || {{Check}} || Displays percentages of a xenotype in various factions.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Pawn Temperature Row]]  |||| {{Check}} || {{Check}} || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Other templates ====&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Rollout !! Feature&amp;lt;br&amp;gt;Complete !! Notes/TO-DO&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: True Melee DPS Calculator]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* Investigate Knife&amp;gt;Gladius for steel at normal. &lt;br /&gt;
* Add support for adding weapons/animals together. E.g. power claw + plasteel longsword.&lt;br /&gt;
* Animal base [[Melee Hit Chance]] = 62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon DPS Chart]]  ||  ||  {{Cross}} || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Iterated DPS Chart]] || [[Template:Weapon DPS Iterator|&amp;lt;nowiki&amp;gt;{{Template:Weapon DPS Iterator}}&amp;lt;/nowiki&amp;gt;]] -&amp;gt;&amp;lt;br&amp;gt;[[Template: Weapon Iterated DPS Chart Segment|&amp;lt;nowiki&amp;gt;{{Weapon Iterated DPS Chart Segment}}&amp;lt;/nowiki&amp;gt;]])||{{Cross}} || ? ||&lt;br /&gt;
*Add armor or at least DPS reduction&lt;br /&gt;
*Add minimum range and then add to turrets.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Protection Chart]] || [[Template: Apparel AP Calculation]] ||{{Cross}} || ? ||&lt;br /&gt;
*Flak and Duster vs Marine&lt;br /&gt;
* add color option so you can have plasteel be teal, devilstrand red etc. See [[Plate armor]] for relevant example.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Protection Chart/Quality Generator]] || [[Template: Apparel Protection Chart]] ||{{Cross}} || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Nav/materials]] which replaced my other creation [[Template: Nav/textiles|&amp;lt;nowiki&amp;gt;{{nav|textiles|wide}}&amp;lt;/nowiki&amp;gt;]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
*Switch to [[Resources]]?&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/Utility]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/factions]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/stats]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/status levels]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Habitats]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Version Nav]]  || ||{{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Console]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: ConsoleIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: PCIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Royalty]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Ideology]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
 |[[Template: Biotech]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: RimworldIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: RoyaltyIcon]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:IdeologyIcon]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:BiotechIcon]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Stonecutting maximization]]  || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* [[General Labor Speed]] controls making [[stone blocks]], making [[chemfuel]] at a [[refinery]], burning items, [[hand tailor bench|tailoring]] clothes, creating [[Sculpture|art]], [[electric smithy|smithing]] armor and weapons or [[Electric smelter|smelting]] slag. [[Template:Stonecutting maximization]] only covers stone cutting atm but could be applied to all these pages if written in a more generic way. &lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Market Value Calculator]]   || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Daily Tip]] || || {{Cross}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Tag List]] || [[Template:Tag List Excluder]] ||  {{Check}} || {{Cross}} || Now that most tags have been split up into individual entries in to the properties, this can be rewritten to be less clunky.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Current Version]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Required Resources]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* Add simple mode with just icons.&lt;br /&gt;
* Add &amp;quot;s&amp;quot; when using words that should be plural (components) and tthere are more than 1. &lt;br /&gt;
* Add stuff types when the thing detects stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Sic]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|- &lt;br /&gt;
| [[Template: Market Value]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|- &lt;br /&gt;
| [[Template: Quality Calculator]] |||| {{Cross}} || {{Cross}} || E.g. ((Quality Calculator|Monosword|Excellent|Attack 1 Damage)) or  ((Quality Calculator|Duster|Excellent|Armor - Sharp|Thrumbofur)) &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Check Tag]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Page Under Construction]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Acquisition]] |||| {{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Body Modder Summary]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Egg Layer Summary Note]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Good]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Bad]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Control Panel]] |||| {{Cross}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Move Speed Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Social Impact Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: IED Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Suppression Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Nudity Note]] |||| {{Check}} || {{Cross}} || Missing info on PREVENTING nudity. Also put on every headgear and utility page?&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Utility Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pyromaniac Weapon Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Cleanliness Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Faction Xenotype Chance]] |||| {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Stacked image]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Thought]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Icon List]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Containment Note]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Up]] |||| {{Check}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Down]] |||| {{Check}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Transmute Steel Acquisition Note]] |||| {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Obsolete templates ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Feature&amp;lt;br&amp;gt;Complete !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Material Table]] || [[Template: Weapon Material Table Row]] || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Other Weapon Attack Table]]|| || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Weapon No Quality Table]] || || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Material Table]] || [[Template: Apparel Material Table Row|&amp;lt;nowiki&amp;gt;{{Apparel Material Table Row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || Merged into [[Template: Apparel Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Armor material table]]||||  {{Check}} || Outdated but retained for use in history.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Clothing material table]] || [[Template: Clothing material table row|&amp;lt;nowiki&amp;gt;{{Clothing material table row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || Outdated but retained for use in history.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harakoni namespace templates ==&lt;br /&gt;
I also created the following templates, however they are not intended for wiki-wide use&lt;br /&gt;
Set wide to-do: Swap Q for &amp;lt;nowiki&amp;gt;{{#show}}&amp;lt;/nowiki&amp;gt; and reduce template load on comparison pages. If suffcient roll out to main.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/RangedQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/RangedQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffable|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/MeleeQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffableMaterial|WEAPONNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeStuffable|WEAPONNAME|MATERIALOPTIONAL}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQuality|APPARELNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffable|APPARELNAME|CLOTH/METAL}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/ArmorQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffableMaterial|APPARELNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MarketValueChecker|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MarketValueChecker}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/OptimumTextiles|&amp;lt;nowiki&amp;gt;{{User:Harakoni/OptimumTextiles}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeSelectionWeight]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ChairQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ChairQualityStuffable|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Groups of pages ==&lt;br /&gt;
These are pages that have commonalities that should have similar/standardised formatting. Note categories don't have to be mutually exclisive. &lt;br /&gt;
Anyone reading these, feel free to add to&lt;br /&gt;
* Things that emit a [[shield]]&lt;br /&gt;
* Psyfoci&lt;br /&gt;
* Psycasts&lt;br /&gt;
* Utility&lt;br /&gt;
* Needs&lt;br /&gt;
* Subcores&lt;br /&gt;
* Diseases&lt;br /&gt;
* Drugs&lt;br /&gt;
* resources that act as fuels&lt;br /&gt;
* materials&lt;br /&gt;
** &amp;lt;Mat cats here&amp;gt;&lt;br /&gt;
* Body parts&lt;br /&gt;
** Implants&lt;br /&gt;
** Replacements(Name?)&lt;br /&gt;
** Arms/Legs/Eyes/Hearts/Spines/Etc&lt;br /&gt;
** Skin glands&lt;br /&gt;
* Apparel&lt;br /&gt;
** Noble gear&lt;br /&gt;
** Psycasting gear (eltex, prestige armor, bioferrite, psyfoil etc)&lt;br /&gt;
* Weapons&lt;br /&gt;
** Melee &lt;br /&gt;
** Ranged&lt;br /&gt;
** Persona weapons&lt;br /&gt;
* Buildings&lt;br /&gt;
** Turrets&lt;br /&gt;
** Traps&lt;br /&gt;
*** IEDs specifically&lt;br /&gt;
** Buildings the explode when damaged&lt;br /&gt;
** fueled buildings&lt;br /&gt;
** Buildings that put out light&lt;br /&gt;
***Darklights&lt;br /&gt;
** Spots&lt;br /&gt;
** Holding spot and platform&lt;br /&gt;
** Doors&lt;br /&gt;
** Non-edifice floor things (Rugs, spike stars etc_&lt;br /&gt;
** Recreation items&lt;br /&gt;
** Things that heat and/or cool&lt;br /&gt;
** Seats&lt;br /&gt;
** Beds&lt;br /&gt;
** Mech cluster buildings&lt;br /&gt;
** Power generation/consumers&lt;br /&gt;
** Production benches&lt;br /&gt;
*** Research benches&lt;br /&gt;
** Floors&lt;br /&gt;
* Plants&lt;br /&gt;
** Wild&lt;br /&gt;
** Domesticated&lt;br /&gt;
* Ruins&lt;br /&gt;
* Food&lt;br /&gt;
** Meals&lt;br /&gt;
** Meat&lt;br /&gt;
** Eggs&lt;br /&gt;
** Vegetables&lt;br /&gt;
* Factions&lt;br /&gt;
* DLC&lt;br /&gt;
* Stats&lt;br /&gt;
* Orders&lt;br /&gt;
* Gas&lt;br /&gt;
* Xenotypes&lt;br /&gt;
* Pawns&lt;br /&gt;
** Animals&lt;br /&gt;
*** pets&lt;br /&gt;
*** Egg layers&lt;br /&gt;
*** &amp;lt;dietary types&amp;gt;&lt;br /&gt;
*** Trainabilities&lt;br /&gt;
*** Insectoids&lt;br /&gt;
** Mechanoids&lt;br /&gt;
** Entities&lt;br /&gt;
*** Fleshbeasts&lt;br /&gt;
&lt;br /&gt;
== Textileproject ==&lt;br /&gt;
* Textile automation. Proof of concept: Out of all {{#ask: [[Type::Textile]]&lt;br /&gt;
| format = Count &lt;br /&gt;
}} textiles, human leather ranks at {{#vardefineecho: rank| {{#ask: [[Type::Textile]] [[Armor - Sharp Factor::&amp;gt;{{#expr: {{Q|Human leather|Armor - Sharp Factor}} + 0.000001}}]]&lt;br /&gt;
| format = Count&lt;br /&gt;
}}}}{{#ifexpr: {{#vardefineecho: ties | {{#expr: {{#ask: [[Type::Textile]] [[Armor - Sharp Factor::&amp;gt;{{#expr: {{Q|Human leather|Armor - Sharp Factor}}}}]]&lt;br /&gt;
| format = Count&lt;br /&gt;
}} - {{#var: rank}}}} }} &amp;gt; 0|, tied {{#var:ties}} ways,|,}} in terms of sharp protection.&lt;br /&gt;
&lt;br /&gt;
Need to separate out dlc and core only. E.g. 1st of core, 3rd with dlc.&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
* Templatize fuel consumption for summary?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Technical Detail about large fires&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
   thisnis neat. stealing this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Furskin disabled on ghouls?&lt;br /&gt;
** &amp;quot;Mechanoid raids and [[mechanoid cluster]]s{{RoyaltyIcon}} no longer occur as [[Events#Major threats|major threats]]; other effects may still triggering them&amp;quot;, then mechanoid bossess appearing to provide chips. actual tests need to be run to figure out what spawns and wear and disessminatr it across pages&lt;br /&gt;
&lt;br /&gt;
* Horax cult lore&lt;br /&gt;
* [https://rimworldwiki.com/wiki/Special:PrefixIndex?prefix=MediaWiki%3A&amp;amp;namespace=0 y]&lt;br /&gt;
* For things with multiple sorites wr could bave a slideshow in the infobox and have them stored as image2 etc and allow them to be displayed elsewhere like in tables&lt;br /&gt;
* Penox high duration and other summary info like OD mechanics&lt;br /&gt;
* Does the [[chemfuel canister]] explode &lt;br /&gt;
* Blind smoke copy pasta, see [[smoke launcher#summary]]&lt;br /&gt;
* Learning assistants are ideal for children wsp with booksd&lt;br /&gt;
* Reminder that you're notnhappy with the beam repeater page as it is.&lt;br /&gt;
* hemogen times to transfuse vs time to tend using medical operation speed and tend speed at different skill levels.&lt;br /&gt;
* At what ratio of primary doc skill to secondary doc does self tend make sense to turn off&lt;br /&gt;
* Beam weapon shield interactions&lt;br /&gt;
* How do thruster and wind turbine exclusion zones interact wkth the map.edgr.&lt;br /&gt;
* Check categorisation of cube sculpture images&lt;br /&gt;
* [&lt;br /&gt;
up down tmeplates for psychich sensitivity all over the wiki&lt;br /&gt;
* Turrets and teaps (inc hunter and wasp traps) troggering with invisible &lt;br /&gt;
* Consider adding basic selection weight to attack tables&lt;br /&gt;
&lt;br /&gt;
 class=&amp;quot;mw-no-invert&amp;quot; &lt;br /&gt;
https://meta.miraheze.org/wiki/Help:How_to_improve_the_dark_mode_appearance_of_my_wiki&lt;br /&gt;
&lt;br /&gt;
* Resucing pawns in vacuum seems to prpvide vacuum resist ofnrescuer to pawn?&lt;br /&gt;
&lt;br /&gt;
waterCellCost&amp;gt;1&amp;lt;/waterCellCost&amp;gt;&lt;br /&gt;
 &amp;lt;moveSpeedFactorByTerrainTag&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;key&amp;gt;Water&amp;lt;/key&amp;gt;&lt;br /&gt;
        &amp;lt;value&amp;gt;2.0&amp;lt;/value&amp;gt;&lt;br /&gt;
      &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/moveSpeedFactorByTerrainTag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Check that every pawn has images for all the views. Ody is doen.&lt;br /&gt;
* Do a table of all the animal stats and see what is missing. Maybe standardize infobox format for them&lt;br /&gt;
* ?&amp;lt;nameOnTameChance&amp;gt;1&amp;lt;/nameOnTameChance | herdanimal = false&lt;br /&gt;
| predator = true&lt;br /&gt;
* Crawling -  They only crawl to a sleeping spot and are otherwise incapacitated. They are fully incapacitated and cannot be drafted. As soon as they have an assigned bed/sleeping spot or hospital bed/sleeping spot reachable, they will crawl directly to it. As soon as the bed/spot becomes unavailable/unreachable they get back to being incapacitated.&lt;br /&gt;
* Egg hatching times&lt;br /&gt;
* [[Farskip#Summary]] is a little confusingly laid out for new players without context. content is great, but presentation could get some work.&lt;br /&gt;
* [[Body heat]] - roll out to pawn pages with templatized explanaition. Also check wether capped?&lt;br /&gt;
* How is a pawn's hunger rate calculated? And what is the difference between HungerRateMultiplier, HungerRateFactor, and HungerRateFactorOffset? -&amp;gt; BaseRaceRate * LifeStage * BackstoryTrait * (product(HungerRateFactors) + sum(HungerRateFactorOffsets)) * (sum(HungerRateMultiplier)) (Old, verify)&lt;br /&gt;
If you are familiar with PoE, HungerRateMultiplier is a more multiplier and HungerRateFactors is an increased multiplier&lt;br /&gt;
* Bleeding, pain, damage and healing of artificial body part.&lt;br /&gt;
* packs with rechargable charges - are they implemented the same as dueld items? if so spread fuel infobox changes to them. also standarize all fueled object wording.&lt;br /&gt;
* Subcores and their worknstations - analysis standardization, maybe transclusion, mention ability to uninstall the workbenches once bandwidth has been reached.&lt;br /&gt;
* [[War crimes]]&lt;br /&gt;
* ideo statue page?&lt;br /&gt;
* [[Cross DLC content]]&lt;br /&gt;
** Darklight brazier&lt;br /&gt;
** Prestige robe modifier&lt;br /&gt;
** Sophian culture, Horaxian style, Bloodfeeding, ritualist, and inhuman memes, growth vats, bloodfeeders, child labor, mechanoid labor, psychic rituals, void study, inhumanizing precepts, xenotype preferences&lt;br /&gt;
** factions with ideo and enotype&lt;br /&gt;
* Animal grazing:&lt;br /&gt;
** Take animal on caravan in an biome where they can eat.&lt;br /&gt;
** Doesn't allow wool/milk/egg to be gathered. &lt;br /&gt;
** Can tehy breed? Mixed reports&lt;br /&gt;
** Do they have to be pen animal, does training decay on caravan? Can it be tended on caravan?&lt;br /&gt;
** shepard has to have high plants to feed themelves, or they need to pack or be sent meals. Tribals have an easier time for this. &lt;br /&gt;
** If the gestation and resource growth times are close, and the timers for both progress on caravan, you come home, collect resources while they get pregnant. &lt;br /&gt;
** Btw if you clic on “rest” as soon as your caravan leaves for the world map, your caravan will rest right on top of your own colony. Caravans never get ambushed when sitting on top of a settlement, including your own. If you have more than one pawn guarding it, then at any point you can split the caravan and tell whichever half to come to your colony.&lt;br /&gt;
* Standard section for artificial body parts that show on the pawn visually - bionic eye  archktech eye, flesh whip, flesh tentacle, ghoul olatin, ghoul babrbs&lt;br /&gt;
* Go through psycast and be explict whrn can target self. &lt;br /&gt;
* Theres some bad advice mixed in with [[Wealth management]]&lt;br /&gt;
* Non-human pawn table standard:&lt;br /&gt;
** [[Mechanoid hive/Pawns]]&lt;br /&gt;
** [[Fleshbeasts/Pawns]]&lt;br /&gt;
** [[Insectoids/Pawns]]&lt;br /&gt;
* investigate ideal storage room. is an entire room filled with shelves thr same speed penalty as going over one shelf&lt;br /&gt;
* Standardise Analysis of [[wall torch lamp]]/[[torch lamp]]/[[wall lamp]]/[[standing lamp]]/[[flood light]]&lt;br /&gt;
* There are genes in the infobox on the page but the var isnt actually set. could automate the displays, the links in on the gene pages etc.&lt;br /&gt;
* Walls spliting non edifices in bedrooms for maximum beauty. put in corners 3x3s can hit 4 rooms and each room can have multiple.&lt;br /&gt;
* kind instinct and extra pain disable a number of bad fsctor and add a bunch of good factors massively increase conversion rate.&lt;br /&gt;
* [[Harbinger tree]]&lt;br /&gt;
* noble apparel template&lt;br /&gt;
* Light template&lt;br /&gt;
* Light pages all say that light does not stack but light does stack. does it only stack to 50%? or to the light sources max? if the latter that has impact on sunlamps.&lt;br /&gt;
* Gene list on xenotype infobox. Seems to not actually do anbything but it could...&lt;br /&gt;
* Raw food poisoning note &lt;br /&gt;
* Anesthetic strat via reddit: &amp;lt;!--I discovered this while looking in the game files: The status &amp;quot;anesthetic: woozy&amp;quot; has a small chance of 'affecting memory'. It eliminates one random thought every 5 days or so of pawns that are affected by this effect. That's not very often, so generally you won't ever notice this of course, but if you have a pawn that just lost a close relative, this mood debuff will last for 30 days so theoretically you can put them under over and over (every time they're down to &amp;quot;anesthetic: wearing off&amp;quot;), so they spend as much time as possible in this state, until the barbiturates mess up their brain so badly every memory of their beloved is gone &lt;br /&gt;
&lt;br /&gt;
For optimal chances of eliminating the right memory, make sure you reduce the number of thoughts the subject has to a minimum by putting them in an empty room with neutral food and recreation, no tattered apparel or anything like that. I doubt it's really worth the hassle, considering how small the chance is and that you have to spend a ton of herbal to put a pawn under so many times. But if you really don't want to deal with the mood debuff and don't want to take their legs off, this is one way to do it.--&amp;gt;&lt;br /&gt;
* A nice comparison template for toxic resistance and toxic environment resistacne that lets you compare at a glance. &lt;br /&gt;
* [[RimWorld Wiki:Style guide]] section about proper dlc icon and banner useage.&lt;br /&gt;
* Natural organs summaries are non-standard&lt;br /&gt;
* add weapon fire audio to pages&lt;br /&gt;
* IED antigrain has decent intro text, most ied intro text is bad.&lt;br /&gt;
* Bonus deathrest capacity from serums resets even if one implants another xenogerm with deathrest&lt;br /&gt;
* For every artificial body part that rplaces a harvestable body part, put/move the section about harvesting the organic version in the installation section and explicitly note that any damage/ailment/disease/scarring will cause the orgnaic oart to be lost forever.&lt;br /&gt;
** Related: Do fleshbeasts spawn when wheb replacing flesh part with artifical part?&lt;br /&gt;
* Do crypto chambers suspend the duration of negative mood buffs?&lt;br /&gt;
* Turrets are stunnable by stun damage as well as EMP, what does this mean?&lt;br /&gt;
* Split [[Property: Maintenance Reason]] into individual categories and update the wiki to do. &lt;br /&gt;
* [[Jump pack]] and [[locust armor]] need standardisation between the two of them.&lt;br /&gt;
* Can paramedics use NPD's for their patients? Regardless of answer, diseminate to NPD, NPM, Paramedic pages.&lt;br /&gt;
* If mechs dont make never sleep caravans stop, this is a significant benefit to mechs. Also consider reporting mechs and.half cyclers and body mastery as buggs if they do stop caravans&lt;br /&gt;
* shields and incinerators - using shields and agianst shieds&lt;br /&gt;
* perfect memory corrup obelisk&lt;br /&gt;
* crafted resource nav?&lt;br /&gt;
* can you scare animals away from their kills and your food stores with gunfire not targetted at them to avoid agroing&lt;br /&gt;
* Venom fangs might be good with all the Melee Damage Factor buffs. you can go like 74% buildup ij a single strike. A 20 damage attack Nominally deals thirty toxic build up but what's hapoens when the attack hits a finger that onky has 8 hp? dies it deal 12 TB? OR 30? does tge overflow matter? does tgat make a karger disparaty betewwww bite and scratch attacks&lt;br /&gt;
* templatize dlc banners for consistency and file name space detection &lt;br /&gt;
* Individal pages for each raid type? Might be useful for analysis. Already have ypsicic oens from mrotals.&lt;br /&gt;
* For each psycast, mentione the need for the a minimum psyfocus level&lt;br /&gt;
* Mech cluster combat power&lt;br /&gt;
you tu.be/FICHddV2cno&lt;br /&gt;
* Does [[Assembly Speed Factor]] increase above 100% cleanliness &lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
==Asks==&lt;br /&gt;
{{#ask: [[Coverage::+]] [[Type::Gear]]&lt;br /&gt;
|?Clothing For Nudity&lt;br /&gt;
|sort=Clothing For Nudity&lt;br /&gt;
|limit = 500}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
There are lots of things that have CLothing for nudity yes, but don't affec.t Need to make [[Nudity]] page. &lt;br /&gt;
&lt;br /&gt;
* Installing a detoxifier lung might completely subsidise its creation material wise because you can sell the lung?&lt;br /&gt;
* manhunter pulse is excellent against fleshbeasts but only affects some types?? &lt;br /&gt;
* Add canTarget to psycasts.&lt;br /&gt;
* Check the patches in the DLC data to see what changes - some items have descriptions change for example e.g. go-juice description re: psycasters.&lt;br /&gt;
* Mech gestators have progress bars displayed on their sprites. add to page&lt;br /&gt;
* Verify blood feeder precept only affects pawns with bloodfeeder gene not  all  hemogenic pawns,  and then disessminate  to relevant pages.&lt;br /&gt;
* Verify thump cannons don't have quality any more - previously they'd spawn as poor, Normal, and Good quality&lt;br /&gt;
* Add what buildings turn a room into on the building pages - i.e. beds turn a room into a bedroom, or if set to medical a hospital, or if set to prisoners a prison, or if more than one a barracks/hospital/prison barracks.&lt;br /&gt;
* xenogerm is probably the ideal early game transhumanist pleaser.&lt;br /&gt;
* test cataphract against venom fangs at skill 10&lt;br /&gt;
* [https://rimworldwiki.com/index.php?title=Loyalty&amp;amp;action=edit&amp;amp;redlink=1]&lt;br /&gt;
* [[Version/0.8.671]] - existed, but not documented.&lt;br /&gt;
* [[Version/1.0.2059]] - Real version number of 1.0.0?&lt;br /&gt;
* [[Version/1.1.2554]] - Real version number of 1.1.0?&lt;br /&gt;
* [[Blasting charges (mod)]] and [[Blasting charge]] and [[shiv]] - remake into obsolete page?&lt;br /&gt;
* Bionics body weight effects&lt;br /&gt;
* Accele-potato plant&lt;br /&gt;
* Temperature genes affect slept-in-cold/heat temperatures.&lt;br /&gt;
* Do crypto chambers suspend the duration of negative mood buffs&lt;br /&gt;
* [[Lore#Xenotypes]] and [https://store.steampowered.com/news/app/294100/view/3319740412995643281 steam page]&lt;br /&gt;
* [[Shield belt]]s protect against all forms of antigrain - fire shell, warhead being damaged, and ied. Wb flame and bomb explosions? &lt;br /&gt;
* [[Template:Ticks]] and its family of subtemplates is convoluted. Simplify and combine.&lt;br /&gt;
* Add Polluted biome to infoboxmain?&lt;br /&gt;
* psycast page genes.&lt;br /&gt;
* Melee damage gene = less turret explosions. + high quality Breach axe = good?  &lt;br /&gt;
* &amp;quot;The mortars aren’t even the real benefit of the new mortar system. The benefit is being able to carpet your base with IEDs since they become positively dirt cheap and never miss&amp;quot;&lt;br /&gt;
* Meal analyses expansion.&lt;br /&gt;
* mechanoid melee verbs on pages. See mechanoid table row for example.&lt;br /&gt;
* https://twitter.com/LudeonStudios/status/1642197185373585408 ribworld. DLC name theory context etc.&lt;br /&gt;
* Bring all raw plant foods to [[raw fungus]] standard.&lt;br /&gt;
* Children can meditate at teh anima tree. Mention and strategy.&lt;br /&gt;
* What is the net total of stat effects of Focus psycasts.&lt;br /&gt;
* {{MTB}} - Mean time between = time/failures. Reliability (chance of run without failure for given time) = e ^ (-failure rate x time)&lt;br /&gt;
** Stolen from Khitrir and Bork e.g. Chance of death from go juice. Mtb of death while in major 3 days = 3days/1 failure. Average time in major from a random OD 0.17 days. Chance of death from random OD = (1 - e&amp;lt;sup&amp;gt;(-(1/3)*0.17)) * chance of overdose 0.5% = 0.0275% chance of death per dose of gojuice&lt;br /&gt;
** make into auto template similar to [[Template:Ticks]]&lt;br /&gt;
* Console edition UX UI: https://www.youtube.com/watch?v=Gr8AK3r9Z_8&lt;br /&gt;
* Anicent lmaps are moving to core in 1.4, as are capes kinda.&lt;br /&gt;
* Effectiveness of Manhunter Pulse and animal pusler on yttakin raids.&lt;br /&gt;
* &amp;quot;Edit: Alright! So! Fully clean vanilla game, a pawn with no arms CAN feed themselves, but they CANNOT haul items, clean, or equip weapons, alongside many other things.&amp;quot; - per reddit user Lord_Of_Coffee. Despite manipulation not affecting cleaning time. so 1% manip = fully leaning speed 0 = no cleaning at all.&lt;br /&gt;
* Who gets an archotech eye:&lt;br /&gt;
** Only the following get bonuses above 100%: Shooters, Melee, Cooks, Doctors, Researchers&lt;br /&gt;
** '''Shooters''': Full bonus.&lt;br /&gt;
** '''Melee''': Full bonus.&lt;br /&gt;
** '''Cooks''': Reach cap with at skill 15 with gastro analyser. 16 with 2x bionic arms. 12 with 2x archotech arms. Or 11 with gastro an bionics (add arm bonuses to [[cooking speed]]. &lt;br /&gt;
** '''Doctors''': Only need 1 and 1x bionic eye to cap, and even then the bionic is a small bonus&lt;br /&gt;
** '''Researchers''': Reach cap with 1x bionic eye&lt;br /&gt;
** Doctors and fighters of either type, but only 1 eye each at first. because of the weighting for the dominant eye&lt;br /&gt;
* Derp - royalty and ideology planets and moons are the same but rotated. Figure out what to do re them. &lt;br /&gt;
* [[:File:ChangeGameVersion.mp4]]&lt;br /&gt;
* Archotech towers emit negative mood in radius like psychic emitters. &lt;br /&gt;
* Cheapest chair type, quality and material to get comfort 1.0+&lt;br /&gt;
* [[:File:Deermale_east.png]] Old version is higher res. From art source? Crop to 128?&lt;br /&gt;
* Add a habitat counter for leather list? As in animals that drop this leather are available in the following biomes: blah.&lt;br /&gt;
* Psycaster apparel and Noble apparel summaries.&lt;br /&gt;
** [[title]] cloth requirement tags are sorted - need to create standardized template for use in Summary Sections of required clothes to replace the current :Up to the rank of blah this or an altenrative is needed&amp;quot; This should be placed in summaries as well anyway.&lt;br /&gt;
* Titles - rewrite the noble and eltex apparel pages to reflect the reality of title requirements per [[Titles#General_mechanics]] - e.g. cape is cost effective and proective as it works for the body slot for every rank up to Count, eltext shirt and a prestige cataphtract helmet can be worn by anyone etc.&lt;br /&gt;
* [[Mindscrew#Removal]] for the other unremovable implants?&lt;br /&gt;
* Buildings that need to be in the ideo to buidl - e.g. altars, need to be noted in acquisition&lt;br /&gt;
* Sandbags v Barricades&lt;br /&gt;
** Same cover. Same time to walk over each. Barricades are much slower to construct. &amp;quot;You can use sandbags in a pinch when attacking enemy installations. At only 3 work to make, you essentially have portable cover&amp;quot;. But permanent are better left to barricades - they're less uglgy and tend to have more HP. For this reason, Plasteel barricades are best for permanent defensive locations.  High teier leathers that compete with stone tend to be in hgh demands. The terrain affordance may sometimes be relevant tho. &lt;br /&gt;
* Table-ize factors on stats to allow sorting?&lt;br /&gt;
* destroyyield is nonstandard in infobox main, should be destroy yield&lt;br /&gt;
* AP of AoE weapons including grenades.&lt;br /&gt;
* Roof drop traps deal between 15 and 30 crush damage at 0 AP to the any of the following: Neck, Head, Eyes, Ears, Nose, Jaw for humans. Helmets and flak vests make for significantly reductions to the damage dealt. Construction helmets are relevant. Check efficacy on tribals vs pirates vs mechs vs bugs. Discuss roof traps on new [[Roof]] page when created. &lt;br /&gt;
* A place to host a combined table for both [[Floors]] and [[Terrain]]. &lt;br /&gt;
* Potatoes in hydroponics for deserts because of work efficiency per food&lt;br /&gt;
* [[Advanced Endgame Guide]] [[Quests]] [[Ending the game]] - all cover the same content and are somewhat redundant in doing so.&lt;br /&gt;
* All animals and sycthers have a hit chance of 62%, add to DPS calc? &lt;br /&gt;
* Trait analysis? Psychopath huamn butchers, wimp animal tamers, &lt;br /&gt;
* [[Ancient ruined tank]] - prevents moving over it, but does not prevent firing over it. Essentially a vanilla embrasure.&lt;br /&gt;
* [https://www.reddit.com/r/RimWorld/comments/sre5j7/do_you_know_that_shooting_at_a_hostile_target/ shooting at a hostile target will gain you more than 8 times the xp than a neutral target]&lt;br /&gt;
* All the pain effects have to be checked: Many are just written as -10%, when actually they're pain x90%, while some like [[smokeleaf joint]]s are actually offsets.&lt;br /&gt;
* Investigate the worth of [[Psychically deaf]] pawns as melee pawns, as they're immune to dropping blinding/berserk pulse/etc but their enemies arne't and will be bunched up around them. Neuroquake? If everyone is psy deaf though, you can do tactics like &amp;quot;leaving psychic drone ships intact, deliberately building a protective temple around them, and watch as enemies who show up have to eat -50 mood penalties&amp;quot; Anytime you're immune to something that everyone else isn't, you can intentionally make them all miserable by filling your environment with the thing wihch doesn't affect you.&lt;br /&gt;
* Given the vitals monitor acts as an offset, how do its effects stack with the hopsital bed? ARe they affectd by quality, do they need to be added to the automated tables like dresser/end table. etc.&lt;br /&gt;
* Finish Mortar Pits in [[Mortar#Mortar_pits]]&lt;br /&gt;
* Half cyclers for anima and guarantlen trees? +Slaves for cleaners&lt;br /&gt;
* [[Mental break#Manhunter]] - list of herd animals.&lt;br /&gt;
* [[Prisoner#Prison_breaks]], [[Prison break]]. [[Events#Prison break]] - detail and integration. Focus likely should be on the prisoner page, with the event page summarizing it and redirecting to it as main. Redirect should as well. &lt;br /&gt;
* [[Hypothermia]], [[Hypothermic slowdown]], [[Heatstroke]] cleanup and format standardization. &lt;br /&gt;
* only 40% of pawns will meditate for recreation, only 50% will pray.&lt;br /&gt;
* Do slaves make good gau pruners? Does pruning give recreation like meditating at anima? idt so? if not the base happiness boost and the lack of rec time need means that they spend more time pruning &lt;br /&gt;
* Stoves produce heat. need thing like other heat producers have.&lt;br /&gt;
* Which rec/priduction builds etc can be used with chairs. Place in summary&lt;br /&gt;
* All the [[Diseases]] need linking to the capacity pages as well as being put on the capacity pages themselves.&lt;br /&gt;
* add points/silver etc on to [[raid points]]&lt;br /&gt;
* list of animals does not have the products that the animals produce, nor their nutritional efficiency from being a dairy/hatchery animal (e.g. (cows milk per day * milk nutrition)/nutrition consumption per day&lt;br /&gt;
* Does comfort increase at a rate proportional to value, or just to a max proportional to the value? Wb under 100% and above?&lt;br /&gt;
* [[Mortar Miss Radius Multiplier]] it doesn't have capacity factors like normal, instead it has capacity offsets similar to the melee hit, melee dodge, and shooting accuracy. Afaik its the only non-post processed example. Should this replace the normal importance stats then?&lt;br /&gt;
* Do textiles have door speeds now with animal flap?&lt;br /&gt;
* [[Drug Crop Harvest Yield]]&lt;br /&gt;
* Work as a concept should be made into a page, see also [[Work To Make]], but that only applies to certain things. Work is consistent hwoeve e.g. work to mine.&lt;br /&gt;
* Can now jump pack with downed pawns. Page needs updating with strats.&lt;br /&gt;
* [[Terrain]] water has a extraDeteriorationFactor var of 3. Investigate and integrate.&lt;br /&gt;
* Tree connection and cocoa trees? DO they count&lt;br /&gt;
* [[Gunlink|Gunlinks]], see u/Hanif_Shakiba's very good post and update the analysis based on own findings and their post - key points, 1) Doubling of DPS of skill 0 pawn at combat relevant distances (12tiles)= Significant increase, check if HS's post agrees, 2) risk of headshot small, what weapons can 1 shot brain and does their ap invalidate most of the protection the simple helmet offers anyway? Lancer will basically ignore both so why not have better DPS? Once you upgrade to Marine/Cata then the eqn changes.&lt;br /&gt;
* Weapon testing - khit says that other discord users found that spear &amp;gt; longsword due to verb system changes fixing previous issue with spear. Needs new testing. Also need warhammer vs mace testing with steel and uranium. [[User: XeoNovaDan]] did previous mass testing. How? Mods? Dev Mode? Need to find out.&lt;br /&gt;
* [[Slavery]] and [[Human Resources]] need to be better integrated.&lt;br /&gt;
* style dominance.&lt;br /&gt;
* When 1.3 releases, use the list from the Goodwill folder to add to [[Factions]]&lt;br /&gt;
* Disfigurement needs to be on the injury page and linkt to from the social page, also the fact that it nullifies beauty traits but not ugly traits should be mentioned. &lt;br /&gt;
* Do animals get [[Food poisoning]] from raw foods? Its defined as &amp;quot;FoodPoisonChanceFixedHuman&amp;quot; which implies no and I've never seen it. Needs to be confirmed and integrated into the wiki. &lt;br /&gt;
* Effect of 1 strike from [[Venom fangs]] and [[venom talon]] - how much does 1 strike cause [[Toxic buildup]] and whats the effect on [[Consciousness]] i.e. how quickly does it debuff enemies. &lt;br /&gt;
* [[Wealth management]]&lt;br /&gt;
* [[User:Pangaea/Pawn test]]&lt;br /&gt;
* [[Circadian_half-cycler#Analysis]]&lt;br /&gt;
* [[Social]] - the opinion tables need updating&lt;br /&gt;
* harvestMinGrowth add to pages? - could be useful for production/time analysis if cutting down early produces more. check. &lt;br /&gt;
* [[Stat]] skills need to be defined like Capacities - with &amp;quot;Animals Base Value&amp;quot; and &amp;quot;Intellectual Bonus Per Level&amp;quot; as they can have more than one skill (e.g. hunting stealth). They ALL need to changed to fix this.&lt;br /&gt;
* stats should list allowed defect&lt;br /&gt;
* investigate if neural heat dump coma shortened by psy foil helmet&lt;br /&gt;
* Change stat table and others to templates to make use of Is Obsolete property (feed it to template, display if not obsolete property != True)&lt;br /&gt;
* [[Jade]] has different work to make and work to build stat factors&lt;br /&gt;
* Melee comparison page - add Maximum damage attack (or all attacks?), add cooldown, split material from quality (so you can look at only Plasteel weapons, or only Legendary Weapons).&lt;br /&gt;
*[[Diseases]] is a mess of non-standardization - with some information transcluded and other information not. The diseases should be standardized at least,. but really its likely that diseases shouldn't have the information and instead individual pages should be use with only a short summary of each disease on the Diseases page. &lt;br /&gt;
* Create attack animal comparison table? With health scale, DPS, training requirements&lt;br /&gt;
* [[Property:Small Volume]] exist but isn't displayed anywhere&lt;br /&gt;
* rewrite all the pages for the psyfocuses to properly reflect their use as such.&lt;br /&gt;
* Combat effectiveness of [[yayo]], adding [[overdose]] information&lt;br /&gt;
* [[Hospital_bed#Version_history]] is clean. Implement?&lt;br /&gt;
* Animals with wilderness above 10% (meaning all animals aside from farm animals) will have their tameness training degrade eventually&lt;br /&gt;
* Fix frag grenade and add to table.&lt;br /&gt;
* Tribal improved foraging vs outlander improved research and the effects on recruiting people of your tech level aren't anywhere I can find on the wiki&lt;br /&gt;
* [[Talk:Armor| Heat Armor]]&lt;br /&gt;
* Finish convert of [[Armor#Comparison table|Armor comparison table]] into row template ala ranged table on [[Weapons]], including steel and plasteel versions of material dependent metal items, include cloth, devilstrand, hyperweave and thrumbofur of cloth items? Maybe bloat. Put cloth items on clothing table only?&lt;br /&gt;
* [[Traits]] needs an overhaul. A lot of outdated info, a lot of subsidiary info. Investigate &amp;quot;Character Quality&amp;quot;  - beautiful adds 40% quality, staggeringly ugly reduces by 40%, wimp reduces by 15% etc&lt;br /&gt;
* [[Ice Sheet Guide]] - update, compare with previous edit-warred version&lt;br /&gt;
&lt;br /&gt;
==== 1.5 ====&lt;br /&gt;
Draykoth &lt;br /&gt;
Reading isn't just a learning activity, it's the best one, because it's the only one you can force a child to do. Instead of waiting for them to hit 90% learning and then do it on their own, if they have the reading learning need, you can just order them to go read&lt;br /&gt;
and they'll actually learn stuff if you have good books, not just get recreation &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reports that you can imprisone and study cult of horax membiers.&lt;br /&gt;
* [[mechanoid slag chunk]]&lt;br /&gt;
* [[Bionic jaw]]&lt;br /&gt;
* [[organ decay]] - scarless cures organ decay, affects heart, lungs and kidneys, one each only. Bioregeneration doesn't cure organ decay but does stop the counter. Mech serum cures it&lt;br /&gt;
&lt;br /&gt;
Anomaly&lt;br /&gt;
[[pit gate]]&lt;br /&gt;
[[cube sculpture]]&lt;br /&gt;
[[pit burrow]]&lt;br /&gt;
[[gray box]]&lt;br /&gt;
&lt;br /&gt;
New textures:&lt;br /&gt;
* Weapons&lt;br /&gt;
&lt;br /&gt;
Lore:&lt;br /&gt;
* research strings&lt;br /&gt;
* book rulestrings, planet descriptions - can also tell thingsa bout specific types of planet (e.g. toxworlds generally) not  specific planets&lt;br /&gt;
* Planet list of types.&lt;br /&gt;
&lt;br /&gt;
Unreported change&lt;br /&gt;
* Drill arms on the shoulder. &lt;br /&gt;
* Shelves don't have quality&lt;br /&gt;
* Smelt or destroy thing combined bill on smelter&lt;br /&gt;
* psy lances had warmup or cooldown chances changed?&lt;br /&gt;
* skulls are core&lt;br /&gt;
* trade price improvement now capped at 39.50%&lt;br /&gt;
 Cooking speed uncapped?&lt;br /&gt;
&lt;br /&gt;
Unrleated to 1.5 but to be implemented:&lt;br /&gt;
For example, Baby Infant Illness is NOT cured by the biosculptor -- but you can keep tossing in the baby until Grave Illness switches to Common&lt;br /&gt;
&lt;br /&gt;
After some quick tests - Looks like piercing spine is.. still behaving a little weird but this doesn't seem like a bug so much as a weird damage type thing.&lt;br /&gt;
It does 30 damage when hitting an external part (which is quite uncommon, possibly need to look at piercing spine specifically to see if it's got an abnormally high internal part hit chance).&lt;br /&gt;
When hitting an internal part it does 22.5 damage to the parent part and 12 damage to the internal part. Which is a little weird because regular stabs just do their full damage distributed evenly amongst the parts hit.. This is instead doing 75% damage to the parent and 40% to the internal for a *slight* damage increase.&lt;br /&gt;
There's no longer the armor interaction weirdness. Now if that internal part was targeted and the hit was mitigated by armor it would do 11 to the parent and 6 to the internal part.&lt;br /&gt;
The changes make piercing spine vastly less lethal, but probably more useful. You won't randomly poke someone's liver out and kill them immediately, but on the other hand you *will* do a bunch of torso damage and cause them to bleed if you hit something like a stomach, kidney ect. Previously you could just pop out someone's stomach with a piercing spine and they'd be literally unharmed minus the part.&lt;br /&gt;
&lt;br /&gt;
Yeah it's now incapable of removing an internal part without damaging the external part, which is how basically all other damage types work. It should be *vastly* more consistent, less spontaniously lethal (the damage done to internal parts has gone down substantially, below the threshold for 1-shots in most case), and better when contributing to damage done by other damage types&lt;br /&gt;
And now piercing spines won't do that annoying thing where they magically remove someone's stomach or kidney, which has no impact on their combat performance whatsoever. Now they'll have a substantially mangled torso and a damaged stomach/kidney instead&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Apparel !! Cold insulation !! Heat insulation !! Material Cost&lt;br /&gt;
|-&lt;br /&gt;
| Button-down shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Insulation Factor - Cold}} + {{Q|Button-down shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Insulation Factor - Heat}} + {{Q|Button-down shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Resource 1 Amount}} + {{Q|Button-down shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| T-shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Insulation Factor - Cold}} + {{Q|T-shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Insulation Factor - Heat}} + {{Q|T-shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Resource 1 Amount}} + {{Q|T-shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| Formal shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Insulation Factor - Cold}} + {{Q|Formal shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Insulation Factor - Heat}} + {{Q|Formal shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Resource 1 Amount}} + {{Q|Formal shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| Tribalwear&lt;br /&gt;
| {{Q|Tribalwear|Insulation Factor - Cold}}&lt;br /&gt;
| {{Q|Tribalwear|Insulation Factor - Heat}}&lt;br /&gt;
| {{Q|Tribalwear|Resource 1 Amount}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Changelog&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
RimWorld update 1.5 public changelog&lt;br /&gt;
New stuff - base game&lt;br /&gt;
Books and bookcases&lt;br /&gt;
Added books. Colonists can acquire books and read them for recreation and for their unique bonuses: textbooks increase a specific skill, schematics progress a certain research project, and novels increase recreation faster.&lt;br /&gt;
Added bookcases. These are used to store books. Storing books in bookcases increases the beauty of a room, makes nearby research benches faster, and increases the XP and recreation gained from reading.&lt;br /&gt;
Books are obtained from traders or quest rewards.&lt;br /&gt;
Wall lamps, flood lights, hidden conduits, couches, and ornate doors&lt;br /&gt;
Added wall lamps and wall torches which are placed directly on walls. They provide slightly less light compared to their standing version.&lt;br /&gt;
Added flood lights. These are powerful and expensive outdoor lights that cover large areas.&lt;br /&gt;
Added hidden conduits. These are invisible unless the building or power UI is active. Hidden conduits are harder to damage from explosions or fire.&lt;br /&gt;
Added couches. They function like armchairs but have room for two colonists instead of one.&lt;br /&gt;
Added ornate doors. These are the first 2x1 doors in RimWorld and they suit prestigious buildings like throne rooms and temples.&lt;br /&gt;
Mechanoid water emergence and slag chunks&lt;br /&gt;
Mechanoids can now emerge from bodies of water to attack your colony.&lt;br /&gt;
Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)&lt;br /&gt;
Crawling&lt;br /&gt;
When downed, humans still capable of manipulation can now crawl on the ground instead of being fully incapacitated.&lt;br /&gt;
Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Enemies can crawl too.&lt;br /&gt;
New wanderers after a “game over”&lt;br /&gt;
When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony.&lt;br /&gt;
This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game.&lt;br /&gt;
This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.&lt;br /&gt;
UI and art&lt;br /&gt;
Added a search tool (default hotkey: Z) which allows searching visible areas on the map for items, buildings, plants, creatures, and more.&lt;br /&gt;
Added an option to make colonists’ moods on the colonist bar much more visible. They change color and glow when below mental break thresholds.&lt;br /&gt;
Added silhouette highlighting when the camera is zoomed out to make pawns more visible. This can be customized in the game’s settings.&lt;br /&gt;
Added a 12 / 24 hour clock option.&lt;br /&gt;
Added a zoom to mouse option where the game zooms in towards the position of your mouse, instead of the center of the screen.&lt;br /&gt;
Redesigned the prisoner tab.&lt;br /&gt;
Redesigned the health tab.&lt;br /&gt;
New and improved weapon art.&lt;br /&gt;
Improved plant art and added immature and leafless variants.&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Added “Clean room” command for colonists.&lt;br /&gt;
Added &amp;quot;Mine vein&amp;quot; designator. This command orders colonists to mine out all connected mineral of a single type with one click.&lt;br /&gt;
Added separate &amp;quot;smooth walls&amp;quot; and &amp;quot;smooth floors&amp;quot; designations to structure and floor architect tabs.&lt;br /&gt;
Added a bionic jaw prosthetic.&lt;br /&gt;
Added the organ decay disease.&lt;br /&gt;
Added auto rebuild option on firefoam poppers.&lt;br /&gt;
Added the ability to dismiss traders.&lt;br /&gt;
Added new options on the world map to easily send caravans.&lt;br /&gt;
Added new SFX for animals eating.&lt;br /&gt;
Added new jungle night ambience SFX. This removes the old high-pitched noises.&lt;br /&gt;
Added new warm up SFX for psychic shock lances, psychic insanity lances, psychic animal pulsers.&lt;br /&gt;
Added and updated SFX for melee &amp;amp; ranged hit impacts.&lt;br /&gt;
Improvements and adjustments - base game&lt;br /&gt;
Pawns&lt;br /&gt;
Ensure humanlikes are fed first in caravans.&lt;br /&gt;
Allowed capturing carried pawns.&lt;br /&gt;
Ascetics ignore &amp;quot;Ate without table&amp;quot; thought.&lt;br /&gt;
Improved construction hauling.&lt;br /&gt;
Ensure beggars never show up with the requested item in their inventory.&lt;br /&gt;
Confused wandering has a max duration of 2 days.&lt;br /&gt;
Non-player faction animals with no lord eventually leave the map.&lt;br /&gt;
Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and other equivalent equipment.&lt;br /&gt;
Increase target prone accuracy modifier from 20% to 50%.&lt;br /&gt;
Bionic stomachs reduce the chance of getting food poisoning by half.&lt;br /&gt;
Added north and south facing artwork for all dessicated animals.&lt;br /&gt;
Death-on-downed chance now applies to non damage health state changes.&lt;br /&gt;
Rebalance brawler trait to offset skill more than mood.&lt;br /&gt;
Tending to non-hostile factions improves goodwill.&lt;br /&gt;
Killed leavings are deterministic instead of random on death.&lt;br /&gt;
Invisible pawns no longer block hostiles from pathing through them.&lt;br /&gt;
Added “pyro used fire weapon” thought.&lt;br /&gt;
Improved firefighting so colonists prioritize putting out nearby fires.&lt;br /&gt;
Teetotaler vs chemical interest opinion now only applies to teetotaler trait, not idelogion.&lt;br /&gt;
Starting colonists have a chance to spawn with possessions related to their traits.&lt;br /&gt;
UI and art&lt;br /&gt;
Improved research UI.&lt;br /&gt;
Improved policy UI.&lt;br /&gt;
Changed visuals for tainted apparel&lt;br /&gt;
Added a corpse color modifier and changed rotting corpse colors.&lt;br /&gt;
Display progress on research projects in project tooltip.&lt;br /&gt;
Research benches display research speed factors on the inspect pane instead of work speed.&lt;br /&gt;
Clicking the &amp;quot;Need research&amp;quot; alert opens the research tab.&lt;br /&gt;
Draw the light radius of torches, braziers and lamps in yellow when placing or selected.&lt;br /&gt;
New pawns will always be placed to the right side of the colonist bar.&lt;br /&gt;
Allow targeting via the colonist bar.&lt;br /&gt;
Adjust stat names slightly so they fit better in tooltips.&lt;br /&gt;
Zones are renamed by the button on the inspect pane instead of by the gizmo.&lt;br /&gt;
Add thought title to thought tooltip in case it's too long for the needs card.&lt;br /&gt;
Food now shows its ingredients in the tooltip in caravan/trade dialogs.&lt;br /&gt;
Ingredients in menus are now sorted from highest quantity to lowest.&lt;br /&gt;
Added research project info to research bench inspect panes.&lt;br /&gt;
Egg box has a &amp;quot;select contained thing&amp;quot; gizmo.&lt;br /&gt;
Replaced X button texture with trash can for all &amp;quot;delete&amp;quot; instances.&lt;br /&gt;
List &amp;quot;efficiency&amp;quot; of added parts in point form like other hediff effects.&lt;br /&gt;
Relabel misc injury to &amp;quot;wound&amp;quot;.&lt;br /&gt;
Remove &amp;quot;shot by X&amp;quot; in tooltips if the pawn is player controlled and not drafted.&lt;br /&gt;
Draw subtle background over main menu links to prevent bright backgrounds rendering them invisible.&lt;br /&gt;
When using a techprof persona core, bring up the research completed window.&lt;br /&gt;
“Select contained thing” gizmo now displays the thing as the icon.&lt;br /&gt;
Update Ludeon logo on main menu links.&lt;br /&gt;
Reorganized some buildables on the furniture architect tab.&lt;br /&gt;
Hide meditation focus radius ring from torches and braziers.&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Allow creating storage groups for single shelves by clicking the &amp;quot;rename&amp;quot; button on the inspect pane.&lt;br /&gt;
Show message when various abilities' cooldown ends.&lt;br /&gt;
Undergrounder trait description mentions pawns will be unhappy outdoors.&lt;br /&gt;
Added an option to increase/decrease the number of autosaves the game will keep (1-25)&lt;br /&gt;
Lung rot moved from Biotech to Core.&lt;br /&gt;
Infestations now refund/minify any buildings they destroy.&lt;br /&gt;
Update bridges to be the same color as wood floors.&lt;br /&gt;
Moved natural hair ColorDefs to Core from Ideology.&lt;br /&gt;
Meteorite strikes will no longer hit monuments.&lt;br /&gt;
Fires produce light.&lt;br /&gt;
Things to load into transport pods can now be changed at any time.&lt;br /&gt;
Numpad enter can now be used in dialogs the same way that return can.&lt;br /&gt;
Scale damage to buildings from fire/burn damage by their flammability.&lt;br /&gt;
Removed some spot building exploits.&lt;br /&gt;
Foam turret activation cooldown is paused while repressurizing and unpowered.&lt;br /&gt;
Gas now dissipates slower in roofed areas.&lt;br /&gt;
Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.&lt;br /&gt;
Adjusted some backstories to align with universe canon.&lt;br /&gt;
Improve descriptions of hediffs for prosthetics.&lt;br /&gt;
Rephrased grid excess/stored inspect string for clarity. Now &amp;quot;Grid excess: X (Y stored)&amp;quot;.&lt;br /&gt;
Improved lighting for roof eaves.&lt;br /&gt;
Updated flame damage to scale with building flammability.&lt;br /&gt;
Added &amp;quot;resources to make&amp;quot; stat entry for buildables.&lt;br /&gt;
Created an &amp;quot;ingredients&amp;quot; stat entry for craftable ThingDefs.&lt;br /&gt;
Added a duplicate area button to the area management window.&lt;br /&gt;
Added new Core tips.&lt;br /&gt;
Tinctoria now has a lifespan of 12 days.&lt;br /&gt;
Improvements and adjustments - Royalty&lt;br /&gt;
Bestower and guards exit the map more quickly.&lt;br /&gt;
Increased work to build for braziers.&lt;br /&gt;
Improvements and adjustments - Ideology&lt;br /&gt;
Ideoligion pawn column is not drawn in Ideology disabled mode.&lt;br /&gt;
Styling stations now display favorite and ideoligion colors with a small icon.&lt;br /&gt;
Trader inventories try to use the styles available for their primary ideoligion.&lt;br /&gt;
Update drug policy records when pawn leaves biosculptor pods.&lt;br /&gt;
Moral guide abilities now wake up sleeping pawns.&lt;br /&gt;
&amp;quot;Unlocked by X&amp;quot; -&amp;gt; &amp;quot;Origin X&amp;quot; for building styles from memes in precept edit dialog.&lt;br /&gt;
Reliquary has a “select contained thing” gizmo.&lt;br /&gt;
Loudspeakers and lightballs can now be switched on and off.&lt;br /&gt;
Improvements and adjustments - Biotech&lt;br /&gt;
Adjusted wastepack incident to consider pollution.&lt;br /&gt;
Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.&lt;br /&gt;
Slightly reduce the mass of sashes.&lt;br /&gt;
Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.&lt;br /&gt;
Remove reference to damage over time in acid spray gene description.&lt;br /&gt;
Added toxalope corpse artwork.&lt;br /&gt;
Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
Displayed a stat entry for turrets attached to pawns, such as heavy mechs.&lt;br /&gt;
Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
Displayed when a mechanitor is required to start the next cycle in gestator inspect strings.&lt;br /&gt;
Updated fire spew LOS highlighting.&lt;br /&gt;
Berserk and similar psycasts no longer work on bosses.&lt;br /&gt;
Apocriton is ultraheavy weight class mech.&lt;br /&gt;
Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
Babies in caravans now ignore drug policies like they do on map.&lt;br /&gt;
Added float menu option to take baby to a safe location.&lt;br /&gt;
Dev tools&lt;br /&gt;
Added “Start game with dev palette on” settings option.&lt;br /&gt;
Only show names for official mods in incident chances debug output.&lt;br /&gt;
Added more columns to incident chances debug output.&lt;br /&gt;
Added tools for unfogging and refogging rects of the map.&lt;br /&gt;
Improvements to the &amp;quot;change style&amp;quot; tool. Allow changing colors of hair and apparel instantly in dev mode. Allow changing style of dead or otherwise unspawned pawns.&lt;br /&gt;
Added debug tool for spawning pawns of a specific lifestage.&lt;br /&gt;
Added tool for tending all bleeding hediffs.&lt;br /&gt;
Added &amp;quot;destroy part&amp;quot; option to apply damage dev tool.&lt;br /&gt;
Added pinnable &amp;quot;add hediff&amp;quot; debug action.&lt;br /&gt;
Dev palette entries no longer re-cache their labels.&lt;br /&gt;
Added &amp;quot;None&amp;quot; option for &amp;quot;Set faction&amp;quot; dev tool.&lt;br /&gt;
Added an editor window for authoring SimpleCurve objects.&lt;br /&gt;
Added contents in braces to &amp;quot;add hediff&amp;quot; debug table for hediffs with names shared by another.&lt;br /&gt;
Smooth surface applies instantly if in godmode.&lt;br /&gt;
Fires are now spawnable with the &amp;quot;Spawn thing&amp;quot; tool. Spawning fires on top of existing ones will increase the size.&lt;br /&gt;
Added &amp;quot;Recalculate threat points&amp;quot; debug action. &amp;quot;Current threat points&amp;quot; output recalculates before logging.&lt;br /&gt;
Added “Music debugger”&lt;br /&gt;
Technical&lt;br /&gt;
Rewrote pawn rendering to use a parent/child node system. This allows for animations and visual dynamic parts to be added/removed easily (technical document link).&lt;br /&gt;
Implemented asset hot-reload for developer/modder ease.&lt;br /&gt;
Added support for maps which don’t have a corresponding world tile.&lt;br /&gt;
Added new virtual relationship record system. Maintains relationship information without bloating save files.&lt;br /&gt;
Pawn rendering is now multithreaded.&lt;br /&gt;
Added a new super-fast dynamic thing culling system.&lt;br /&gt;
Added support for wall attached buildings.&lt;br /&gt;
Added infection pathway system. These allow for the easy tracking and explanation of infection for the purposes of hediffs and incidents. Only used for some Anomaly content, does not change how base game infection works. Infection pathways can optionally require a source pawn kind attached to them for extra detail.&lt;br /&gt;
Added a new music system which can change between songs based on current game state.&lt;br /&gt;
Optimizations to various alerts.&lt;br /&gt;
Small optimizations to beauty calculations.&lt;br /&gt;
Optimize food searching for animals in pens.&lt;br /&gt;
Minor performance improvements for tending WorkGivers.&lt;br /&gt;
Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map.&lt;br /&gt;
Decoupled AbilityDef.level from psylink to allow modders to create other leveled abilities.&lt;br /&gt;
Added timestamps and repetition count on log messages.&lt;br /&gt;
Replace MapMeshFlags enum with a Def.&lt;br /&gt;
Updated Russian language worker.&lt;br /&gt;
Add dev gizmo to manually toggle building power.&lt;br /&gt;
Added disableImpassableShotOverConfigError flag to ThingDef.&lt;br /&gt;
Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.&lt;br /&gt;
Damage effect pawn tinting is done in material property block instead of copying a new material.&lt;br /&gt;
Tick equipment on pawns.&lt;br /&gt;
Removed redundant burning stump spawn check.&lt;br /&gt;
Small optimization for gas section layer setup.&lt;br /&gt;
Unified import modes for building atlases.&lt;br /&gt;
Allow ThingComps to affect Thing stats like CompAffectedByFacilities.&lt;br /&gt;
Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.&lt;br /&gt;
Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.&lt;br /&gt;
Skill gains/possessions from traits and backstories have a custom xml loader which reduces xml config.&lt;br /&gt;
Replace BackstoryDef's &amp;quot;baseDesc&amp;quot; with Def's &amp;quot;description&amp;quot; field.&lt;br /&gt;
Made xpGainAmount from skilltrainers configurable.&lt;br /&gt;
Removed CompProperties_Neurotrainer and CompNeurotrainer, replaced them with existing skill/ability gaining comps.&lt;br /&gt;
Gas rendering now sends density values to the shader and color and texturing is resolved there.&lt;br /&gt;
Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.&lt;br /&gt;
Hediffs can now override the skin shader.&lt;br /&gt;
Disabled work types use a cached value instead of recalculating every call.&lt;br /&gt;
Changed steamAppId to uint.&lt;br /&gt;
More control over flecks/motes via XML.&lt;br /&gt;
Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().&lt;br /&gt;
Renamed classic -&amp;gt; classicExtraMode and hiddenIdeoMode -&amp;gt; classicMode.&lt;br /&gt;
Removed Biotech MayRequire from MeleeDamageFactor stat.&lt;br /&gt;
If a customizer is defined, rule selection for &amp;quot;p=&amp;quot; acts like priority instead of weight.&lt;br /&gt;
Increased float range serialization precision.&lt;br /&gt;
Allowed areas are now per map.&lt;br /&gt;
Reduce the base maxRemembered value of history events to alleviate some save file bloat.&lt;br /&gt;
Bugfixes&lt;br /&gt;
Fix: Meteorites leaving stone change terrain after save/load cycle.&lt;br /&gt;
Fix: Many pawns in a small space can cause heat to build up forever.&lt;br /&gt;
Fix: Checking/unchecking pregnant animal slaughter inconsistent with checking/unchecking slaughter bonded with animals total.&lt;br /&gt;
Fix: Auto-slaughter attempting to slaughter youngest animals and pregnant first.&lt;br /&gt;
Fix: Psychic suppressor constantly being reapplied at edge of range on world map.&lt;br /&gt;
Fix translation issue: Wrong surgery outcome texts without Biotech.&lt;br /&gt;
Fix: Lodgers can farskip and enter ancient complex shuttles.&lt;br /&gt;
Fix: Several issues with pollution clearing.&lt;br /&gt;
Fix: Neurotrainers not including aptitudes in message.&lt;br /&gt;
Fix: CompPollutionPump uses Find.CurrentMap for artificial building check.&lt;br /&gt;
Fix: Out of bounds error when looking for a meditation spot.&lt;br /&gt;
Fix: Mineable steel generation in tutorial.&lt;br /&gt;
Fix: Smeltable thing filter allowing wooden apparel to be smelted.&lt;br /&gt;
Fix: Unfogging working incorrectly for large buildings.&lt;br /&gt;
Fix: Ink black hair not rendering the correct color.&lt;br /&gt;
Fix: Nudists trigger “need warm clothes” alert.&lt;br /&gt;
Fix: Error getting null target for throne/bedroom requirements alert explantation.&lt;br /&gt;
Fix: Whitespace on claw injury label.&lt;br /&gt;
Fix: Gatherings could select invalid organizers.&lt;br /&gt;
Fix: Team skills showing disabled skills.&lt;br /&gt;
Fix: Duelists interacting while in ritual.&lt;br /&gt;
Fix: uint parsing failure.&lt;br /&gt;
Fix: Mech bosses can be called one after the other within a 2 second window.&lt;br /&gt;
Fix: Consumable items can appear as relics.&lt;br /&gt;
Fix: Installation blueprints render behind things.&lt;br /&gt;
Fix: Ancient fences and wire not deconstructible.&lt;br /&gt;
Fix: Hediff iteration not correctly accounting for hediff removal.&lt;br /&gt;
Fix: Targeting circle not displaying above some thing overlays.&lt;br /&gt;
Fix: Prevent wall raise from being used on indestructible things.&lt;br /&gt;
Fix: If a pawn dies while jumping, their corpse (and held item) is not spawned.&lt;br /&gt;
Fix: Melee trap damage/ap stats display as 5x as high, despite being spread over 5 hits.&lt;br /&gt;
Fix: Precept_Role.apparelRequirements potential NullReferenceException.&lt;br /&gt;
Fix: Organ traded/sold/installed thoughts have &amp;quot;organ harvested&amp;quot; label.&lt;br /&gt;
Fix: Drugs being considered with the fresh filter.&lt;br /&gt;
Fix: Don't send fuel node messages if the fuel node was destroyed.&lt;br /&gt;
Fix: Learning rate being applied on tech print XP bonus.&lt;br /&gt;
Fix: Error when looking for a spectate cell.&lt;br /&gt;
Fix: Error when mining smoothed wall for door blueprint.&lt;br /&gt;
Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.&lt;br /&gt;
Fix: Error when creating xenogerm in certain circumstances.&lt;br /&gt;
Fix: Potential scenario where an unspawned pawn could organize a gathering.&lt;br /&gt;
Fix: Incorrect stack count when looking for food to train animals&lt;br /&gt;
Fix: Ensure duelists drop their weapons if the duel is called off/canceled.&lt;br /&gt;
Fix: Remove wake up trigger if lord or pawns don't exist.&lt;br /&gt;
Fix: Exception getting growth points for dead pawn.&lt;br /&gt;
Fix: Saved references to destroyed relic/removed ideo/precept.&lt;br /&gt;
Fix: Spectators can reserve altar interaction spots during rituals.&lt;br /&gt;
Fix: Pawns no longer analyze items at unpowered research benches.&lt;br /&gt;
Fix: Duel not ending if a fighter starts a mental break.&lt;br /&gt;
Fix: Setting the drug policy of imperial troops makes them drop their drugs required for their xenotype.&lt;br /&gt;
Fix: Notifications are sent about guests that are leaving the map.&lt;br /&gt;
Fix: Trying to save discarded pawn reference in BattleLogEntry.&lt;br /&gt;
Fix: Rounding shows resistance at 0.0, but recruitment isn't available yet.&lt;br /&gt;
Fix: Slaves are unable to attack in duels without having an aggressive reaction set.&lt;br /&gt;
Fix: Gender specific apparel does not show gender in their info tab.&lt;br /&gt;
Fix: Ritual opportunity letters now prefer pointing to altars and ideograms before ritual spots.&lt;br /&gt;
Fix: Empty caskets aren’t claimable.&lt;br /&gt;
Fix: Research bench &amp;amp; techprints don't respect allowed area.&lt;br /&gt;
Fix: Ability cooldown text cutoff in windowed mode.&lt;br /&gt;
Fix: Deathresting pawns don't display life threatening hediff alerts.&lt;br /&gt;
Fix: Firefoam pop pack: Wrong stat name and description.&lt;br /&gt;
Fix: Mech rechargers don't count as artificial.&lt;br /&gt;
Fix: Colonist backstories getting generated on any pawns.&lt;br /&gt;
Fix: Pen marker nutrition calculation not working in some circumstances.&lt;br /&gt;
Fix: KillThirst persona weapon thought not translatable.&lt;br /&gt;
Fix: Column style variants are visually squished.&lt;br /&gt;
Fix: Pawns can hack even with hacking stat disabled.&lt;br /&gt;
Fix: Dates on history tab can be cut off if too long.&lt;br /&gt;
Fix: Multicell things beauty counted once per cell.&lt;br /&gt;
Fix: Float menu error if construction is blocked by trees marked for extraction.&lt;br /&gt;
Fix: Desired color not saved if apparel has not been colored before.&lt;br /&gt;
Fix: Goodwill from guest average mood not being applied.&lt;br /&gt;
Fix: JobDriver_Meditate.Notify_Starting doesn't check if the psychic entropy tracker exists.&lt;br /&gt;
Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.&lt;br /&gt;
Fix: Targeting gizmos now deselect any active designators.&lt;br /&gt;
Fix: Headgear apparel doesn't check canBeGeneratedToSatisfyWarmth flag.&lt;br /&gt;
Fix: Prisoners can start social fights with non-prisoners.&lt;br /&gt;
Fix: Unable to strip prisoners that were quest lodgers.&lt;br /&gt;
Fix: God Mode Toggle causing issues selecting Pawns in the Top Bar.&lt;br /&gt;
Fix: Simple meal gizmo doesn't display correct texture.&lt;br /&gt;
Fix: Pawn name changes spacing on biosculptor pod when zooming camera in and out.&lt;br /&gt;
Fix: Inconsistencies with random graphics when installing minified buildings&lt;br /&gt;
Fix: Empire hostile to beggar temp factions.&lt;br /&gt;
Fix: Exception feeding a baby which died during feeding.&lt;br /&gt;
Fix: Randomized graphics not maintained across blueprint -&amp;gt; frame -&amp;gt; building&lt;br /&gt;
Fix: Line color inconsistency between drum/campfire link and light ball/speaker link.&lt;br /&gt;
Fix: Art bench: The word &amp;quot;make&amp;quot; is missing for ideoligion sculptures.&lt;br /&gt;
Fix: Error trying to breastfeed a baby inside a gene extractor.&lt;br /&gt;
Fix: Mech cluster mortars can be roofed over without any penalty.&lt;br /&gt;
Fix: Sanguophage meetings sometimes skip implantation.&lt;br /&gt;
Fix: Red error attempting to plant held Gauranlen pod.&lt;br /&gt;
Fix: DeleteSpawnedPawns() in Autotests_ColonyMaker missing null check.&lt;br /&gt;
Fix: Gather for childbirth gizmo showing on beds when ritual has already started.&lt;br /&gt;
Fix: Sanguophages don't know how to react to hunters being captured.&lt;br /&gt;
Fix: Line connecting pawn under combat command goes off map.&lt;br /&gt;
Fix: Minor typo in ThreatReward_Manhunters_ItemPod.&lt;br /&gt;
Fix: Fixed pawns praying during labor interrupting the ritual.&lt;br /&gt;
Fix: 'Push heat' debug command doesn't do increments; all options do the maximum.&lt;br /&gt;
Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied.&lt;br /&gt;
Fix: Errors when social fight interrupts dyeing clothing.&lt;br /&gt;
Fix: Duplicate &amp;quot;respected if guilty&amp;quot; execution precept in inhuman meme.&lt;br /&gt;
Fix: Prevent colonists from eating at a fogged table.&lt;br /&gt;
Fix: Colony mechs ignore mortar shell settings.&lt;br /&gt;
Fix: Doctors now ignore medicine restrictions when draft tending with medicine from their inventory.&lt;br /&gt;
Fix: Hyperlinks on research screen drawn out of bounds, causing performance impact with larger unlock lists.&lt;br /&gt;
Fix: Lesson giving reservation bug.&lt;br /&gt;
Fix: Prisoner interaction mode is reset upon being released.&lt;br /&gt;
Fix: Traders spawn with incorrect food need value.&lt;br /&gt;
Fix: Collapsing from exhaustion no longer throws error if the pawn can't reserve the cell.&lt;br /&gt;
Fix: Berserk warcalled animals will not attack hostile turrets.&lt;br /&gt;
Fix: Fire spew can shoot through walls.&lt;br /&gt;
Fix: Error when recalculating ideoligion diversity on a save that had other expansions added after the start.&lt;br /&gt;
Fix: Filters not applied correctly on ingredients/products in recipe tooltip.&lt;br /&gt;
Fix: Invalid spectate cells can be picked when the ritual room is too small.&lt;br /&gt;
Fix: Recalculate product counts more reliably.&lt;br /&gt;
Fix: Fence gates now prefer to connect to fences.&lt;br /&gt;
Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed.&lt;br /&gt;
Fix: Shooting projectiles phase through walls if the distance to target is less than 5 tiles.&lt;br /&gt;
Fix: Perfect immunity doesn't block gut worms or muscle parasites.&lt;br /&gt;
Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
Fix: Favorite/ideoligion color thoughts not occuring with exactly 60% colored apparel.&lt;br /&gt;
Fix: Off loudspeakers are now counted correctly when determining ritual quality.&lt;br /&gt;
Fix: Blueprints now maintain the correct random graphic when being installed.&lt;br /&gt;
Fix: Error during archonexus quest.&lt;br /&gt;
Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.&lt;br /&gt;
Fix: Beckon ability doesn’t wake up dormant mechs.&lt;br /&gt;
Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.&lt;br /&gt;
Fix: Overlapping damage/death sounds caused by clamped value in ExecutionUtility.ExecutionInt().&lt;br /&gt;
Fix: Building_GrowthVat doesn't set itself as allowedNutritionSettings parent in ExposeData().&lt;br /&gt;
Fix: Error trying to execute colonists after banishing them.&lt;br /&gt;
Fix: Unstuffed gas mask doesn't have armor set up correctly.&lt;br /&gt;
Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.&lt;br /&gt;
Fix: Power conduit frames appear below walls.&lt;br /&gt;
Fix: Gene loss shock is healed before scars and injuries when using healing serum.&lt;br /&gt;
Fix: Cannot release wild man after arrest.&lt;br /&gt;
Fix: Various high tech research projects missing research bench requirements.&lt;br /&gt;
Fix: Prisoners who were former colonists still follow what was set on their schedule tab.&lt;br /&gt;
Fix: Ancient danger/ruins spawning positions were based on top left corner instead of center. Spawning these should be more consistent.&lt;br /&gt;
Fix: Auto selected caravan food not clamping to mass limit.&lt;br /&gt;
Fix: Some ThingDefs, including meals, didn't display correct &amp;quot;created at&amp;quot; stat entries. These ThingDefs also display ingredients stat entries now.&lt;br /&gt;
Fix: Error on pawn hatching from egg on caravan.&lt;br /&gt;
Fix: Breastfeeding not clearing idle tag.&lt;br /&gt;
Fix: Lines not being drawn between facilities. Caused by correcting red line drawn between potentially supplanted facilities.&lt;br /&gt;
Fix: Pawns other than the bestowing target can be set as the target. They are able to leave and cause the bestower to stay until they collapse.&lt;br /&gt;
Fix: Double checking for heat stroke and hypothermia in bestowing ceremony lord.&lt;br /&gt;
Fix: Spray attacks can't target open door cells.&lt;br /&gt;
Fix: Acid and foam spray affected cells don't take into account leaning past cover.&lt;br /&gt;
Fix: Colonist is given a random faction when carried and then Farskipped to the same map tile.&lt;br /&gt;
Fix: Making baby food at campfires ignores work restrictions.&lt;br /&gt;
Fix: Dessicated squirrel corpses have north/south graphics flipped.&lt;br /&gt;
Fix: Mechanoids on caravans may throw an &amp;quot;out of bounds&amp;quot; error when trying to automatically shutdown on arrival if the landing zone is crowded.&lt;br /&gt;
Fix: Draw quest info minimized in character card if it would stack to 3 lines.&lt;br /&gt;
Fix: Temporary factions not in map attack target cache.&lt;br /&gt;
Fix: Unrecruitable pawns from slave purchases can join as colonists.&lt;br /&gt;
Fix: Colonists unable to mine walls while standing on furniture. Inconsistent with other work givers.&lt;br /&gt;
Fix: Fix error when projectile tries to hit a pawn that has just changed map.&lt;br /&gt;
Fix: Wrong save mode for inSignalsRemovePawn.&lt;br /&gt;
Fix: Medicineless hemogen extraction recipe brings blood loss up to 65%.&lt;br /&gt;
Fix: Light mechs have sensors and arms described as &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;, even though they don't have multiples.&lt;br /&gt;
Fix: Priority work not clearing for hauling&lt;br /&gt;
Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
Fix: Pawns can die from going from extreme -&amp;gt; serious toxic buildup due to consciousness differences.&lt;br /&gt;
Fix: Exception while recalculating various thoughts for passing ship pawns.&lt;br /&gt;
Fix: Hemogen farm does not take into account brain damage consciousness reduction.&lt;br /&gt;
Fix: Hemogen extraction done without medicine has less blood loss than extraction done with industrial medicine.&lt;br /&gt;
Fix: Handle scenarios where items set to load are null&lt;br /&gt;
Fix: Seek safe temperature jobs don’t respect a pawn’s allowed area.&lt;br /&gt;
Fix: Rot stink gas doesn't cause lung rot without Biotech.&lt;br /&gt;
Fix: Uncaptured pawns now have the “No meds” medical care setting.&lt;br /&gt;
Fix: Dev quickstart adds factions that are supposed to be replaced by others. Eg pirates by pirate wasters.&lt;br /&gt;
Fix: Default faction type doesn't set faction if it was replaced by another. (eg. Pirate waster can replace pirate)&lt;br /&gt;
Fix: Waster pawn kinds default to normal pirate faction.&lt;br /&gt;
Fix: Frame version of shelves missing copy and paste settings.&lt;br /&gt;
Fix: Error when changing a sanguophage to a baby on scenario setup.&lt;br /&gt;
Fix: Pawns can be rescued in rituals.&lt;br /&gt;
Fix: Required roles can leave rituals.&lt;br /&gt;
Fix: Mech slag not maintaining graphic index over saves.&lt;br /&gt;
Fix: Public Execution Ritual error.&lt;br /&gt;
Fix: Incorrect execution part selected. Deathless pawns have their brains targeted.&lt;br /&gt;
Fix: Abilities are used during duels.&lt;br /&gt;
Fix: Error when trying to generate a quest with no colony.&lt;br /&gt;
Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.&lt;br /&gt;
Fix: Can tend to temporarily hostile refugees.&lt;br /&gt;
Fix: Caravan errors if pawn can path but animal cannot.&lt;br /&gt;
Fix: &amp;quot;Herder&amp;quot; childhood backstory doesn't have any animal skill.&lt;br /&gt;
Fix: Animal pen auto cut not working in some circumstances.&lt;br /&gt;
Fix: ShootBeam was updating the current path when trying to draw highlights, which would cause a beam ability to change direction mid-fire.&lt;br /&gt;
Fix: Dev palette error with mental breaks on the bar and no colony.&lt;br /&gt;
Fix: Non optional materials selectable in bill details. Eg. components.&lt;br /&gt;
Fix: The &amp;quot;run wild&amp;quot; mental break can occur on unwaveringly loyal pawns, causing them to be tameable.&lt;br /&gt;
Fix: Error with custom mechanoids with talking ability attempting to give/receive lessons without skills component.&lt;br /&gt;
Fix: Shuttle fly distance inconsistent between calling from caravan vs calling from map.&lt;br /&gt;
Fix: Pawns participating in duels can equip weapons they are otherwise unable to do so (bladelinked, biocoded, bonded, etc).&lt;br /&gt;
Fix: Charged abilities can be cast via queuing into negative charges.&lt;br /&gt;
Fix: Error with mechanitor corpses causing gizmos to be hidden.&lt;br /&gt;
Fix: Secondary use item targets are reserved when first ordering usage.&lt;br /&gt;
Fix: Herd migration ignoring pollution.&lt;br /&gt;
Fix: Wardens with nil suppress rate get stuck suppressing.&lt;br /&gt;
Fix: Can't force target mortar without shell.&lt;br /&gt;
Fix: Pawn duty being cleared during childbirth.&lt;br /&gt;
Fix: Add appropriate work to make tox packs.&lt;br /&gt;
Fix: Fire spew ability not leaning like other ranged attacks.&lt;br /&gt;
Fix: Required hediffs and traits of thoughts not working together causing thought to not be present when it should be.&lt;br /&gt;
Fix: Wearing human leather apparel thought not properly nullified by ideoligion precepts.&lt;br /&gt;
Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
Fix: Error when trying to construct a watermill generator with water check cells out of bounds of map in god mode.&lt;br /&gt;
Fix: Drafted pawns now respect forbidden doors.&lt;br /&gt;
Fix: Disallowed filters are now checked before allowed filters.&lt;br /&gt;
Fix: Hostile pawns can no longer be placed in beds.&lt;br /&gt;
Fix: Speakers now show connection lines to lightballs.&lt;br /&gt;
Fix: Faction goodwill not giving full reward.&lt;br /&gt;
Fix: Name of Ideo ritual room keeps randomly changing from default to ideo worship room name.&lt;br /&gt;
Fix: Hungry pawn undrafted on map edge can throw out of bounds error for ingest job.&lt;br /&gt;
Fix: Non-fresh corpses no longer count towards days of food calculation in caravan dialog.&lt;br /&gt;
Fix: Cast ability job fails if ability goes on cooldown.&lt;br /&gt;
Fix: Potential error during throne speech.&lt;br /&gt;
Fix: Stone bill menu text cutoff.&lt;br /&gt;
Fix: Resurrected stillbirth thought remaining.&lt;br /&gt;
Fix: Error placing hostile baby in bed.&lt;br /&gt;
Fix: Extract skull job isn’t ended if designation is removed.&lt;br /&gt;
Fix: Show disabled option if pawn is incapable of hauling to shuttle.&lt;br /&gt;
Fix: The “leader” role for ideoligion in the “ideoligion system inactive” playthrough is not capitalized in the bio.&lt;br /&gt;
Fix: Duplication of &amp;quot;sold slave&amp;quot; opinion offset if Ideology is active.&lt;br /&gt;
Fix: Warcall animals not hostile to all threats.&lt;br /&gt;
Fix: Error when placing a blueprint near the edge of the map.&lt;br /&gt;
Fix: An animal being rescued / carried by a pawn cannot be assigned to a bed.&lt;br /&gt;
Fix: Pawns cause 10 jobs in one tick when recovering from downed and trying to recover a dropped weapon that's currently on fire.&lt;br /&gt;
Fix: Error when apocritons jump.&lt;br /&gt;
Fix: Issues reserving spots for gatherings.&lt;br /&gt;
Fix: Vitals monitor blueprint rotates backwards.&lt;br /&gt;
Fix: Fences on the edge of the map cause an error when attempting to link out of bounds.&lt;br /&gt;
Fix: Warning when reserving stack of food.&lt;br /&gt;
Fix: Duels and misc ritual saving/loading.&lt;br /&gt;
Fix: When a pawn that’s incapable of fire fighting is ordered to extinguish a fire, no right-click option shows up.&lt;br /&gt;
Fix: Deliver food causing reservation errors rarely.&lt;br /&gt;
Fix: Designations on minified things are maintained once they have been installed.&lt;br /&gt;
Fix: Need meditation spot notification typo.&lt;br /&gt;
Fix: Temporary factions can be selected for some quests.&lt;br /&gt;
Fix: Mechs are able to open hermetic crates if multiple pawns are selected.&lt;br /&gt;
Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
Fix: Missing Ideology check for Beggars PawnKindDef.&lt;br /&gt;
Fix: If there is no storage space for eggs in an egg box, there's no 'empty' option on the float menu at all.&lt;br /&gt;
Fix: Empire hussar cataphracts for quests come with no go juice.&lt;br /&gt;
Fix: Trader Kind things debug output appears incorrect.&lt;br /&gt;
Fix: Springer of trap counts as instigator of explosion.&lt;br /&gt;
Fix: Hide stack count warning when creating a caravan.&lt;br /&gt;
Fix: Allow players to order colonists to take medical drugs from their inventory.&lt;br /&gt;
Fix: Needs power overlay now respects draw offset.&lt;br /&gt;
Fix: Assigned pawn is maintained on throne reinstall.&lt;br /&gt;
Fix: Ideoligion presets with a single &amp;quot;random&amp;quot; style option don't adhere to normal style selection rules.&lt;br /&gt;
Fix: Quest lodgers don't have their apparel locked properly.&lt;br /&gt;
Fix: Disable work and add On Duty thought to helpers for raid reward quest.&lt;br /&gt;
Fix: Blood loss hediff applying death on downed chance.&lt;br /&gt;
Fix: Pawns aren't dropped when TakeToBed job is interrupted.&lt;br /&gt;
Fix: Error when an animal gives birth on a caravan.&lt;br /&gt;
Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held.&lt;br /&gt;
Fix: Pawn can't reserve bench next to another.&lt;br /&gt;
Fix: NRE uninstalling loudspeaker.&lt;br /&gt;
Fix: Pawns sometimes ignore manual work priorities, and will switch to lower-priority work mid-job.&lt;br /&gt;
Fix: Pawns sharing seats on interaction cells.&lt;br /&gt;
Fix: Clear designator selected area when changing map.&lt;br /&gt;
Fix: Caravans set to rest are considered idle.&lt;br /&gt;
Fix: Prisoner is forbidden after ritual finished and captured again.&lt;br /&gt;
Fix: NullReferenceException when trying to print replant blueprint.&lt;br /&gt;
Fix: Quest states 'the pigs will not do any work'. Pigs here referred to members of the pigskin faction.&lt;br /&gt;
Fix: Hide the “tend without medicine” float menu option if the pawn is being carried.&lt;br /&gt;
Fix: Teaching not giving passion thought.&lt;br /&gt;
Fix: Hide allow fresh on butcher config.&lt;br /&gt;
Fix: Stacking red error on bugged birth that won't end.&lt;br /&gt;
Fix: Huge lag spikes due to skygazing.&lt;br /&gt;
Fix: Transport pod crash refugees sometimes aren't downed.&lt;br /&gt;
Fix: Prevent colony faction prisoners from participating in childbirth.&lt;br /&gt;
Fix: Outdoor lighting in base generation doesn't follow the faction’s ideoligious style.&lt;br /&gt;
Fix: If a pack animal's inventory is emptied when it's asleep, its sprite doesn't update until it wakes up.&lt;br /&gt;
Fix: GenDrop trying to place things on filled cells.&lt;br /&gt;
Fix: Shadows not affecting trees.&lt;br /&gt;
Fix: 'Conversion resentment' gives separate instances instead of stacking.&lt;br /&gt;
Fix: You can influence pawns during mental breaks by changing how they react to nearby enemies.&lt;br /&gt;
Fix: Potential error while using comms console.&lt;br /&gt;
Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.&lt;br /&gt;
Fix: Slaves in mental states (not rebelling) display &amp;quot;X is rebelling&amp;quot; on ideoligion ritual dialog.&lt;br /&gt;
Fix: lastSleepDisturbedTick not saved.&lt;br /&gt;
Fix: Generic work giver labels.&lt;br /&gt;
Fix: Missing Steam app id for Biotech.&lt;br /&gt;
Fix: Cancel jobs upon load if item forbidden.&lt;br /&gt;
Fix: Rare music error when choosing a new song.&lt;br /&gt;
Fix: Prisoners getting unsafe hemogen bill.&lt;br /&gt;
Fix: End wick if explosive thing is despawned.&lt;br /&gt;
Fix: Quest lodgers no longer count towards idle colonist count.&lt;br /&gt;
Fix: Dev toggles on pawn log ITab display in large font.&lt;br /&gt;
Fix: Beggar tense incorrect for &amp;quot;have accepted&amp;quot; gift.&lt;br /&gt;
Fix: “Reduce will” not using the correct interaction.&lt;br /&gt;
Fix: Mech gestators spawning mechs early.&lt;br /&gt;
Fix: Blood loss doesn't show up in a colonist's health tab when viewed from the caravan embark setup.&lt;br /&gt;
Fix: Marking carried animals for slaughter throws an error.&lt;br /&gt;
Fix: Float rounding pawn generation error.&lt;br /&gt;
Fix: Hediff_ChemicalDependency doesn't override CopyFrom().&lt;br /&gt;
Fix: Boomalope struck by lightning causes several errors as a corpse.&lt;br /&gt;
Fix: Pawn doesn't get interrupted to join the marriage ceremony.&lt;br /&gt;
Fix: Cleansweeper pathing to destroyed things on load.&lt;br /&gt;
Fix: Skull and deathrest capacity serum have duplicate CompForbiddable.&lt;br /&gt;
Fix: Fix death acidifier applying chemical burn to missing part.&lt;br /&gt;
Fix: Torch blueprint fire size incorrect.&lt;br /&gt;
Fix: Error on tox gas death.&lt;br /&gt;
Fix: Can order pawns to consume food that's outside their allowed area.&lt;br /&gt;
Fix: Option is given to have a pawn haul corpses reserved by wild animals for eating; clicking it does nothing.&lt;br /&gt;
Fix: Arrested refugee joins faction upon release.&lt;br /&gt;
Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
Fix: Pawns with royal permits can't trade/complete trade requests.&lt;br /&gt;
Fix: Complexes not spawning terminals.&lt;br /&gt;
Fix: Ideoligion persona weapon relics misnamed on thought label/description.&lt;br /&gt;
Fix: Ship part crash incidents will still attempt to fire, causing error, if the mechanoid faction has been removed from the world.&lt;br /&gt;
Fix: Errors on beginning conversion ritual.&lt;br /&gt;
Fix: Animal flaps have a faint line in the center when open.&lt;br /&gt;
Fix: &amp;quot;Traits sampled&amp;quot; debug output not discarding generated pawns, causing warning spam on save/load.&lt;br /&gt;
Fix: Beards don't layer properly on thin head shapes.&lt;br /&gt;
Fix: Ideoligion relic installation quest generated with errors.&lt;br /&gt;
Fix: Monument building quest spawned with several red errors and broken details.&lt;br /&gt;
Fix: NREs from colonists who don't need to eat.&lt;br /&gt;
Fix: PawnFlyers disappear on load.&lt;br /&gt;
Fix: Sandbags have a small pixelated border around them.&lt;br /&gt;
Fix: Sunlamps do not have perfect area of effect leading to rotting crops.&lt;br /&gt;
Fix: Direction arrow is on the wrong layer, gets covered by shadows, zones, and fog.&lt;br /&gt;
Fix: Unfinished power line blueprints under walls go invisible once materials are delivered.&lt;br /&gt;
Fix: Missing &amp;quot;create fluid&amp;quot; translation key.&lt;br /&gt;
Fix: Prison breaking prisoners can be selected to be carried to biosculpters.&lt;br /&gt;
Fix: Error when trying to reserve the same bed for resting.&lt;br /&gt;
Fix: 'Destination' line is visible connecting to the bed of sleeping pawns.&lt;br /&gt;
Fix: Paramedic mechs cannot tend to colonists in caravans.&lt;br /&gt;
Fix: Adding temperature-specific clothes to a pawn does not check age, so modded child warm apparel can be given to adults, causing an error.&lt;br /&gt;
Fix: Hidden faction information visible on inspect pane.&lt;br /&gt;
Fix: Loading a save during public execution causes an error, ritual never completes.&lt;br /&gt;
Fix: Pawns incapable of firefighting can be prioritized to fight fires.&lt;br /&gt;
Fix: Reference collection not scribing nulls.&lt;br /&gt;
Fix: Psycast meditation ending abruptly.&lt;br /&gt;
Fix: Chemical dependency hediff severity cannot be edited via dev tools.&lt;br /&gt;
Fix: Hair is partially layered beneath stockpiles.&lt;br /&gt;
Fix: Gene extraction can be exploited via save/load.&lt;br /&gt;
Fix: No PawnKinds example for raid quests.&lt;br /&gt;
Fix: Bestowing quest broken if pawn unspawned.&lt;br /&gt;
Fix: Hemogen packs trigger 'ate non-cannibal food' for sanguophage with cannibal precept.&lt;br /&gt;
Fix: Bestower Ceremony Error - tried to add pawn to lord but this pawn is already a member of another.&lt;br /&gt;
Fix: Error when a pawn is playing with a baby in some circumstances.&lt;br /&gt;
Fix: Blackboard facility should have only three allowed max connections as learning logic allows only three blackboards to boost a school desk.&lt;br /&gt;
Fix: Cannot search for creative reward names with spaces in them.&lt;br /&gt;
Fix: &amp;quot;DEV: Complete&amp;quot; command doesn't work on unfinished things in some scenarios.&lt;br /&gt;
Fix: Pawns digging out of map when they should not during kidnap duty.&lt;br /&gt;
Fix: Interceptor shields break, causing long recharge, when hit by EMP damage instead of stunning them.&lt;br /&gt;
Fix: Apparel covering just eyes does not count as &amp;quot;headgear&amp;quot; for pawn generation purposes.&lt;br /&gt;
Fix: Hoopstone and horseshoe differ in sight capacity requirement.&lt;br /&gt;
Fix: Sudden light level change at midnight at north pole colonies.&lt;br /&gt;
Fix: Pawns may meditate with max joy and no psylink.&lt;br /&gt;
Fix: Installing an archotech eye is seen as a surgical violation.&lt;br /&gt;
Fix: Group loading horses into drop pods will assign more weight to one drop pod.&lt;br /&gt;
Fix: “Take to stockpile” bill option resetting in certain circumstances.&lt;br /&gt;
Fix: GauranlenPodSpawn incident uses OnOffCycle, which does not work properly if onDays or offDays changes.&lt;br /&gt;
Fix: Constructing buildings sometimes has pawns facing the wrong direction.&lt;br /&gt;
Fix: Stacked animals loaded into transport pod trigger error and won't be loaded.&lt;br /&gt;
Fix: Downed mech can cause a mech raid site to stay active.&lt;br /&gt;
Fix: BabyTalk not generated correctly for text with non-ASCII characters.&lt;br /&gt;
Fix: Exception when trying to validate the “give birth” ritual gizmo with no beds present.&lt;br /&gt;
Fix: Pawns at the map edge who get hit and tween towards the view rect edge disappear for a small duration.&lt;br /&gt;
Fix: Increment time debug action causes errors for ended sustainer.&lt;br /&gt;
Fix: Gibbet cage description mentions they are made of &amp;quot;steel&amp;quot; but can actually be made of any metal.&lt;br /&gt;
Fix: Text size not reset after drawing inspect pane title for pawns with no inspect pane elements.&lt;br /&gt;
Fix: Load stack count is incorrect for caravan ITab when there is only one thing in the transferable and the player isn't taking the whole stack.&lt;br /&gt;
Fix: Error on corpse destruction when completedObligations is null.&lt;br /&gt;
Fix: Pawns are able to take drugs from inventory if they have an ideoligion which prevents it.&lt;br /&gt;
Fix: Plants dying to polluted terrain induce &amp;quot;died due rotting due to being left unharvested&amp;quot; message.&lt;br /&gt;
Fix: Missing graphic in “begin ritual” window without ideology active.&lt;br /&gt;
Fix: Firespew ability can't target walls.&lt;br /&gt;
Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
Fix: Refugee pod quests don't affect charity-loving ideoligion members.&lt;br /&gt;
Fix: Removed wastepack incident from occurring randomly.&lt;br /&gt;
Fix: Prevent duplicate entries in precept tooltip.&lt;br /&gt;
Fix: Hide &amp;quot;max satisfied title&amp;quot; on drugs without nutrition.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
RimWorld's Node-Based Pawn Rendering&lt;br /&gt;
&lt;br /&gt;
Overview&lt;br /&gt;
This contains a brief overview of the node rendering system. Including the core types which make up the node render system&lt;br /&gt;
&lt;br /&gt;
Render Node Properties (PawnRenderNodeProperties)&lt;br /&gt;
Data only.&lt;br /&gt;
Used inside of xml to describe how something should render and can contain extra details specific to certain nodes. Can also be created dynamically in code.&lt;br /&gt;
&lt;br /&gt;
Render Tree Def (PawnRenderTreeDef)&lt;br /&gt;
Data only.&lt;br /&gt;
Defines how a specific race of pawns should be drawn. Contains a “root” node properties and its children, recursively.&lt;br /&gt;
Render Node (PawnRenderNode)&lt;br /&gt;
Most functions are called once when a pawn's graphics are dirtied.&lt;br /&gt;
Some specific functions are called frequently by the render node worker.&lt;br /&gt;
Creates the meshes and materials required to render a single piece of a pawn at any given time.&lt;br /&gt;
Can have child Render Nodes, which inherit state. (Offset, rotation, scale, active, etc…)&lt;br /&gt;
Core features&lt;br /&gt;
Initializing meshes and materials for parallel rendering.&lt;br /&gt;
Shortcuts to access data from the attached render node worker.&lt;br /&gt;
Getting the color, shader, texture, mesh, given the render node properties and pawns state.&lt;br /&gt;
Creating the graphic used by the worker to render the node.&lt;br /&gt;
Notes&lt;br /&gt;
While the render node typically uses one or zero graphics per node, you can create a node with as many graphics as you need, and then override AppendDrawRequests in the render node worker to add as many draw requests as you require.&lt;br /&gt;
&lt;br /&gt;
Render Node Worker (PawnRenderNodeWorker)&lt;br /&gt;
Functions are called each time a pawn is drawn.&lt;br /&gt;
Holds no data. All code inside is written to be performant and run each frame.&lt;br /&gt;
Workers act on render nodes given the draw parameters of the pawn.&lt;br /&gt;
Only one instance of each type of worker.&lt;br /&gt;
Core features&lt;br /&gt;
Decides if the node should be drawn.&lt;br /&gt;
Pre and Post drawn events.&lt;br /&gt;
Gets the offset, rotation, scale, pivot, and layer for the node to be drawn with.&lt;br /&gt;
Gets the final material to render from the render node&lt;br /&gt;
Appends the required draw requests onto the final list, using data and graphic/s within the render node and the pawn's current draw parameters.&lt;br /&gt;
&lt;br /&gt;
Render Sub Worker (PawnRenderSubWorker)&lt;br /&gt;
Additive workers used to prevent mods from colliding with each other. Has similar functionality to Render Node Workers. These would be used if you want to change the position of a modded PawnRenderNodeProperties somewhere, for example.&lt;br /&gt;
Animations&lt;br /&gt;
Pawn animations can be defined in an AnimationDef. These define a dictionary of render node tags to animation parts along with several other properties.&lt;br /&gt;
AnimationParts&lt;br /&gt;
Can either define a list of keyframes or a custom worker class:&lt;br /&gt;
Keyframes&lt;br /&gt;
Define an offset, angle, scale, and tick offset from start.&lt;br /&gt;
Values are then interpolated across the duration of the animation.&lt;br /&gt;
AnimationWorker class&lt;br /&gt;
Contain methods for getting the offset, angle &amp;amp; scale at the current tick, as well as a Draw method for any additional required graphics.&lt;br /&gt;
Animation parts can also define a pivot to be rotated around.&lt;br /&gt;
Animations can be started using the SetAnimation method in the pawn renderer. Nodes will then access the current animation and update their position/rotation/scale accordingly.&lt;br /&gt;
Note: Animations disable pawn graphic caching, which can affect performance when many pawns are being animated while zoomed out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dynamic Render Nodes&lt;br /&gt;
Render trees don’t need to be entirely set up ahead of time. You can tag nodes to access them in code and act upon them. For example, apparel has a root node which gets dynamically created child nodes added onto it for each piece of apparel which needs to be drawn on the pawn. Hediffs, traits and genes can also add nodes to a pawn. Using PawnRenderNodeTagDefs, you can more easily reference a specific part, and set up a parent/child relationship between two nodes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parallel Drawing &amp;amp; Dynamic Draw Phases&lt;br /&gt;
To simplify parallel rendering, it has been broken up into three distinct stages, the main reason for this is to separate main thread code from code which can run in parallel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To accommodate this the draw function signatures on things have changed slightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Previous&lt;br /&gt;
&lt;br /&gt;
New&lt;br /&gt;
&lt;br /&gt;
DrawAt(drawLoc)&lt;br /&gt;
Draw()&lt;br /&gt;
DrawAt(drawLoc, flip)&lt;br /&gt;
DrawAtNow(drawLoc, flip)&lt;br /&gt;
DynamicDrawPhaseAt(phase, drawLoc, flip)&lt;br /&gt;
&lt;br /&gt;
The first thing to note is that Draw() has been merged into DrawAt(). Any code which previously used Draw() to draw extra elements on things now needs to be put into DrawAt(). It behaves the same way, however you will be passed the drawLoc instead of using DrawPos to draw extra graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to prevent the underlying thing from drawing, override the DrawAt() method without calling its base function. If your thing class extends ThingWithComps and doesn’t call the base method don’t forget you need to fire the Comps_PostDraw() event at the end of the function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting a pawn to render immediately still works, however you won’t be taking advantage of parallelism. To do this you need to use the new DynamicDrawPhaseAt() function. Every dynamically drawn thing in the game will have this function called if it’s being drawn on screen, you can override the event and route the event onto contained pawns (i.e. giblet cages). The function will be called in three DrawPhase stages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The three stages are:&lt;br /&gt;
&lt;br /&gt;
EnsureInitialized - This is the first phase, it is called on the main thread to allow render node trees to prepare their nodes for parallel rendering, this is where nodes ensure that the materials and meshes they might need are created. Most node initialization code only runs once each time it’s dirtied, however you can override the methods or properties to change this and decide for yourself.&lt;br /&gt;
ParallelPreDraw - This phase happens off the main thread. All the most expensive work for drawing is done here, calculating offsets, matrices, ect. The game state won’t change while this is occurring, so you can write code pretty much as you normally would, however you can’t do certain things like creating/accessing materials and meshes, so you need to do those beforehand in the previous stage.&lt;br /&gt;
Draw - The final phase on the main thread. This is where we iterate over the previously created draw requests and draw the final graphics on screen accordingly. This is also where events will be called from appropriately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ideology====&lt;br /&gt;
=====Post 1.3.3066=====&lt;br /&gt;
[[Version/1.3.3101]] for ancients?&lt;br /&gt;
* [[dryad healing pod]]&lt;br /&gt;
* [[ancient military crate]]&lt;br /&gt;
* [[ancient spacer crate]]&lt;br /&gt;
* [[ancient centipede shell]]&lt;br /&gt;
&lt;br /&gt;
=====1.3.3066=====&lt;br /&gt;
* Faction ideologies&lt;br /&gt;
[[Beggars]]&lt;br /&gt;
&lt;br /&gt;
====Psycaster outfits====&lt;br /&gt;
COuld use a deep dive given the depth now with biofferite stacking and eltex. Torture crowns and helmets and plate armor ofering decent preootection and good psycasting. and NH and psysence being separate. &lt;br /&gt;
&lt;br /&gt;
A comparison of differnent builds with psysense, NH, protection charts, etc &lt;br /&gt;
&lt;br /&gt;
nees to be reflext on the idnividual oages as well in both the analysis and summary with a standardized possibly templatized summary.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Head !! Body !! Utility !! Weapon&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Bioferrite|16}} {{Icon Small|Torture crown|64}}&lt;br /&gt;
| {{Icon Small|Plate armor|64}} + {{Icon Small|Slave collar|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}} &lt;br /&gt;
| {{Icon Small|Shield belt|64}} &lt;br /&gt;
| {{Icon Small|Eltex staff|64}} / {{Icon Small|Bioferrite|16}} {{Icon Small|Longsword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Eltex skullcap|64}}&lt;br /&gt;
| {{Icon Small|Eltex robe|64}} + {{Icon Small|Eltex vest|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}} &lt;br /&gt;
| {{Icon Small|Shield belt|64}} &lt;br /&gt;
| {{Icon Small|Eltex staff|64}} &lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Eltex robe|64}} + {{Icon Small|Flak vest|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}/{{Icon Small|Jump pack|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Prestige cataphract armor|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}/{{Icon Small|Jump pack|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Locust armor|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== lore ===&lt;br /&gt;
titles have lore in their descriptions&lt;br /&gt;
finish books&lt;br /&gt;
item overhaul&lt;br /&gt;
* misconceptions about the the empire and STL travel and stellarchs. mention density of star clusters per Khits suggestion. hub and spoke and number of spokes leading to stellarch description.&lt;br /&gt;
&lt;br /&gt;
* lownshield pack - Many ultratech combat squads owe their lives to a shield pack deployed at just the right time.&lt;br /&gt;
==== Psylink lore ====&lt;br /&gt;
Idk if it'll be useful, but its an interesting distilation of the lore on psycasts. Might bear sourcing and inserting an cut down version into [[lore]] &lt;br /&gt;
Psylink desc since upated see [[psycasts#lore]]&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/RimWorld/comments/w34coa/lore_question_where_did_psylink_come_from/&lt;br /&gt;
{{Collapse|&lt;br /&gt;
As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Did archotech AIs invented psychic powers in the rimworld universe? Or Did it always exist in it? Is this a reference to the shroud or warp since it can't be understood by normal scientist?&lt;br /&gt;
What are your theories or thoughts on it?&lt;br /&gt;
&lt;br /&gt;
It is deliberately left vague. Per the lore document, some believe that archotechs have discovered a method to manipulate quantum interactions from a distance and use this as the basis for their seemingly fantastical abilities. Others believe that they manipulate the noosphere, but that's not a particularly useful theory for teleporting rocks so we'll ignore it here.&lt;br /&gt;
&lt;br /&gt;
So of these abilities, vanometric (i.e. above unity) energy and psychic abilities are the big ones. Prior to Royalty, the psychic effects were only mental/telepathic abilities but if the process is achieved by mechanically changing the structure of a brain rather than &amp;quot;manipulating consciousness itself&amp;quot; then that limitation is arbitrary and applying the same technology to extracting energy from the quantum foam makes more sense if its all from the same source.&lt;br /&gt;
&lt;br /&gt;
Psylink apparently lets you access this mechanism. Whether psylink is just an access card into their &amp;quot;quantum manipulator&amp;quot; like borrowing someones tools, or it requires some deeper connection to the archotechs themselves/their consciousness and not just their tools is up in the air.&lt;br /&gt;
&lt;br /&gt;
So:&lt;br /&gt;
&lt;br /&gt;
    Did archotech AIs invented psychic powers in the rimworld universe? Or Did it always exist in it?&lt;br /&gt;
&lt;br /&gt;
Yes to both. They invented psychic powers in the same way that Yukawa &amp;quot;invented&amp;quot; the strong nuclear force or Newton &amp;quot;invented&amp;quot; gravity. Or maybe its closer to how Marconi/Hertz/Hughes/Whoever invented the radio. They discovered a physical reality of the universe and how it works and then built a system/mechanism/process to exploit that reality to do something useful with it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages in need of integration===&lt;br /&gt;
* [[Banish]]&lt;br /&gt;
* [[:Category:Status Level]] - integration into drugs, beds, chairs, sculptures, etc, as well as nav box for them.&lt;br /&gt;
* [[Collapsed_rocks]]&lt;br /&gt;
* [[Blindsight]]&lt;br /&gt;
* [[Saturation]]&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Training]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* [[Blight]]&lt;br /&gt;
* [[Insectoids]]/[[Infestation]]/[[Raids]]&lt;br /&gt;
* Integrate [[Caravan]] into teh nav menu and wiki at large.&lt;br /&gt;
* [[Doctoring]] needs to be better integrated into the rest of rest of the wiki, maybe even added to the nav box.&lt;br /&gt;
* Merge/interlink this unholy mess of pages: &lt;br /&gt;
*# [[Factions]]&lt;br /&gt;
*# [[Empire]]&lt;br /&gt;
*# [[Raiders]]&lt;br /&gt;
*# [[Visitor]]&lt;br /&gt;
*# [[Character Types]] &lt;br /&gt;
*# [[Pawns]] &lt;br /&gt;
*# [[People]]&lt;br /&gt;
*# [[Guest]]&lt;br /&gt;
*# [[Colonists]]&lt;br /&gt;
*# [[Traveler]]&lt;br /&gt;
*Updated [[Faction base]] and link it better into the rest of the wiki&lt;br /&gt;
*[[Stone chunk]] and [[Steel slag chunk]]&lt;br /&gt;
*[[:Category:Status Level]] and its subsidaries&lt;br /&gt;
*[[Glow pod]]&lt;br /&gt;
*[[Overdose]]&lt;br /&gt;
* [[Corpse]]&lt;br /&gt;
* The fact that PlantHarvestYield stat above 100% gives a bonus to yield needs to be mentioned in relevant places. e.g. in anaylses sayting that hihg skill planters should do the harvesting.&lt;br /&gt;
* [[Hunt]] and [[Animals#Hunting]] and [[Manhunter]] and wb the distance to the target and hunting stealth?&lt;br /&gt;
&lt;br /&gt;
===Investigation TODO===&lt;br /&gt;
&amp;lt;big&amp;gt;'''IF YOU HAVE ANSWERS TO THE FOLLOW PLEASE LEAVE THEM ON MY TALK PAGE'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Would it be worth it to swap the ranged weapon quality table on the pages with the one from the comparison tables, just with the page's weapon already enabled. This would let you just add the weapons you want to compare to the tool already on the page? IF YOU READ THIS PLEASE WEIGH IN.&amp;lt;/big&amp;gt;&lt;br /&gt;
: I think that the boxes for ''selecting'' all the weapons is very large and/or distracting. Unless you make use of horizonal space, I wouldn't agree with doing it (and even then).  [[User:Hordes|Hordes]] ([[User talk:Hordes|talk]]) 01:34, 30 January 2023 (UTC)&lt;br /&gt;
: The current size of the control panel is only as it is because theres no real reason to fix it for whats nominally my personal use, but it can be shrunk down. As a quick and very rough proof of concept:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Select weapons to compare&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Assault rifle|24}}&lt;br /&gt;
| {{Icon Small|Autopistol|24}}&lt;br /&gt;
| {{Icon Small|Bolt-action rifle|24}}&lt;br /&gt;
| {{Icon Small|Chain shotgun|24}}&lt;br /&gt;
| {{Icon Small|Charge lance|24}}&lt;br /&gt;
| {{Icon Small|Charge rifle|24}}&lt;br /&gt;
| {{Icon Small|Great bow|24}}&lt;br /&gt;
| {{Icon Small|Heavy SMG|24}}&lt;br /&gt;
| {{Icon Small|LMG|24}}&lt;br /&gt;
| {{Icon Small|Machine pistol|24}}&lt;br /&gt;
| {{Icon Small|Minigun|24}}&lt;br /&gt;
| {{Icon Small|Pila|24}}&lt;br /&gt;
| {{Icon Small|Pump shotgun|24}}&lt;br /&gt;
| {{Icon Small|Recurve bow|24}}&lt;br /&gt;
| {{Icon Small|Revolver|24}}&lt;br /&gt;
| {{Icon Small|Short bow|24}}&lt;br /&gt;
| {{Icon Small|Sniper rifle|24}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
|}&lt;br /&gt;
:: Things like icon size, intro text, control size, orientation, positioning etc can all be tweaked. Heck it can be integrated directly into the main table. The question is more whether the functionality itself is useful. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:45, 30 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Mortals:''' Is there anything anywhere about drugging children and their safe dose intervals? '''Khitrir:''' Nah Har and I have been talking about that - theres only the bit on tolerance being inverse proportional to body size. We wanna do a full thing on body size inc severity changes, tolerance, dosage times, but its being put off until all the biotech stuff is up&lt;br /&gt;
&lt;br /&gt;
* Purpose of: &lt;br /&gt;
** [[:Category: Bows]]&lt;br /&gt;
** [[:Category: Launchers]]&lt;br /&gt;
** [[:Category: Rifles]]&lt;br /&gt;
** [[:Category: Shotguns]]&lt;br /&gt;
** [[:Category: Grenades]]&lt;br /&gt;
** [[:Category: Axes]]&lt;br /&gt;
** [[:Category: Swords]]&lt;br /&gt;
** [[:Category: Knives]]&lt;br /&gt;
** [[:Category: Clubs]]&lt;br /&gt;
** [[:Category: Hammers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Khitrir's suggestions:&lt;br /&gt;
** Damage types maybe? I know there was some progress on that but idk how complete it is.&lt;br /&gt;
** How heat mechanics work, generally and with heat pushers. There are some numbers so you can go &amp;quot;x is better than  y&amp;quot; but no way to convert that to &amp;quot;how many to heat a room&amp;quot;&lt;br /&gt;
** There's a bunch of questions about how ideoligion conversions work - the different weights for different traits and things for both conversion and for the mental break.&lt;br /&gt;
** How wind and weather correlate, and how weather is selected&lt;br /&gt;
** Food foraging on caravans maybe? &lt;br /&gt;
&lt;br /&gt;
* Can you extract a hemogen pack from someone in a deathless coma, do they regen bloodloss when they're malnourished, and does malnourishment kill deathless pawns? A juice box you don't have to feed?&lt;br /&gt;
* Does nutrifungus grow at the same rate as a normal light using plant - other low light plants grow wierd &lt;br /&gt;
* You used to be able to use beckon to move sleeping mechanoids - they'd move, an then go back to sleep. Is this still the case?&lt;br /&gt;
* age does affect with body part health. Young pawns have less hp &lt;br /&gt;
* Robust digestion gene and insect jelly synergy.&lt;br /&gt;
* &amp;quot;does this mean chem int slaves don't take drugs because they don't recreate?&amp;quot;&lt;br /&gt;
* Reports that [[Tough]] and Robust [[gene]] affects damage taken by shields? &lt;br /&gt;
* [[:Category:Images - Background]]&lt;br /&gt;
* https://rim-armor.com/&lt;br /&gt;
* https://www.reddit.com/r/RimWorld/comments/om0txm/analysis_how_effective_are_turrets_against/&lt;br /&gt;
* https://www.reddit.com/r/RimWorld/comments/oi2l8b/how_dangerous_is_the_new_13_termite_mechanoid/&lt;br /&gt;
* https://www.semantic-mediawiki.org/wiki/Help:Custom_units&lt;br /&gt;
* How do [[siege]] [[mortar]]s and [[auto mortar]]s target and prosecute their firing?&lt;br /&gt;
* Investigate [[Pain shock threshold]] items for psycasters - use it to get nueral heat loss but reduce the penalty from pain. &lt;br /&gt;
* Investigate the Ideology polyamory/polycule bedroom mechanics and put on page. Is it a change in the DLC or is it in Core to support the DLC like other systems? In etiher case, does it now mean that you don't need a two person bed and can move two singles in?  &lt;br /&gt;
** Based on a reddit post: If an Ideoligion forbids unmarried lovers you can use this mechanic and place two single beds in a room to avoid the &amp;quot;Want to sleep together&amp;quot; moodlet without having them do lovin', and they won't get the barracks mod.&lt;br /&gt;
** My understanding is that pawns with an ideoligion that forbids unmarried lovers won't have the &amp;quot;want to sleep together moodlet&amp;quot;.&lt;br /&gt;
** This seems to happen when one pawn's ideoligion allows premarital relations and the other doesn't.&lt;br /&gt;
* Investigate the bonus from dark combat ideo - if it is post all other factors, it could redeem the LMGdue to its high optimal DPS.&lt;br /&gt;
* Difference/exact relationship between Hunger Rate Multiplier, hungerRateFactor,  and Hunger Rate Factor Offset, and clarification of which affects what. Malnutrition is HRFO, gourmand is HRF etc.   &lt;br /&gt;
* Risk of going manhunter on hunting. It is based on distance afaik but it should be confirmed. See also [[hunting stealth]]&lt;br /&gt;
* Random breakdowns/maintenance where the item needs a component to fix it. Is this detailed anywhere? [[Broken down]] links to repair chance. [[Events#Breakdown:_.28Machine.29]] also exists. Should have identify what can break down, how the mechanics works, create a template for addition to summary on the pages of the affected items to detail the effects. Rate of incidence needed &lt;br /&gt;
* As part of their category reform project, Ickputzdirwech has removed the [[:Category:Buildings]] from all pages. Investigate whether this will cause issues with future #ask requirements&lt;br /&gt;
* [[Plants#Types_of_plants]] - I thought that domesticated/decorative/etc came from the game. Where are they? Or has that been removed? Check.&lt;br /&gt;
* [[User:Crystalline Cat]] very pretty display&lt;br /&gt;
* Investigate (Slave) Rebellion mental break? Separate to other rebellion mechanics?&lt;br /&gt;
* Does removing the tongue of an abrasive pawn a neutralize all penalties in exchange for the mood debuff? Is removing the jaw a viable alternative?&lt;br /&gt;
* Whether sacrificing sharp armor of thrumbo shirt and pants is worth it to get the better heat armor of devilstrand when wearing something like cataphract - does the fact you're only still getting hit by a a small fraction of the sharp DPS make up for the loss. &lt;br /&gt;
* Prisoners can use insanity lances and orbital targetters - investigate their use by enemies and other NPCs&lt;br /&gt;
*  Bonasai trees seem to be better than fibercorn in basically every way you'd use fibercorn. More wood in pots than even fibercorn in hydro, less mats to make pots than a hydro and no power, same light requiremnts. etc.&lt;br /&gt;
* [[Hay]] and [[kibble]] seems to be trash - hay stacks to 200 rather than 75 and can't e used for meals, but otherwise is identical to corn, but corn plants require the same work to sow and harvest but provide a better yeild (22 vs 18), making them more work efficient. They grow less per day so size limitation has some merit. FERTILITY SENSITIVITY NEEDS TO BE CONSIDERED FOR THE PRIOR TWO ISSUES MAYBE REDEMPTION IS FOUND THERE. Kibble doesn't spoil but if you have the power, just give animals an animal flap fridge and nutrient paste. Even feeding ducks with their overflow is probably more efficient with NP over expensive low efficiency kibble (check tho)&lt;br /&gt;
* [[User:Gottoni/User_guide/Optimal_bedroom_size_study]]&lt;br /&gt;
* [[Social impact]] effect on conversion.&lt;br /&gt;
* megascarabs ignoring melee blocking?&lt;br /&gt;
* How does recreation power convert to recreation time?&lt;br /&gt;
* [[Slavery]] - use capes as alternative to dusters where they're necessary for temp resist as capes apparently don't have suppression loss rate increase?&lt;br /&gt;
* Investigate effect of tongue removal on annoying voice, abrasive, kind, misogynyst and misandrist traits. Should definitely negate social effects of all but the first by disabling kind and insulting words, but may not be coded to remove penalty from the first.&lt;br /&gt;
* Investigate AutoWikiBrowser and MsUpload&lt;br /&gt;
* Investigate [[Template:RNG]]&lt;br /&gt;
* Investigate Base Hunger Rate is multiplied by 1.6 for animals for some reason?&lt;br /&gt;
* Investigate [[Template: Version]]&lt;br /&gt;
* Investigate Sculptures giving solitary recreation - it is claimed that &amp;quot;legendary sculpture will fill rec meter almost instantly.&amp;quot; Needs confirmation.&lt;br /&gt;
* Investigate better tomb rooms for the sarcophagus giving better solitary recreation. Needs confirmation.&lt;br /&gt;
* Investigate [[sarcophagus]] giving a [[Thoughts|mood boost]]&lt;br /&gt;
* Investigate if pawns with 0% [[Hearing]] can be insulted. Could it be a way to negate the downside of bloodlust on non-social pawns?&lt;br /&gt;
* field hand + elbow blade?&lt;br /&gt;
* Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns &lt;br /&gt;
* Investigate animal haulers not triggering proximity activators for mortar shell plant&lt;br /&gt;
* Investigate effect of emp and mortars (on top of and next to) on broadshield packs&lt;br /&gt;
* Investigate Using [[Psycasts|beckon]] not waking mech clusters.&lt;br /&gt;
* Investigate if beautiful colonists get better trade prices, and ugly colonists get bad trade prices.&lt;br /&gt;
* Investigate why [[End table]]s don't inherit the ability to eat on them from TableBase, is it because they lack the &amp;lt;compClass&amp;gt;CompGatherSpot&amp;lt;/compClass&amp;gt;?&lt;br /&gt;
* Investigate [[Injury]] implies that beds add heal rate, This needs better investigation and integration with pages such as [[Hospital bed]]. It also implies a use for [[Animal bed]]s - namely that it helps animals heal faster. &lt;br /&gt;
* Investigate if the table on [[Long range mineral scanner]] is incorrect - the code at RimWorld\Data\Core\Defs\Sites\Parts\PreciousLump.xml seems to imply that the the produce should have a totalValueRange between 3500 silver and 5000 silver. If that is the case, the values for several BUT NOT ALL of the entries are currently wrong.&lt;br /&gt;
* Investigate [https://www.reddit.com/r/RimWorld/comments/bvq2qp/inspiration_frequency_vs_mood_graph/ inspiration freq vs mood graph]&lt;br /&gt;
&lt;br /&gt;
*FixSomeBugs reported this issue:&lt;br /&gt;
NOTE: Currently, the display of these stats is broken on the wiki. There are two properties here: [[Property:Insulation_-_Cold_Base]], the base temperature offset, and [[Property:Insulation_-_Cold_Factor]], the % by which we scale the base offset to get the final value for a clothing item.&lt;br /&gt;
Unfortunately, prior to B19 (I think that's when it changed), ''clothing'' had the base value (e.g. 15&amp;amp;deg;C) while ''textiles'' had the factor (e.g. 0.75).&lt;br /&gt;
As of 1.0, ''textiles'' have the offset (e.g. Hyperweave has 26&amp;amp;deg;C), while ''clothing'' has the factor (e.g. tuques have 0.5).  Thus, a normal hyperweave tuque has a cold insulation of 13&amp;amp;deg;C.&lt;br /&gt;
We should find a way to either fix the display of the relevant stats, or flip the actual semantic properties between the items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The places where the [[Saturation]] levels are placed seems to be determined by the diet of the animal in question, however there are inconsistencies that can't be explained. Why are sheep and horses different? Why are juvenlies different? There is info commented out, edit to see &amp;lt;!--&lt;br /&gt;
The placement of these thresholds depends on the diet of the pawn in question.  &lt;br /&gt;
0% is always Malnourished,&lt;br /&gt;
FoodLevelPercentageWantEat * 0.4f is Ravenously Hungry&lt;br /&gt;
FoodLevelPercentageWantEat * 0.8f is Hungry&lt;br /&gt;
Over is fed.&lt;br /&gt;
&lt;br /&gt;
case DietCategory.NeverEats:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
				case DietCategory.Herbivorous:&lt;br /&gt;
					return 0.45f;&lt;br /&gt;
				case DietCategory.Dendrovorous:&lt;br /&gt;
					return 0.45f;&lt;br /&gt;
				case DietCategory.Ovivorous:&lt;br /&gt;
					return 0.4f;&lt;br /&gt;
				case DietCategory.Omnivorous:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
				case DietCategory.Carnivorous:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
&lt;br /&gt;
Diet is determined in a peculiar way. Types are assigned in this order: Dendrovorous, Omnivorous, Carnivorous, Ovivorous, Herbivorous. That is, if a pawn eats trees, it is considered dendrovorous even if it also eats meat.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== EVENTUAL TODO === &lt;br /&gt;
* [[User:LaMizzy/Category Overhaul]]&lt;br /&gt;
* Pawn lists need updating - a lot have BeltDefensePop added now to get the firefoam pop now. &lt;br /&gt;
* Factions - xenotype breakdowns&lt;br /&gt;
* &amp;lt;weaponClasses&amp;gt;&lt;br /&gt;
* xenotype pawn and faciton name generation. &lt;br /&gt;
* [[Clothing]] comparison table:&lt;br /&gt;
*# Several entries have set values because they're not stuffable, others have multipliers beccause they are. Put a range for each of the values? E.g. T shirt hot insulation = 0.1x (+0.9 °C - +2.6 °C). The indetification of the best for each stat for each item can be automated. &lt;br /&gt;
*# Value/x entries have no context and do a poor job of explaining what the specific values mean. Previously there was a Profitiablity table. Perhaps this should be resurrected and seperated out from the main table? Either way context is needed&lt;br /&gt;
* How apparel is chosen by pawns automatically - JobGiver_OptimizeApparel maybe ?&lt;br /&gt;
* Psycasters aiming time build and references. Trigger happy + Hypersensitive is probably the best trait build combined with what? Shoot spec?&lt;br /&gt;
* Nav template reform: turn [[Template: Nav]] into callable template and have the different nav types call it. WOuld make it mcuh easier to add new ones, and edit existing ones.&lt;br /&gt;
* In the wiki for autodoors it mentions speed, and has a little video for it. It makes me wonder what the top speed is for a pawn before the door speed slows you down.&lt;br /&gt;
* [[Health]] has detail that should be migrated to its subsidary pages.&lt;br /&gt;
* a pawn's skin armor rating(e.g. turtle or from the gland implants) still protects body parts replaced by [[artificial body parts]], even if they would not logically have skin. This is likely to prevent them from being a detriment to survivability. This is on the gland pages, but currently there are no artificial body parts for animals, so should it be on those pages? Is it relelvant?&lt;br /&gt;
* Animal nutritional calcs depend on the difficulty. On losing is fun, meat yield is reduced to 80%,  milk is not. This means cows are significantly better on higher difficulties. CHECK CONCLUSION.&lt;br /&gt;
* a bad quality piano still sounds nice for those listening, and pawns play it longer due to slow rectime&lt;br /&gt;
* Doomdropping - drop pod emergency doomsday&lt;br /&gt;
* Sounds see [[dromedary]]&lt;br /&gt;
* Rest fall rate page and integration into [[Rest]]&lt;br /&gt;
* Add the green and red templates to the moodlet pages&lt;br /&gt;
* It takes {{ticks|6500}} of work to smooht stone walls &lt;br /&gt;
&lt;br /&gt;
* [[Brazier]] has some info on wood/day, heat push, heat max, light. Should be on torch lamp, campfire, heater, etc.&lt;br /&gt;
&lt;br /&gt;
*[[Weather]] table, and [[Wind turbine]]'s subset, might need updating. Find exact mechanics of windSpeedFactor and windSpeedOffset&lt;br /&gt;
* Version history up to [[Version/0.14.1234]]&lt;br /&gt;
[[Version/0.7.581]]&lt;br /&gt;
[[Version/0.14.1234]]&lt;br /&gt;
[[Version/0.15.1279]]&lt;br /&gt;
[[Version/0.15.1284]]&lt;br /&gt;
[[Version/0.16.1393]]&lt;br /&gt;
[[Version/0.17.1546]]&lt;br /&gt;
[[Version/0.18.1722]]&lt;br /&gt;
[[Version/0.19.2009]]&lt;br /&gt;
[[Version/1.0.0]]   &lt;br /&gt;
[[Version/1.1.0]]&lt;br /&gt;
[[Version/1.1.2257]]&lt;br /&gt;
[[Version/1.1.2258]]&lt;br /&gt;
[[Version/1.1.2559]] &lt;br /&gt;
[[Version/1.1.2562]]&lt;br /&gt;
[[Version/1.1.2564]]&lt;br /&gt;
[[Version/1.1.2565]]&lt;br /&gt;
[[Version/1.1.2566]]&lt;br /&gt;
[[Version/1.1.2567]]&lt;br /&gt;
[[Version/1.1.2571]]&lt;br /&gt;
[[Version/1.1.2575]]&lt;br /&gt;
[[Version/1.1.2579]]&lt;br /&gt;
[[Version/1.1.2589]]&lt;br /&gt;
[[Version/1.1.2598]]&lt;br /&gt;
[[Version/1.1.2610]]&lt;br /&gt;
[[Version/1.1.2618]]&lt;br /&gt;
[[Version/1.1.2624]]&lt;br /&gt;
[[Version/1.1.2647]]&lt;br /&gt;
[[Version/1.1.2654]]&lt;br /&gt;
[[Version/1.2.2719]]&lt;br /&gt;
[[Version/1.2.2753]]&lt;br /&gt;
[[Version/1.2.2900]]&lt;br /&gt;
[[Version/1.2.3005]]&lt;br /&gt;
[[Version/1.3.3066]]&lt;br /&gt;
[[Version/1.3.3067]]&lt;br /&gt;
[[Version/1.3.3069]]&lt;br /&gt;
[[Version/1.3.3072]]&lt;br /&gt;
[[Version/1.3.3074]]&lt;br /&gt;
[[Version/1.3.3076]]&lt;br /&gt;
[[Version/1.3.3080]]&lt;br /&gt;
[[Version/1.3.3087]]&lt;br /&gt;
[[Version/1.3.3101]]&lt;br /&gt;
[[Version/1.3.3117]]&lt;br /&gt;
&lt;br /&gt;
* Redo the rigger happy vs normal vs careful shooter DPS analyses. From reddit: a &amp;quot;skill 10 user [with a chain shotgun] at max range (where the penalty from TH is at its absolute highest) has 90% the single target DPS vs a untraited pawn but still has 125% of the crowd DPS. By skill 14, a trigger happy pawn is flat superior with the chain shotgun at every range.&amp;quot; i.e. e.g. is (shooting accuracy with TH^max range)/(shooting accuracy^max range) * {Cooldown + Warmup with TH)/{Cooldown + Warmup) &amp;gt; 1 for skill level X. Tables maybe? And only at max range? Can't generalize it as easy as &amp;quot;its always better at X skill&amp;quot; as it's been used previously.&lt;br /&gt;
&lt;br /&gt;
* once [[Field hand]] and [[Plant work speed]] have their math sussed out, analyse effect of archotech arms (manip affects both PWS and [[Plant Harvest Yield]]) vs field hands. Likely always better to just sow a larger field of crops with the extra work time to make up for smaller yield, but for some plants (e.g. trees) at some skill levels, may be beneficial to have field handed planter sow, and arhcotech armed harvest harvest? Investigate.&lt;br /&gt;
&lt;br /&gt;
* [[Apparel#Suggested_Apparel_Combos]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The odd ones out have known numbers; verify and reset. &lt;br /&gt;
* https://rimworldwiki.com/index.php?title=Version/1.0.2059&amp;amp;diff=prev&amp;amp;oldid=70686&lt;br /&gt;
* https://rimworldwiki.com/index.php?title=Version/1.1.2554&amp;amp;diff=prev&amp;amp;oldid=70687&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_03 align-right}}&lt;br /&gt;
! Release Type !! Version Number !! Version Type !! Release Date !! Additional Comment&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/1.0.2059|1.0.2059]] || Release || 2018.10.17 || Release 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.19.2009|0.19.2009]] || Beta || 2018.08.28 || Beta 19&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.18.1722|0.18.1722]] || Beta || 2017.11.18 || Beta 18&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.17.1557|0.17.1557]] || Alpha || 2017.06.03 || Alpha 17B&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.17.1546|0.17.1546]] || Alpha || 2017.05.24 || Alpha 17&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.16.1393|0.16.1393]] || Alpha || 2016.12.20 || Alpha 16&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1284|0.15.1284]] || Alpha || 2016.09.02 || Alpha 15C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1280|0.15.1280]] || Alpha || 2016.08.29 || Alpha 15B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1279|0.15.1279]] || Alpha || 2016.08.28 || Alpha 15&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1249|0.14.1249]] || Alpha || 2016.07.29 || Alpha 14E&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1241|0.14.1241]] || Alpha || 2016.07.21 || Alpha 14D&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1238|0.14.1238]] || Alpha || 2016.07.19 || Alpha 14C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1236|0.14.1236]] || Alpha || 2016.07.18 || Alpha 14B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1234|0.14.1234]] || Alpha || 2016.07.15 || Alpha 14&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.13.1135|0.13.1135]] || Alpha || 2016.04.06 || Alpha 13&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.12.906|0.12.906]] || Alpha || 2015.08.21 || Alpha 12&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.11.877|0.11.877]] || Alpha || 2015.06.10 || Alpha 11&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.10.785|0.10.785]] || Alpha || 2015.04.15 || Alpha 10&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.9.722|0.9.722]] || Alpha || 2015.02.18 || Alpha 9&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.8.657|0.8.657]] || Alpha || 2014.12.15 || Alpha 8&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.7.581|0.7.581]] || Alpha || 2014.10.01 || Alpha 7&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.6.532|0.6.532]] || Alpha || 2014.08.13 || Alpha 6&lt;br /&gt;
|-&lt;br /&gt;
| Silent || [[Version/0.5.496B|0.5.496B]] || Alpha || 2014.07.14 || Alpha 5D&lt;br /&gt;
|-&lt;br /&gt;
| Quiet || [[Version/0.5.496|0.5.496]] || Alpha || 2014.07.07 || Alpha 5C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.5.492B|0.5.492B]] || Alpha || 2014.07.06 || Alpha 5B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.5.492|0.5.492]] || Alpha || 2014.07.04 || Alpha 5&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.4.460|0.4.460]] || Alpha || 2014.06.01 || Alpha 4&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.3.410|0.3.410]] || Alpha || 2014.04.11 || Alpha 3&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.2.363|0.2.363]] || Alpha || 2014.02.26  || Alpha 2&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.1.334|0.1.334]] || Alpha || 2014.01.27 || Alpha 1&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.334|Internal 0.1.334]] || Alpha || 2014.01.26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.333|Internal 0.1.333]] || Alpha || 2014.01.25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.332|Internal 0.1.332]] || Alpha || 2014.01.24 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.331|Internal 0.1.331]] || Alpha || 2014.01.23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.330B|Internal 0.0.330B]] || Pre-Alpha || 2014.01.22 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.330|Internal 0.0.330]] || Pre-Alpha || 2014.01.22 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.329|Internal 0.0.329]] || Pre-Alpha || 2014.01.21 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.328|Internal 0.0.328]] || Pre-Alpha || 2014.01.20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.327|Internal 0.0.327]] || Pre-Alpha || 2014.01.19 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.325|Internal 0.0.325]] || Pre-Alpha || 2014.01.17 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.324|Internal 0.0.324]] || Pre-Alpha || 2014.01.16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.323|Internal 0.0.323]] || Pre-Alpha || 2014.01.15 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.322|Internal 0.0.322]] || Pre-Alpha || 2014.01.14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.321|Internal 0.0.321]] || Pre-Alpha || 2014.01.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.320|Internal 0.0.320]] || Pre-Alpha || 2014.01.12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.318|Internal 0.0.318]] || Pre-Alpha || 2014.01.10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.317B|Internal 0.0.317B]] || Pre-Alpha || 2014.01.09 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.317|Internal 0.0.317]] || Pre-Alpha || 2014.01.08 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.314|Internal 0.0.314]] || Pre-Alpha || 2014.01.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.294|Internal 0.0.294]] || Pre-Alpha || 2013.12.17 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.254B|0.0.254B]] || Pre-Alpha || 2013.11.07 || Pre-Alpha Backer 2&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.254|Internal 0.0.254]] || Pre-Alpha || 2013.11.07 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253c|Internal 0.0.253c]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253b|Internal 0.0.253b]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253|Internal 0.0.253]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.250|0.0.250]] || Pre-Alpha || 2013.11.03 || Pre-Alpha Backer 1&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.250|Internal 0.0.250]] || Pre-Alpha || 2013.11.03 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.249a|Internal 0.0.249a]] || Pre-Alpha || 2013.11.02 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.248|Internal 0.0.248]] || Pre-Alpha || 2013.11.01 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.247|Internal 0.0.247]] || Pre-Alpha || 2013.10.31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.245|0.0.245]] || Pre-Alpha || 2013.10.29 || Pre-Alpha Press Release 2&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.245|Internal 0.0.245]] || Pre-Alpha || 2013.10.29 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.243|Internal 0.0.243]] || Pre-Alpha || 2013.10.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.241|Internal 0.0.241]] || Pre-Alpha || 2013.10.25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.240|Internal 0.0.240]] || Pre-Alpha || 2013.10.24 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.232|0.0.232]] || Pre-Alpha || 2013.10.16 || Pre-Alpha Press Release 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====New seats projects====&lt;br /&gt;
* Kneel pillow&lt;br /&gt;
* Kneel sheet (tiny cover - cover baiting?)&lt;br /&gt;
* Pew&lt;br /&gt;
&lt;br /&gt;
====Mental breaks====&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Food binge]]&lt;br /&gt;
* [[Mental break#Insulting spree]]&lt;br /&gt;
* [[Mental break#Targeted insulting spree]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Social drug binge]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze)]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze) Short]]&lt;br /&gt;
* [[Mental break#Tantrum]]&lt;br /&gt;
** [[Mental break#Targeted tantrum]]&lt;br /&gt;
** [[Mental break#Bedroom tantrum]]&lt;br /&gt;
* [[Mental break#Sadistic rage]]&lt;br /&gt;
* [[Mental break#Corpse obsession]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Fire starting spree]]&lt;br /&gt;
* [[Mental break#Hard drug binge]]&lt;br /&gt;
* [[Mental break#Jailbreaker]]&lt;br /&gt;
* [[Mental break#Slaughterer]]&lt;br /&gt;
* [[Mental break#Murderous rage]]&lt;br /&gt;
* [[Mental break#Run wild]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Confusion]]&lt;br /&gt;
* [[Mental break#Social fighting]]&lt;br /&gt;
* [[Mental break#Fleeing in panic]]&lt;br /&gt;
* [[Mental break#Manhunter]]&lt;br /&gt;
&lt;br /&gt;
====Old sprites====&lt;br /&gt;
*[[:File:TableTailor.png]] &lt;br /&gt;
*[[:File:Cecropia tree.png]] &lt;br /&gt;
*[[:File:Herbal medicine.png]]&lt;br /&gt;
*[[:File:Glitterworld medicine.png]]&lt;br /&gt;
*[[:File:Club.png]] &lt;br /&gt;
*[[:File:GreatBow.png]]&lt;br /&gt;
*[[:File:FragGrenades.png]]&lt;br /&gt;
*[[:File:Molotov.png]]&lt;br /&gt;
*[[:File:Elephant tusk.png]]&lt;br /&gt;
*[[:File:High-explosive shell.png]]&lt;br /&gt;
*[[:File:Ship computer core.png]]&lt;br /&gt;
*[[:File:EquipmentRack.png]]&lt;br /&gt;
*[[:File:Equipment rack.png]]&lt;br /&gt;
*[[:File:Fueled_Stove.jpg]]&lt;br /&gt;
&lt;br /&gt;
====Textiles====&lt;br /&gt;
*Finish updating textiles:&lt;br /&gt;
**[[Cloth]]&lt;br /&gt;
&lt;br /&gt;
====Thoughts====&lt;br /&gt;
* Update: &lt;br /&gt;
**[[Thoughts/Memory Death]]&lt;br /&gt;
**[[Thoughts/Exotic]]&lt;br /&gt;
**[[Thoughts/Drugs]]&lt;br /&gt;
* Add: &lt;br /&gt;
**[[Thoughts/Anesthetic]]&lt;br /&gt;
**[[Thoughts/Memory Lost]]&lt;br /&gt;
**[[Thoughts/Memory Special]]&lt;br /&gt;
&lt;br /&gt;
**[[Thoughts/Memory Special (Royalty)]]&lt;br /&gt;
**[[Thoughts/Situation MusicalInstruments (Royalty)]]&lt;br /&gt;
**[[Thoughts/RoyalTitles]]&lt;br /&gt;
&lt;br /&gt;
**[[Thoughts/IdeoBuilding (Ideology)]]&lt;br /&gt;
**[[Thoughts/IdeoRaiding (Ideology)]]&lt;br /&gt;
**[[Thoughts/IdeoRole (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Misc (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Social (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Terror (Ideology)]]&lt;br /&gt;
**[[Thoughts/Ritual (Ideology)]]&lt;br /&gt;
**[[Thoughts/Ritual Quality (Ideology)]]&lt;br /&gt;
**[[Thoughts/Situation Social (Ideology)]]&lt;br /&gt;
**[[Thoughts/Situational (Ideology)]]&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Assets]]&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
* [[Persona weapon#Psychic hypersensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic sensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic quiet]]&lt;br /&gt;
* [[Persona weapon#Psychic fog]]&lt;br /&gt;
* [[Persona weapon#Kind thoughts]]&lt;br /&gt;
* [[Persona weapon#Calm thoughts]]&lt;br /&gt;
* [[Persona weapon#Mad muttering]]&lt;br /&gt;
* [[Persona weapon#Mad wailing]]&lt;br /&gt;
* [[Persona weapon#Kill-happy]]&lt;br /&gt;
* [[Persona weapon#Kill-sorrow]]&lt;br /&gt;
* [[Persona weapon#Kill thirst]]&lt;br /&gt;
* [[Persona weapon#Psy-meditative]]&lt;br /&gt;
* [[Persona weapon#Painless]] &lt;br /&gt;
* [[Persona weapon#Neural cooling]]&lt;br /&gt;
* [[Persona weapon#Freewielder]]&lt;br /&gt;
&lt;br /&gt;
==== Standardize ====&lt;br /&gt;
Standardize to [[:File:Friendly_Fire_Radii.png]]. Mostly contrast and lighting is the issue.&lt;br /&gt;
* [[:File:Frag_grenade_range.png]]&lt;br /&gt;
* [[:File:Gauranlen_tree_exclusion_radius.png]]&lt;br /&gt;
* [[:File:Roof_rimworld.jpg]] &lt;br /&gt;
* [[:File:PhoenixArmorAOE.png]]&lt;br /&gt;
* [[:File:Grenades melee block.png]]&lt;br /&gt;
* [[:File:Grenades corridor.png]]&lt;br /&gt;
* [[:File:Molotov cocktails.png]]&lt;br /&gt;
* [[:File:Rocketswarm_blast.png]]&lt;br /&gt;
* [[:File:Melee block door.png]]&lt;br /&gt;
&lt;br /&gt;
Use styling station to get nice images of all pawnkinds.&lt;br /&gt;
&lt;br /&gt;
==== Lore ====&lt;br /&gt;
{{Main|Lore}}&lt;br /&gt;
* Extract [[crashed ship parts]] for [[Lore]] page and sections. Add Charlton Whitestone to the lore page. [[Ancient warspider remains]], Ancient warsprinter remains, &lt;br /&gt;
** Ancient warwalker claw &lt;br /&gt;
** Ancient warwalker foot &lt;br /&gt;
** Ancient warwalker leg &lt;br /&gt;
** Ancient warwalker shell &lt;br /&gt;
** Ancient warwalker torso, &lt;br /&gt;
* [[Lore]] from the Abasia and Blood Rot cure descriptions, from the [[Fibrous mechanites]] and [[Sensory mechanites]] descriptions&lt;br /&gt;
* [[Archotech]] lore page inc archotech body parts.&lt;br /&gt;
* [https://www.reddit.com/r/RimWorld/comments/w939q7/i_didnt_know_that_machines_personas_had_to_be/ machine persona ethics committees]&lt;br /&gt;
&lt;br /&gt;
==== Modding ====&lt;br /&gt;
        &amp;lt;butcherBodyPart&amp;gt;&lt;br /&gt;
          &amp;lt;bodyPartGroup&amp;gt;TuskAttackTool&amp;lt;/bodyPartGroup&amp;gt;&lt;br /&gt;
          &amp;lt;thing&amp;gt;ElephantTusk&amp;lt;/thing&amp;gt;&lt;br /&gt;
          &amp;lt;allowFemale&amp;gt;false&amp;lt;/allowFemale&amp;gt;&lt;br /&gt;
        &amp;lt;/butcherBodyPart&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bulletStaggerDelayTicks&amp;gt;120&amp;lt;/bulletStaggerDelayTicks&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerSpeedFactor&amp;gt;0.2&amp;lt;/bulletStaggerSpeedFactor&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerIgnoreBodySize&amp;gt;true&amp;lt;/bulletStaggerIgnoreBodySize&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerEffecterDef&amp;gt;TunnelerSlowedDown&amp;lt;/bulletStaggerEffecterDef&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Infobox Updates ===&lt;br /&gt;
[[Template: Infobox main]] is in need of some TLC.&lt;br /&gt;
&amp;lt;big&amp;gt;'''IMPLEMENT THE MELEE SELECTION WEIGHTS FOR THE ANIMAL AND WEAPON VERBS INTO THE INFOBOX TEMPLATE TO ALLOW FOR MASSIVE SIMPLIFICATION OF [[Template: True Melee DPS Calculator]]? CAN'T ACCOUNT FOR QUALITY/MATERIAL CHANGES. SPIN WEIGHT CALC INTO SUB TEMPLATE? DOESN'T MATTER FOR QUALITY LESS/MATERIAL LESS WEAPONS LIKE BODY PART WEAPONS, DOESN'T MATTER FOR ANIMALS'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* True DPS.&lt;br /&gt;
* Diet. Better differentiation, display and integration of the actual options. Tweak [[nutrition]] and [[saturation]] as needed. Alos check animal tables to aboid breaking tempaltes&lt;br /&gt;
* Energy requirements&lt;br /&gt;
* Would be nice if the bionics explicitly listed their attachment point on their pages&lt;br /&gt;
* Drug stats to prevent having to set dozens of variables over the article. Also allow the display of the average high duration in the infobox.&lt;br /&gt;
* Artificial body part part efficiecny?&lt;br /&gt;
* [[mechanoids]] should have their shred returns mentioned in their infoboxc like butchery. &lt;br /&gt;
* Searhc in stuff tags &amp;quot; &amp;quot; + &amp;lt;stuff tags&amp;gt; = the first word will always start at 1 not 0?&lt;br /&gt;
* |imagesize = 192px&lt;br /&gt;
* Biosculpter takes 200W when on, 50W when off. Wind tubrine varies from 0 - 3250W, should this display?&lt;br /&gt;
* Implement Ingredient List but for stuffable - i.e. this list of items is stuffable with metallics, this one with stony etc. and then link each metal, stone, wood etc to their respecitve type. &lt;br /&gt;
* General clean up cleanup. Weapons especially.&lt;br /&gt;
* Change wool, milk, and eggs to generic products now that theres so many things that produce things that aren't either - boomalopes, medicinemakers, berry makers,  etc&lt;br /&gt;
* [[User:NotBadCat#Trying_New_Version_of_Animal_Stats_box]]&lt;br /&gt;
*To add&lt;br /&gt;
** Automatically add types to categories?&lt;br /&gt;
**Scale image with the size ingame? As in if its 3x2 in game, scale it so that its 3x larger than a normal image? Might be a way to stndarzie on an image szie&lt;br /&gt;
**[[Move speed]] penalty for Armor?&lt;br /&gt;
* How should we handle extra effects of weapons - EMP damage on Zeushammer, Fire on Plasmasword, Toxic Buildup on Venom Fangs/Talons and how should we display them on tables without messing with automated math. Should we just add new &amp;quot;special damage&amp;quot;, &amp;quot;special damage type&amp;quot; and &amp;quot;special damage DPS&amp;quot; categories to infobox? Or is that bloating and already full infobox? Should it just be in the article? Then automated comparison tables won't display it.&lt;br /&gt;
&lt;br /&gt;
* [[Template talk:Infobox main]] STDT tables don't play nice with infoboxes. Wikitables do. Why? How fix? Fix. [[User:Jimyoda|Jimyoda]] is working on it.&lt;br /&gt;
**There is a partial fix with the use of the external tags, but its still not ideal&lt;br /&gt;
**The difference seems to be in how the &amp;quot;table&amp;quot; and &amp;quot;wikitable&amp;quot; classes are defined.&lt;br /&gt;
**Table seems to be defined at [[MediaWiki:Common.css]] but I can't find any definition anywhere for wikitable to compare.&lt;br /&gt;
&lt;br /&gt;
=== Feed back Needed!(If you're reading this, please weigh in) ===  &lt;br /&gt;
*Finding information on natural walls is current unintuitive or outright unavailable. Atm I've created a section on the [[Structures]] page but this is not great - while it puts it next to the other walls, its not an intuitive place to find that information. This is largely because of the initial structure of the wiki to match the menu structure. This is causing issues with things such as where to place uncraftable items such as [[Vanometric power cell]]s. But back on topic:&lt;br /&gt;
**Should we create superpages for each stone type? With the stats for the wall, blocks and stone chunk all on one page&lt;br /&gt;
*** Since the limited use of this information I'd focus efforts elsewhere [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC)&lt;br /&gt;
**Should we abandon the menu-inspired nav structure? (Ultimately likely to be better, but a massive project)&lt;br /&gt;
***This I think is a good idea regardless of the current topic, since it would allow a more intuitive structure of the overall wiki preventing the occasional &amp;quot;ow there's 3 different pages about fire&amp;quot;. Maybe good to have design first so we can see how much can be recycled (which I hope is a lot) and to see where the biggest gain is.[[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:19, 16 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Common errors ==&lt;br /&gt;
Feel free to add more that you feel are common (i.e. likely to show up on multiple pages after a few months without culling)&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheived&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheive&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheiving &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=soley &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieve &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieved&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieving&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=particulary&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Prefered &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=rememdied  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=multipler  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=supression&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=suppresion&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=supressing&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=supressed&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=teh &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=peice&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=euthenasia&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=indefintely&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Inheriently&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=continous&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=incidential&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Upseting&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=aformentioned&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperated&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperate&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperating &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperately  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=reliabily  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=withdrawl &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=comforable &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=negligble&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Dependant - not incorrect spelling, but usually used wrong.&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=neccessary &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=resurected&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=ressurected &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=initally&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=noticably&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=efficency&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheived&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheive&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheivable &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheiving&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=daylillies&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=managable&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=butcherer&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=ocurring&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=occuring&lt;br /&gt;
&lt;br /&gt;
== Event Banners ==&lt;br /&gt;
&amp;lt;!--{{#switch: {{#time: m-d }}&lt;br /&gt;
| 02-15 = Its the day after valentines&lt;br /&gt;
| 04-01 = Its april fools day&lt;br /&gt;
| 25-12 = Its xmas&lt;br /&gt;
| #default = It is this day {{#time: m-d }} and you could automate these banners. &lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#switch: {{#time: m-d }}&lt;br /&gt;
| 02-14=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Scarification.png|60px]]&lt;br /&gt;
| text = {{IdeologyIcon}} [[Ideology]] is red, {{BiotechIcon}} [[Biotech]] is blue, if I give you this {{Icon Small|Heart}} [[heart]], will you give me yours too?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 02-15 = Its the day after valentines&lt;br /&gt;
| 04-01 = Its april fools day&lt;br /&gt;
| 10-31 =&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF7518&lt;br /&gt;
| image = [[File:Skull stack full.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;amp;nbsp;Put your [[File:Animalist war mask wood.png|16px]] [[War mask|&amp;lt;span title=&amp;quot;Mask&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;mask&amp;lt;/span&amp;gt;]] on! The [[File:GauranlenPodC.png|16px]] [[Gauranlen_pod|&amp;lt;span title=&amp;quot;Pumpkin&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;pumpkins&amp;lt;/span&amp;gt;]] are out and its time to go &amp;lt;span  title=&amp;quot;Trick&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot; class=&amp;quot;mw-customtoggle-collapse&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;gt;trick&amp;lt;/span&amp;gt; or [[Special:Random|&amp;lt;span title=&amp;quot;Treat&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;treating&amp;lt;/span&amp;gt;]]!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;amp;nbsp;HAPPY HALLOWEEN FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;[[File:Gene FireTerror.png]]&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''BOO!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 12-25=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;MERRY CHRISTMAS FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 12-26|12-27|12-28|12-29|12-30|12-31=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = Jingle Bells, load the [[Mortar shell|shells]], [[raiders]] have come to play, oh no wait&amp;lt;br&amp;gt; ...oh its too late, bye bye Santa's sleigh, hey!&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''MERRY CHRISTMAS FROM RIMWORLD WIKI!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| #default = It is this day {{#time: m-d }} and there are 4 automated banners. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF7518&lt;br /&gt;
| image = [[File:Skull stack full.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;amp;nbsp;Put your [[File:Animalist war mask wood.png|16px]] [[War mask|&amp;lt;span title=&amp;quot;Mask&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;mask&amp;lt;/span&amp;gt;]] on! The [[File:GauranlenPodC.png|16px]] [[Gauranlen_pod|&amp;lt;span title=&amp;quot;Pumpkin&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;pumpkins&amp;lt;/span&amp;gt;]] are out and its time to go &amp;lt;span  title=&amp;quot;Trick&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot; class=&amp;quot;mw-customtoggle-collapse&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;gt;trick&amp;lt;/span&amp;gt; or [[Special:Random|&amp;lt;span title=&amp;quot;Treat&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;treating&amp;lt;/span&amp;gt;]]!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;amp;nbsp;HAPPY HALLOWEEN FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;[[File:Gene FireTerror.png]]&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''BOO!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;MERRY CHRISTMAS FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = Jingle Bells, load the [[Mortar shell|shells]], [[raiders]] have come to play, oh no wait&amp;lt;br&amp;gt; ...oh its too late, bye bye Santa's sleigh, hey!&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''MERRY CHRISTMAS FROM RIMWORLD WIKI!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Scarification.png|60px]]&lt;br /&gt;
| text = {{IdeologyIcon}} [[Ideology]] is red, {{BiotechIcon}} [[Biotech]] is blue, if I give you this {{Icon Small|Heart}} [[heart]], will you give me yours too?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
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| text  = Please note, RimWorld was recently '''Refused Classification''' in Australia. Refused games [https://www.classification.gov.au/classification-ratings/what-do-ratings-mean cannot be sold, hired, advertised or legally imported] in Australia. &lt;br /&gt;
&lt;br /&gt;
As such it has been removed from the Steam store in that location. Preexisting owners remain unaffected.&lt;br /&gt;
&lt;br /&gt;
Due to this removal, there have been reports that the statement released by Ludeon on this event may not be available to all players. For convenience, it is replicated [[Refused classification|here]]&lt;br /&gt;
&lt;br /&gt;
Polite complaints to the Australian Classification Board can be submitted by Australian residents [https://www.classification.gov.au/contact-us/contact-us-form here]. &lt;br /&gt;
}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
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| text  = &amp;lt;big&amp;gt;[https://rimworld.double11.com/ RimWorld Console Edition] is here!&amp;lt;/big&amp;gt; Welcome to the rimworlds, console [[pawns]], try not to get turned into a hat. &amp;lt;br&amp;gt;Check out the [https://rimworld.double11.com/faq FAQ here]. RimWorldWiki is also trying to update to this new platform. Please be patient with us as this happens, and if possible, [[Talk:Console edition|lend a hand]]&lt;br /&gt;
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{{Rwbox&lt;br /&gt;
| name = biotech&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #6bb6bb&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:BiotechIcon.png|40px|link=Biotech DLC|Biotech DLC]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;The [[Biotech DLC]] and Version 1.4 have been announced and are coming October 21st!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;For further information, see the [https://store.steampowered.com/news/app/294100/view/3294970071159733465 announcement] and the [https://store.steampowered.com/app/1826140/RimWorld__Biotech/ steam page]!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = biotech&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #6bb6bb&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:BiotechIcon.png|40px|link=Biotech DLC|Biotech DLC]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;The [[Biotech DLC]] and Version 1.4 has arrived!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;For further information, see the [https://store.steampowered.com/news/app/294100/view/3294970071159733465 announcement] and the [https://store.steampowered.com/app/1826140/RimWorld__Biotech/ steam page]!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
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| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Downtime Notice&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;The RimWorld Wiki will have its MediaWiki version updated soon. The expected downtime period is between Friday (December 9th) to Sunday (December 11th)&amp;lt;br/&amp;gt;You may experience some interruptions trying to edit or viewing pages during the migration.&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
  | name = anomaly&lt;br /&gt;
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  | image = [[File:AnomalyIcon.png|40px|link=Anomaly (DLC)]]&lt;br /&gt;
  | text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''The [https://store.steampowered.com/news/app/294100/view/4160834030793878434 Anomaly DLC] has been [https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ released on Steam] alongside 1.5!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Please bear with us as we get the new content up, and consider [[Special:CreateAccount|signing up]] to help today!&lt;br /&gt;
  | nocat = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Stats from the &amp;quot;automated&amp;quot; part:&lt;br /&gt;
 [SMW] In-text annotation parser time	0.001 seconds&lt;br /&gt;
 CPU time usage	0.004-0.009 seconds&lt;br /&gt;
 Real time usage	0.004-0.024 seconds&lt;br /&gt;
 Preprocessor visited node count	18/1,000,000&lt;br /&gt;
 Post-expand include size	65/2,097,152 bytes&lt;br /&gt;
 Template argument size	0/2,097,152 bytes&lt;br /&gt;
 Highest expansion depth	3/40&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
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| text = The [[raiders]] are dead, the [[fleshbeasts]] are too, time for some [[lovin']], just me and you?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
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{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
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|text=Note: This page is made in preparation of the release of the [[Odyssey DLC]] to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== User recognition banners ==&lt;br /&gt;
Nothing official or serious but some users and deserve what thanks we can give. Honestly, more people should have these but its only really realized when large projects get completed.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type = warning&lt;br /&gt;
| image = [[File:RoyaltyIcon.png|40px]]&lt;br /&gt;
| text = This user is a credit to the wiki, and has '''define'''-itely gone above and beyond!&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;I can't reward you for all your work on infobox main and the massive slog that was changing over all the half-functioning define templates but I wanted to say that while the average reader might not realize the extent it helps now and will help in the future, we do and its massively appreciated. You're a goddamn legend. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:57, 20 April 2022 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Ickputzdirwech for updating the absolute mess of old define templates into now-much more flexible [[Template:Infobox main]]&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = ideology&lt;br /&gt;
| type = speedy&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:IdeologyIcon.png|40px|link=Ideology DLC|Ideology DLC]]&lt;br /&gt;
| text =  '''This user is recognised as a &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Moral Guide&amp;lt;/span&amp;gt; for their contributions to [[Ideoligion]]'''&lt;br /&gt;
| nocat=true&lt;br /&gt;
}}&lt;br /&gt;
User:Kelenius for getting the [[Ideology]] page online in the time shortly after release.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = bodybuilder&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #000000&lt;br /&gt;
| image = [[File:Gene BodyHulk.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;Look at that definition!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;This user deserves recognition for impeccable work and the absolute slog that was completing the body type definitions for [[Template:Animal Health Table]]. &lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
User:Arcangelus for updating the body type pages which I am oh so very glad I did not have to do. Slog is right.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type = move&lt;br /&gt;
| image = [[File:Focus.png|40px]]&lt;br /&gt;
| text = This user is a person of [[focus]], taking on the [[burden]] of making the psycast pages into a valuable resource, with absolutely [[stun (psycast)|stunning]] results. Thanks for all your hard work, you're an [[word of inspiration|inspiration]].&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;- [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:56, 12 January 2025 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Bacaniel for getting all the individual psycast pages up after the split from the table&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = &lt;br /&gt;
| type = manual&lt;br /&gt;
| color = &lt;br /&gt;
| image = [[File:Bionic eye south.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;''Picture'' this: a world without [[Template:Image wanted|Image wanted banners]]&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Because of this user, we are a great leap closer to it. Thank you so much for all your hard work!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
User:Vertigo for clearing an [https://rimworldwiki.com/index.php?target=Vertigo&amp;amp;namespace=all&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;start=&amp;amp;end=&amp;amp;limit=500&amp;amp;title=Special%3AContributions absolute mountain of image requests].&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type  = manual&lt;br /&gt;
| color = #2596be&lt;br /&gt;
| image = [[File:LandmarkExpanding.png|60px]]&lt;br /&gt;
| text = This is a [[landmark]] user! We didn't have the [[foggy|foggiest]] idea how to fill in the [[chasm]] of missing information on [[Landmarks]], but they moved [[fjord]] and replaced it with a [[mountain]] of content! &amp;lt;br&amp;gt;Thanks for all your hard work!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;- [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 06:53, 14 March 2026 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Esredar for [[Landmarks]]. Seriously look at the page history.&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Centipede_burner&amp;diff=180649</id>
		<title>Centipede burner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Centipede_burner&amp;diff=180649"/>
		<updated>2026-05-31T06:42:26Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|none|&lt;br /&gt;
| name = Centipede burner&lt;br /&gt;
| image = CentipedeBurner east.png&lt;br /&gt;
| description  = {{Q|Centipede|Description}}&lt;br /&gt;
| type         = Mechanoid&lt;br /&gt;
| marketvalue  = {{Q|Centipede|Market Value Base}}&lt;br /&gt;
| combatPower = {{Q|Centipede|Combat Power}}&lt;br /&gt;
| flammability = {{Q|Centipede|Flammability Base}}&lt;br /&gt;
| movespeed    = {{Q|Centipede|Move Speed Base}}&lt;br /&gt;
| armorblunt   = {{Q|Centipede|Armor - Blunt}}&lt;br /&gt;
| armorsharp   = {{Q|Centipede|Armor - Sharp}}&lt;br /&gt;
| armorheat    = {{Q|Centipede|Armor - Heat}}&lt;br /&gt;
| min comfortable temperature = {{Q|Centipede|Min Comfortable Temperature}}&lt;br /&gt;
| max comfortable temperature = {{Q|Centipede|Max Comfortable Temperature}}&lt;br /&gt;
| toxic resistance = {{Q|Centipede|Toxic Resistance}}&lt;br /&gt;
| toxic environment resistance = {{Q|Centipede|Toxic Environment Resistance}}&lt;br /&gt;
| psychic sensitivity = {{Q|Centipede|Psychic Sensitivity}}&lt;br /&gt;
| bandwidth cost = {{Q|Centipede|Bandwidth Cost}}&lt;br /&gt;
| bodysize    = {{Q|Centipede|Body Size}}&lt;br /&gt;
| healthscale = {{Q|Centipede|Health Scale}}&lt;br /&gt;
| lifespan    = {{Q|Centipede|Life Expectancy}}&lt;br /&gt;
| attack1dmg  = {{Q|Centipede|Attack 1 Damage}}&lt;br /&gt;
| attack1type = {{Q|Centipede|Attack 1 Type}}&lt;br /&gt;
| attack1cool = {{Q|Centipede|Attack 1 Cooldown}}&lt;br /&gt;
| attack1part = {{Q|Centipede|Attack 1 Part}}&lt;br /&gt;
| weaponTags = InfernoCannonGun&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 6&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 255&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 255&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 8&lt;br /&gt;
| resource 4 = High subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Centipede burners''' are a variant of [[centipede]] that wield the [[inferno cannon]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect heavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||100}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Main|Centipede}}&lt;br /&gt;
As mechanoids, centipedes are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will &amp;quot;adapt&amp;quot; for {{Ticks|2200}}, starting from the stun, rendering them immune to further EMP strikes.&lt;br /&gt;
&lt;br /&gt;
Centipedes have a [[Psychic Sensitivity]] of 75%, reducing the duration of certain [[psycast]]s.{{RoyaltyIcon}} However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.&lt;br /&gt;
&lt;br /&gt;
Dead centipedes may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||30}} [[steel]] and {{Icon Small|Plasteel||10}} [[plasteel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as missing parts on the centipede.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Mechs under player control require power: centipedes use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[large mech recharger]] (constant 400W), for 50% power/day, creating 20 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Centipede burners are always equipped with an [[inferno cannon]], which they do not drop upon death. See the [[inferno cannon]] page for further information.&lt;br /&gt;
&lt;br /&gt;
Centipede burners have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8, though this is largely irrelevant due to Forced Miss Radius of the inferno cannon. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
When combined with other mechanoids, centipede burners are high-tier threats due to their durability and the [[fire]] they create. Fire causes pawns to run around wildly, ignore orders, and get out of cover, all of which can lead to death, though usually at the hands of the burner's allies rather than the burner itself. [[Firefoam pop pack]]s are helpful to protect against their attacks, extinguishing pawns and giving the ''Covered in firefoam'' [[hediff]] to prevent future fires, but not the damage from the inferno cannon itself. Strong heat armor, such as from [[devilstrand]] or [[hyperweave]] clothing will help prevent both.&lt;br /&gt;
&lt;br /&gt;
As mechanoids are immune to fire damage, centipede burners are not great targets for [[psychic insanity lance]]s. However, using one will still take the burner out of combat for an extended time, if its ex-allies don't outright kill it.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Centipede burners are middling for [[mechanitor]]s when compared to the other centipede variants. Their best use case is against groups of enemies in the open and/or in [[cover]], as lighting pawns on fire will distract them. They may also be useful against certain [[entities]].{{AnomalyIcon}} However, the inferno cannon is a very flawed weapon. It has terrible accuracy, a slow firerate, and its single-target {{DPS}} is horrible even if every shot hit and considering flame damage. Centipedes themselves are slow, making them difficult to deploy in the open where the burner would seemingly be good. In addition, [[mechanoid]]s, which become increasingly common in the late game, are completely immune to fire and flame damage. They could arguably see use in [[Anomaly]]-focused playthroughs, which will increase the chance of non-mech major threats occurring, however the same bandwidth spent on a [[scorcher]] and other mechs will likely prove more practical.&lt;br /&gt;
&lt;br /&gt;
Still, like all centipedes, centipede burners have very high durability. This is due to 2 key factors:&lt;br /&gt;
* High raw bulk. Centipedes have good armor, but a massive health scale of 4.32. Centipedes have much higher bulk than 4 [[bandwidth]] of any lighter mech combined, even considering the [[tunneler]]'s shield belt.&lt;br /&gt;
* Superior physiology. Most light mechs are bipedal, with 1 torso and 2 legs. Centipedes have 6 body rings, all with a roughly equal chance of being shot. While the head is more likely to be hit, due to its higher health scale, a single headshot won't kill a centipede like it would a [[lancer]]. &lt;br /&gt;
&lt;br /&gt;
And like all mechanoids, centipedes are disposable - able to be repaired and resurrected for a rather cheap cost. A centipede placed in the front of your line can take a [[doomsday rocket launcher]] that would otherwise kill or dismember multiple colonists, and come out largely intact. While [[war queen]]s may be better in the tank role, centipedes are cheaper, cost less bandwidth, and have &amp;quot;regular&amp;quot; armament. At a similar price to the other centipede variants, however, these advantages are better sourced from the more useful variants.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|MechanicalCentipede}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table|weapon=Inferno cannon}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CentipedeBurnerClean east.png| Age 0-99 Centipede burner facing east&lt;br /&gt;
CentipedeBurnerClean north.png| Age 0-99 Centipede burner facing north&lt;br /&gt;
CentipedeBurnerClean south.png| Age 0-99 Centipede burner facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
CentipedeBurner east.png| Age 100+ Centipede burner facing east&lt;br /&gt;
CentipedeBurner north.png| Age 100+ Centipede burner facing north&lt;br /&gt;
CentipedeBurner south.png| Age 100+ Centipede burner facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - The base [[centipede]], which could wield both the charge blaster and inferno cannon, was split into [[centipede blaster|blaster]], burner, and [[centipede gunner|gunner]].&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced ability to create and control centipedes. &lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Twisted_obelisk&amp;diff=180648</id>
		<title>Twisted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Twisted_obelisk&amp;diff=180648"/>
		<updated>2026-05-31T06:42:15Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Twisted obelisk&lt;br /&gt;
| image = Twisted obelisk.png&lt;br /&gt;
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;br/&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;br /&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| hp = 3000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.24&lt;br /&gt;
| focus type = Void&lt;br /&gt;
&amp;lt;!-- Activity --&amp;gt;&lt;br /&gt;
| starting range = 0.2~0.4&lt;br /&gt;
| change per day base = 0.2&lt;br /&gt;
| change per damage = 0.001&lt;br /&gt;
| warning = 0.9&lt;br /&gt;
| activity worker class = ObeliskActivityWorker&lt;br /&gt;
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| can be activity deactivated = true&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| paintable = false&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| claimable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Shard|24|1}}&lt;br /&gt;
| cover = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WarpedObelisk_Mutator&lt;br /&gt;
| label = twisted obelisk&lt;br /&gt;
}}&lt;br /&gt;
The '''twisted obelisk''' is one of three [[obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to give your pawns fleshmass mutations.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary.}}&lt;br /&gt;
An obelisk can {{Check Tag|Spawn Chance}} spawn in the map as a [[major threat]] event sometime after day 50 when the [[void monolith]] level is 1 or greater. An obelisk has a chance to spawn 120 days after the last of any type.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=How are the chances of the results distributed for both the targeted option and the random one. e.g. is it equal between the 4/6 options? is getting a lung 2x as likely as a stomach? etc. See [[fleshmass stomach]] further discussion on community discord. Also check tags.}}&lt;br /&gt;
&lt;br /&gt;
=== Obelisk mechanics ===&lt;br /&gt;
Like the other [[obelisk]]s, the twisted obelisk has an activity level, which can be suppressed as wardening work. Reaching 100% activation will cause a special, dangerous event and cause the obelisk to be destroyed afterwards. At full HP, an obelisk gains +20% activity per day, but damaging it will raise activity, and once it falls below 80% HP, the daily rate will rapidly increase.&lt;br /&gt;
&lt;br /&gt;
Obelisks can be studied for advanced anomaly research, with the rate of study increasing with activity level.&lt;br /&gt;
&lt;br /&gt;
=== Mutation ===&lt;br /&gt;
[[File:Obelisk mutate gizmo.png|thumb|left|Gizmo for mutating (once the obelisk has been studied for 10 points of research)]]&lt;br /&gt;
&lt;br /&gt;
When suppressing or studying the twisted obelisk, there is a chance of a mutation happening, occurring on average every 24 hours of interaction.&lt;br /&gt;
&lt;br /&gt;
There are 6 possible occurrences with equal chance and one is selected randomly when the obelisk is triggered. The first four options will mutate the pawn that suppressed or studied the obelisk: &lt;br /&gt;
* [[Flesh whip]] (arm): Provides a {{Q|Flesh whip|Attack 1 Damage}} damage, {{Q|Flesh whip|Attack 1 AP}}% {{AP}}, {{Q|Flesh whip|MeleeDPS}} {{DPS}} [[{{Q|Flesh whip|Attack 1 Type}}]] attack and -1 [[Beauty (Pawn)|Beauty]], 30 HP&lt;br /&gt;
* [[Flesh tentacle]] (arm): 120% Part Efficiency, -1 [[Beauty (Pawn)|Beauty]], 30 HP&lt;br /&gt;
* [[Fleshmass lung]] (lung): +6% [[Pain]], +30% Toxic Environment Resistance, and immunity to [[Lung rot]] and [[Asthma]]. Only mutates 1 lung at a time.&lt;br /&gt;
* [[Fleshmass stomach]] (stomach): +8% Pain, 0% Food Poisoning chance Factor, immunity to [[gut worms]].&lt;br /&gt;
* Turn a random tree within a radius of 100 tiles from the obelisk into a [[harbinger tree]]&lt;br /&gt;
* Turn a random animal on the map into a [[fleshbeast]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, after gaining 10 anomaly research from the obelisk, mutation can be manually triggered via the &amp;quot;Mutate&amp;quot; gizmo, which allows the player to choose a controllable human (including guests and [[ghoul]]s) pawn to target and mutate. This will cause one of first four options, although the mutation remains randomly chosen. This has a 5 day cooldown.&lt;br /&gt;
:''&amp;quot;You've learned more about the obelisk. It is an archotech machine that transforms flesh creatures into different forms. The device is damaged, so the new forms would be chaotic and unstable - a person or animal so transformed would become something totally unrecognizable. The obelisk's energy level rises unless suppressed. If it fully activates, it could transform an endless number of creatures, creating a nightmarish horde of flesh mutants. {PAWN_nameDef} thinks that it may be possible to safely shut down the obelisk but this will need significantly more study. You can now intentionally provoke a response from the twisted obelisk.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The flessmass parts can replace missing limbs and organs. The new flesh part cannot replace an artificial part, but can replace a part with an artificial part attached, such as a natural arm with a [[wooden hand]]. If an artificial or already mutated body part is chosen as the target, the obelisk trigger will fail. The obelisk will still go on cooldown if the mutation attempt fails.&lt;br /&gt;
&lt;br /&gt;
=== Full activation ===&lt;br /&gt;
If the activity level of the twisted obelisk reaches 100%, it will explode, dropping a [[shard]] and  causing some [[wildlife]] in the area to turn into hostile [[fleshbeast]]s. The amount depends on [[raid point]]s. If there are insufficient animals, fleshbeasts will emerge from the ground.&lt;br /&gt;
&lt;br /&gt;
The explosion covers 4.9 tiles out from the obelisk with the damage type of [[Damage_Types|vaporize]]. {{Check Tag|Detail|Radius, Damage, Damage type, any left over flames, debris or resource}} Tamed and allied animals remain unaffected.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
After obtaining 30 anomaly research from the twisted obelisk, it can be safely deactivated at the cost of 2 [[shard]]s. A deactivated obelisk will not need to be suppressed, but can no longer mutate pawns.&lt;br /&gt;
:''&amp;quot;{PAWN_nameDef} has completed {PAWN_possessive} investigation of the twisted obelisk. {PAWN_pronoun} has discovered a method for safely deactivating the obelisk using shards of archotechnology. You can no longer study the obelisk after deactivating it.&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
In terms of effectiveness, fleshmass limbs and organs are typically inferior to bionic or detoxifer{{BiotechIcon}} parts that can be crafted, the exception being the flesh whip, which has a slightly better {{DPS}} than the [[elbow blade]].{{RoyaltyIcon}} However, they are effectively free upgrades, requiring only waiting for the cooldown and some patience with the RNG. For colonists with the [[masochist]] trait or a colony with the [[Ideoligion#Pain|Pain: Idealized]] precept,{{IdeologyIcon}} the pain that comes from the fleshmass lungs and stomach might even make them preferable to [[detoxifier lung]]s{{BiotechIcon}} and [[bionic stomach]]s, respectively. [[Ghoul]]s can also use the twisted obelisk for a chance at free upgrades such as a Flesh Whip, while also not caring about the downsides of pain and ugliness.&lt;br /&gt;
&lt;br /&gt;
In terms of [[wealth management]], mutated body parts don't contribute to the colony wealth and will attract less severe incidents than their artificial counterparts.&lt;br /&gt;
&lt;br /&gt;
You can damage the obelisk and continuously suppress it to trigger a mutation by interaction. This doesn't affect the mutate ability cooldown and results in a body part mutation on average once per {{Ticks|90000}} of interaction. For comparison, a pawn with 100% [[general labor speed]] and 2 [[tool cabinet]]s takes {{Ticks|76785}} of work to make a [[bionic arm]] from raw resources.&lt;br /&gt;
&lt;br /&gt;
{{Obelisk Analysis|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
{{Obelisk Destruction|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Possibly a reference to the Markers from Dead Space, slowly turning Pawns into Fleshbeasts, similar to how the Markers turn Humans into necromorphs.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=180647</id>
		<title>Corrupted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=180647"/>
		<updated>2026-05-31T06:41:24Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Image wanted|reason=Gizmos}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Corrupted obelisk&lt;br /&gt;
| image = Corrupted obelisk.png&lt;br /&gt;
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;br /&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;br /&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| hp = 3000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.24&lt;br /&gt;
| focus type = Void&lt;br /&gt;
&amp;lt;!-- Activity --&amp;gt;&lt;br /&gt;
| starting range = 0.2~0.4&lt;br /&gt;
| change per day base = 0.2&lt;br /&gt;
| change per damage = 0.001&lt;br /&gt;
| warning = 0.9&lt;br /&gt;
| activity worker class = ObeliskActivityWorker&lt;br /&gt;
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| can be activity deactivated = true&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| paintable = false&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| claimable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Shard|24|1}}&lt;br /&gt;
| cover = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WarpedObelisk_Duplicator&lt;br /&gt;
| label = corrupted obelisk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''corrupted obelisk''' is one of three [[obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to clone your colonists.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary}}&lt;br /&gt;
An obelisk can {{Check Tag|Spawn Chance}} spawn in the map as a [[major threat]] event sometime after day 50 when the [[void monolith]] is 1 or greater. An obelisk has a chance to spawn 120 days after the last of any type.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Missing detail and numbers}}&lt;br /&gt;
&lt;br /&gt;
=== Obelisk mechanics ===&lt;br /&gt;
Like the other [[obelisk]]s, the corrupted obelisk has an activity level, which can be supressed as wardening work. Reaching 100% activation will cause a special, dangerous event and cause the obelisk to be destroyed afterwards. At full HP, an obelisk gains +20% activity per day, but damaging it will raise activity, and once it falls below 80% HP, the daily rate will rapidly increase.&lt;br /&gt;
&lt;br /&gt;
Obelisks can be studied for advanced anomaly research, with the rate of study increasing with activity level.&lt;br /&gt;
&lt;br /&gt;
=== Duplicates ===&lt;br /&gt;
When suppressing or studying the corrupted obelisk, there is a chance of a duplicate of the interacting pawn appearing, occurring on average every 24 hours of interaction.&lt;br /&gt;
&lt;br /&gt;
Alternatively, after gaining 10 anomaly research, duplication can be manually triggered by a pawn with a 30 day cooldown. The pawn must be conscious and reach the obelisk.&lt;br /&gt;
:''&amp;quot;You've learned more about the obelisk. The device has the power to duplicate intelligent creatures. In theory, it can produce duplicates without limit. The obelisk appears damaged and unstable, so its energy level rises unless suppressed. If it were to fully activate, it would go into a duplication loop, chaotically pumping out a large number of flawed human duplicates. {PAWN_nameDef} thinks that it may be possible to safely shut down the obelisk but this will need significantly more study. You can now intentionally provoke a response from the corrupted obelisk.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s cannot be duplicated, and will instead show a message to that effect. [[Ghoul]]s cannot be duplicated.&lt;br /&gt;
&lt;br /&gt;
==== Duplicate downsides ====&lt;br /&gt;
When a duplicate is formed, there are four possible downsides, selected randomly:&lt;br /&gt;
* '''Hostile duplicate:''' The duplicate is hostile and will immediately attack. They can be [[downed]] and recruited as normal.&lt;br /&gt;
* Cloned colonist with '''multiple [[organ decay]]:''' Several of the duplicate's vital organs have organ decay, which causes increasing pain and reduced efficiency and will eventually kill the pawn. For further detail and treatment options, see [[Organ decay]]. &lt;br /&gt;
* Cloned colonist with '''[[duplicate sickness]]:''' While both are alive, both the original and the duplicate suffer from lowered [[consciousness]], which gradually worsens over the course of a few days, with the final stage being {{Bad|Max 10%}} consciousness, rendering them both comatose but alive. For further detail and treatment options, see [[Duplicate sickness]]. &lt;br /&gt;
* Cloned colonist with '''[[crumbling mind]]:''' The duplicate's [[consciousness]] will gradually decrease. After 2-3 days the condition becomes permanent and nominally incurable, and they will be [[incapable]] of certain work types. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. For further detail and treatment options, see [[Crumbling mind]].&lt;br /&gt;
&lt;br /&gt;
Note that organ decay, duplicate sickness, and curmbling mind are initially hidden, but can be revealed via surgical inspection.&lt;br /&gt;
&lt;br /&gt;
==== What is duplicated ====&lt;br /&gt;
The duplicated colonist will have identical mood thoughts, [[ideoligion]],{{IdeologyIcon}} [[xenotype]],{{BiotechIcon}} injuries, known [[psycasts]]{{RoyaltyIcon}} and [[psylink]]{{RoyaltyIcon}} level, [[void touched]] status, [[death refusal]] (although max. 1 charge), and any ongoing illnesses or drug effects (including [[pregnancy]]{{BiotechIcon}} and [[luciferium]] addiction). &lt;br /&gt;
&lt;br /&gt;
The duplicate will have no equipment and no artificial body parts except for psylinks and fleshmass organs (such as those granted by a [[twisted obelisk]]). Any artificial body parts will be replaced with the healthy, natural form, including all subparts that may be removed by the artificial part (e.g. a [[prosthetic arm]] will be replaced with an organic arm, including the hand and fingers). &lt;br /&gt;
&lt;br /&gt;
Notably, no social opinions are copied to the duplicate, including spouses, imperial [[title]]s,{{RoyaltyIcon}} or even familial relations.{{Check Tag|Confirmation needed|A duplicate was observed with a &amp;quot;Got some lovin'&amp;quot; social opinion carrying over associated with the original pawn's lover|Editor Note 4/6/2026, by Starcalled: I would be more than happy to provide image confirmation, however I am unable to upload images.}} There is also no special relationship between the original and duplicate. Unique connections, such as to a [[gauranlen tree]],{{IdeologyIcon}} are not duplicated. If the original colonist married and took the last name of another pawn prior to being duplicated, the duplicate will also share that last name (despite not being married).&lt;br /&gt;
&lt;br /&gt;
Additionally, duplicated colonists do not have the original's [[metalhorror]] infection pathways, and they can never gain the pre-arrival infection pathway through resurrection, either.&lt;br /&gt;
&lt;br /&gt;
=== Full activation ===&lt;br /&gt;
If the activity level of the corrupted obelisk reaches 100% it will explode, dropping a [[shard]] and causing hostile duplicates to spawn all around your colonists. Duplicate spawn randomly in proximity to any colonist. This process will not duplicate children unless child raiders are enabled in storyteller settings, in which case a minimum age of 10 still applies.&lt;br /&gt;
&lt;br /&gt;
The amount of duplicates that spawn is based on raid points. The obelisk has a budget equal to 0.6 times the colony's total raid points. The cost of each duplicate is calculated as follows from the colony's total raid points (without the 0.6 multiplier).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Raid points || Cost of each duplicate&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Raid points (100's) |yAxisTitle=Unit cost|type=line|x= 0, 5, 10, 50, 100 |y1=50, 50, 100, 200, 200}} || style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,000 || style=&amp;quot;text-align:right&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Raid points || Total duplicates&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 167 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1000 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2000 || style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5000 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 9667 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
After obtaining 30 anomaly research, the obelisk can be safely deactivated at the cost of 2 [[shard]]s. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.&lt;br /&gt;
:''&amp;quot;{PAWN_nameDef} has completed {PAWN_possessive} investigation of the corrupted obelisk. {PAWN_pronoun} has discovered a method for safely deactivating the obelisk using shards of archotechnology. You can no longer study the obelisk after deactivating it.&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
In addition, dealing enough damage instantly, e.g., with a [[diabolus]]' cannon, will allow destruction of the obelisk without triggering the full activation. [[#Brute-force destruction|See below for more detail]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A colony's pawns can be some of the most powerful assets, and one that rewards large amounts of investment. The ability to multiply these assets makes the corrupted obelisk the most desirable of the three obelisks for most colonies. &lt;br /&gt;
&lt;br /&gt;
The side effects must be accounted for pawns that are to retained, but all of them can be cured. See the relevant pages for further details.&lt;br /&gt;
&lt;br /&gt;
=== Duplication candidates ===&lt;br /&gt;
Generally speaking, how powerful the obelisk is will depend on the pawns you can feed into it and what they are used for.&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s: While it cannot duplicate ghouls themselves, the corrupted obelisk is ideal for duplicating candidates for conversion. Ghouls strongly benefit from particular [[trait]] combinations, [[genes]],{{BiotechIcon}} and a high base melee skill which can be difficult to source en masse. Note that [[artificial body parts]] won't be duplicated, but these are often simpler to source. Hostile duplicates can be captured and turned into allied ghouls without recruiting. &lt;br /&gt;
* [[Psycast]]ers:{{RoyaltyIcon}} Psycasters are some of the most powerful pawns in the game and psylink is replicated. Accruing psylink is often slow, even for new tribes, and as with ghouls, valuable traits such as [[psychically hypersensitive]] and [[trigger happy]] are rare in combination but make for significantly better psycasters. &lt;br /&gt;
* [[Void touched]]: While this does require completing the DLC, a void touched pawn is very powerful by themselves, and their ability stacks with both ghouls and psycasters.&lt;br /&gt;
&lt;br /&gt;
[[Death refusal]] and [[philophagy]] can make a suitable duplicate candiate even better. Philophagy in particular allows a pawn to be decent (or better) at all skills, even if they don't have a passion, although it is expensive in terms of [[shard]]s and requires [[prisoner]]s good at skills.&lt;br /&gt;
&lt;br /&gt;
=== Side effect mitigation ===&lt;br /&gt;
[[Death refusal]] can be copied by the duplicate and will mitigate three of the four downsides. Duplicate sickness can be immediately cured by killing either pawn and reviving. Crumbling mind can be cured by destroying the colonist's brain (before or after death). This can be done via extracting the corpse's [[skull]],{{IdeologyIcon}} using a [[subcore ripscanner]],{{BiotechIcon}} [[luciferium]] withdrawal, or more riskly by eating the corpse until the head is gone. It is usually better to cure organ decay via transplants than death refusal, but destroyed organs will be replaced when reviving.&lt;br /&gt;
&lt;br /&gt;
Similarly, [[unnatural healing]] can cure duplicate sickness, crumbling mind, and decaying organs.&lt;br /&gt;
&lt;br /&gt;
In case of a hostile duplicate, a [[Psychic shock lance|psychic]] or [[shard shock lance]] can be used to avoid accidentally killing them. Alternatively, you can make the duplicator wear a [[war mask]] and damage them beyond what their pain shock threshold was before wearing it. As the duplicate has no mask, they would be immediately downed.&lt;br /&gt;
&lt;br /&gt;
=== Obelisk activation capturing ===&lt;br /&gt;
If you attack the obelisk, its activity level will rise. When it reaches full, it will duplicate up to 30 of your colonists depending on raid points, all of them being hostile to you. However, this can be abused to mass clone a single target pawn by following the method below:&lt;br /&gt;
* Build a prison capable of holding up to 30 prisoners.&lt;br /&gt;
* [[Anesthetic|Anesthetize]] your target pawn via the operation tab.&lt;br /&gt;
* Send all other pawns (except ghouls and prisoners) on a [[caravan]] resting right outside your colony. The caravan can wait on the colony's tile so long as they don't actually enter.&lt;br /&gt;
* Have a ghoul attack the obelisk, or wait for it to reach 100% to trigger the duplication.&lt;br /&gt;
* Since the only valid target duplication on the map is anesthetized, all clones will be unconscious upon creation.&lt;br /&gt;
* Have your caravan enter the tile and capture all the unconscious duplicates.&lt;br /&gt;
&lt;br /&gt;
=== Obelisks in general ===&lt;br /&gt;
{{Obelisk Analysis|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
{{Obelisk Destruction|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=180646</id>
		<title>User:Harakoni</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=180646"/>
		<updated>2026-05-31T06:40:54Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Common errors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'{{DISPLAYTITLE:Harakoni, RimWorld Wiki Moderator}}''&amp;lt;big&amp;gt;Greetings! This is Harakoni's user page. I'm a moderator here, so feel free to post on my [[User talk:Harakoni|talk page]] if you need assistance.&amp;lt;/big&amp;gt;''' [[Category: Harakoni page]]&lt;br /&gt;
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&amp;lt;big&amp;gt;You can see my contributions [[Special:Contributions/Harakoni|here]]. &amp;lt;/big&amp;gt;&lt;br /&gt;
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'''&amp;lt;big&amp;gt;You can compare almost every item in the game [[User:Harakoni/Comparison_Tables|here]]. &amp;lt;/big&amp;gt;'''&lt;br /&gt;
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Hey Harakoni, if you're looking for your mess its here: [[User:Harakoni/Sandbox]]&lt;br /&gt;
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&amp;lt;/big&amp;gt;&lt;br /&gt;
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{{Q|page|Market Value Base #}}&lt;br /&gt;
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[https://www.mediawiki.org/wiki/Manual:$wgMaxImageArea Maximum image area equates to 3500x3500px]&lt;br /&gt;
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This is a way to link to a list without making it ugly {{#ask: [[Range::&amp;lt;26]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]] | ?Range | limit = 0| searchlabel = here}}.&lt;br /&gt;
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[[User:Harakoni/List_of_known_bugs]]&lt;br /&gt;
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https://www.semantic-mediawiki.org/wiki/Help:Table_format#Predefined_datatable_classes&lt;br /&gt;
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There's no mistakes in RimWorld, only surprise wealth management techniques - Necrofancy&lt;br /&gt;
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[[Special:Preferences]]&lt;br /&gt;
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=== Templates ===&lt;br /&gt;
I created, or contributed to the point where the difference is academic, the templates below:&lt;br /&gt;
&lt;br /&gt;
If you have any issue with any of them, including any instructional or formatting problems, please feel free to ask on my discussions page.&lt;br /&gt;
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==== Table templates ====&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Rollout !! Feature&amp;lt;br/&amp;gt;Complete !! Notes/TO-DO&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Building Stats Table]]  || [[Template: Building Stats Table Row|&amp;lt;nowiki&amp;gt;{{Building Stats Table Row}}&amp;lt;/nowiki&amp;gt;]] ||  {{Check}} || {{Check}} ||&lt;br /&gt;
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| [[Template: Apparel Stats Table]] || [[Template: Apparel Stats Table/Row]]  || {{Check}} || {{Check}} || Making an interstitial template might be more processor/load time efficient - the template would instead call a middle template, which calls the row template for every quality of that material. This would let you call the material stats once total instead of once per quality. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Stats Table]]  || [[Template: Weapon Stats Table/Melee]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Melee/Row]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Ranged]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Ranged/Row]] || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pawn Attack Table]] || {{Check}} || {{Cross}} || Maybe add support for weapons table?&lt;br /&gt;
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|[[Template:Persona traits]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
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|[[Template: Apparel comparison table row]]  || ||{{Cross}} || ? ||&lt;br /&gt;
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|[[Template:Psychic Sensitivity Factor Table]] || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
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|[[Template: Leather List]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
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|[[Template:Recipe List]] || [[Template:Recipe List Row]]  || {{Check}} || {{Cross}} ||&lt;br /&gt;
*Added crafted resources/drugs/etc&lt;br /&gt;
*Consider adding Value-Work Efficiency	Value-Materials Efficiency	Value-Weight Efficiency&lt;br /&gt;
*Consider adding skill requiremnts&lt;br /&gt;
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| [[Template: Ingredient List]] || [[Template: Ingredient List Row|&amp;lt;nowiki&amp;gt;{{Ingredient List Row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || {{Check}} ||&lt;br /&gt;
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| [[Template: Pawn Table Header]] || ||{{Cross}} || {{Cross}} || Add a header in which you can input a pawn type (e.g. Tribes/Empire/Pirates/Mercenaries etc) and it will output the table nicely for you and provide an edit link for the page. &lt;br /&gt;
* Make it so that muliple tables can be merged? E.g. Pirates + Mercs?&lt;br /&gt;
* Decide on fomratting. Splitting hediffs into their own categories (budget and list of things) and listing apparel like with weapons, and having weapons, apparel and hediffs in expandable sections to cut down on bloat should all help.  &lt;br /&gt;
**[[Man in Black]]&lt;br /&gt;
**[[Mercenaries/Pawns]]&lt;br /&gt;
**[[Tribes/Pawns]]&lt;br /&gt;
**[[Outlanders/Pawns]]&lt;br /&gt;
**[[Ancients/Pawns]]&lt;br /&gt;
**[[Pirates/Pawns]]&lt;br /&gt;
**[[Empire/Pawns]]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Hediffs should be in an expandable section to prevent table bloat, likely in their own section.&lt;br /&gt;
*Available apparel like weapons has&lt;br /&gt;
*Traits sortable? Probs not&lt;br /&gt;
* give them row ids like empirepawns.&lt;br /&gt;
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|-&lt;br /&gt;
|[[Template:Grow Table]] || || {{Check}} || {{Cross}} || Add nutrition for pages that have make food because someone was already confused about the plant nutrition vs vs the products nutrition&lt;br /&gt;
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|[[Template:Recreation Power Quality Table]] || ||{{Check}} || {{Cross}} || When its understood how rec power translates into time taken to fill rec bar, add time to fully recreate. If this is done, add a no-quality version that only has one column so it can show the rec power time ratio.&lt;br /&gt;
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|[[Template:Comfort Quality Table]] || ||{{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Rest Effectiveness Quality Table]] || ||{{Check}} || {{Cross}} || Sleep accelerator and time to sleep &lt;br /&gt;
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|[[Template:Psychic Sensitivity Quality Table]] || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
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|[[Template: Heal Option Table]] |||| {{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Stat Factors Table]] |||| {{Check}} || {{Cross}} || See page for other notes. Is currently written such that transition away from [[Property:Skill]]/[[Property:Skill Base Factor]]/[[Property:Skill Base Factor]] to &amp;lt;SKILLNAME&amp;gt; Bonus Factor etc will be relatively painless, but it should still be implemented.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Animal Health Table]]  || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
* Bones don't bleed, and are not destroyable by damage, and cannot receive permanent injury&lt;br /&gt;
* Move to more descriptive name?&lt;br /&gt;
* Add importance % to capacity&lt;br /&gt;
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| [[Template: Aiming Time Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
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| [[Template: Ranged Cooldown Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
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| [[Template:Weapon Time Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
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| [[Template: Tree Comparison Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
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| [[Template: Meal Comparison Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
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| [[Template: Body Part Weapon Table Row]] |||| {{Cross}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Stomach Comparison Table]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Ask Table Formatter]] |||| {{Check}} || {{Cross}} || A way to do operations on a thing would be useful.&lt;br /&gt;
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| [[Template:Egg Table Row]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
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| [[Template: Apparel Layer Table Row]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Sight Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Hearing Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Moving Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
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| [[Template: Manipulation Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Mechanoid Table Row]] |||| {{Check}} || {{Cross}} || Replacement for [[Mechanoid_creation#Controllable_mechanoids]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Faction Xenotype Table]] || [[Template: Faction Xenotype Chance]] || {{Check}} || {{Check}} || Displays xenotype percentages of a faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Xenotype Faction Table]] || [[Template: Faction Xenotype Chance]] || {{Check}} || {{Check}} || Displays percentages of a xenotype in various factions.&lt;br /&gt;
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| [[Template:Pawn Temperature Row]]  |||| {{Check}} || {{Check}} || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==== Other templates ====&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Rollout !! Feature&amp;lt;br&amp;gt;Complete !! Notes/TO-DO&lt;br /&gt;
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| [[Template: True Melee DPS Calculator]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* Investigate Knife&amp;gt;Gladius for steel at normal. &lt;br /&gt;
* Add support for adding weapons/animals together. E.g. power claw + plasteel longsword.&lt;br /&gt;
* Animal base [[Melee Hit Chance]] = 62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon DPS Chart]]  ||  ||  {{Cross}} || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Iterated DPS Chart]] || [[Template:Weapon DPS Iterator|&amp;lt;nowiki&amp;gt;{{Template:Weapon DPS Iterator}}&amp;lt;/nowiki&amp;gt;]] -&amp;gt;&amp;lt;br&amp;gt;[[Template: Weapon Iterated DPS Chart Segment|&amp;lt;nowiki&amp;gt;{{Weapon Iterated DPS Chart Segment}}&amp;lt;/nowiki&amp;gt;]])||{{Cross}} || ? ||&lt;br /&gt;
*Add armor or at least DPS reduction&lt;br /&gt;
*Add minimum range and then add to turrets.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Protection Chart]] || [[Template: Apparel AP Calculation]] ||{{Cross}} || ? ||&lt;br /&gt;
*Flak and Duster vs Marine&lt;br /&gt;
* add color option so you can have plasteel be teal, devilstrand red etc. See [[Plate armor]] for relevant example.&lt;br /&gt;
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|-&lt;br /&gt;
| [[Template: Apparel Protection Chart/Quality Generator]] || [[Template: Apparel Protection Chart]] ||{{Cross}} || ? ||&lt;br /&gt;
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| [[Template: Nav/materials]] which replaced my other creation [[Template: Nav/textiles|&amp;lt;nowiki&amp;gt;{{nav|textiles|wide}}&amp;lt;/nowiki&amp;gt;]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
*Switch to [[Resources]]?&lt;br /&gt;
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|[[Template:Nav/Utility]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/factions]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/stats]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/status levels]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
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|[[Template:Habitats]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Version Nav]]  || ||{{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Console]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: ConsoleIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
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| [[Template: PCIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
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| [[Template: Royalty]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Ideology]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
 |[[Template: Biotech]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: RimworldIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: RoyaltyIcon]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:IdeologyIcon]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:BiotechIcon]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Stonecutting maximization]]  || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* [[General Labor Speed]] controls making [[stone blocks]], making [[chemfuel]] at a [[refinery]], burning items, [[hand tailor bench|tailoring]] clothes, creating [[Sculpture|art]], [[electric smithy|smithing]] armor and weapons or [[Electric smelter|smelting]] slag. [[Template:Stonecutting maximization]] only covers stone cutting atm but could be applied to all these pages if written in a more generic way. &lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Market Value Calculator]]   || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Daily Tip]] || || {{Cross}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Tag List]] || [[Template:Tag List Excluder]] ||  {{Check}} || {{Cross}} || Now that most tags have been split up into individual entries in to the properties, this can be rewritten to be less clunky.&lt;br /&gt;
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| [[Template:Current Version]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Required Resources]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* Add simple mode with just icons.&lt;br /&gt;
* Add &amp;quot;s&amp;quot; when using words that should be plural (components) and tthere are more than 1. &lt;br /&gt;
* Add stuff types when the thing detects stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Sic]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|- &lt;br /&gt;
| [[Template: Market Value]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|- &lt;br /&gt;
| [[Template: Quality Calculator]] |||| {{Cross}} || {{Cross}} || E.g. ((Quality Calculator|Monosword|Excellent|Attack 1 Damage)) or  ((Quality Calculator|Duster|Excellent|Armor - Sharp|Thrumbofur)) &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Check Tag]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
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|-&lt;br /&gt;
| [[Template: Page Under Construction]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Acquisition]] |||| {{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Body Modder Summary]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Egg Layer Summary Note]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Good]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Bad]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Control Panel]] |||| {{Cross}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Move Speed Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Social Impact Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: IED Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Suppression Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Nudity Note]] |||| {{Check}} || {{Cross}} || Missing info on PREVENTING nudity. Also put on every headgear and utility page?&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Utility Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pyromaniac Weapon Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Cleanliness Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Faction Xenotype Chance]] |||| {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Stacked image]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Thought]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Icon List]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Containment Note]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Up]] |||| {{Check}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Down]] |||| {{Check}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Transmute Steel Acquisition Note]] |||| {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Obsolete templates ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Feature&amp;lt;br&amp;gt;Complete !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Material Table]] || [[Template: Weapon Material Table Row]] || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Other Weapon Attack Table]]|| || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Weapon No Quality Table]] || || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Material Table]] || [[Template: Apparel Material Table Row|&amp;lt;nowiki&amp;gt;{{Apparel Material Table Row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || Merged into [[Template: Apparel Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Armor material table]]||||  {{Check}} || Outdated but retained for use in history.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Clothing material table]] || [[Template: Clothing material table row|&amp;lt;nowiki&amp;gt;{{Clothing material table row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || Outdated but retained for use in history.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harakoni namespace templates ==&lt;br /&gt;
I also created the following templates, however they are not intended for wiki-wide use&lt;br /&gt;
Set wide to-do: Swap Q for &amp;lt;nowiki&amp;gt;{{#show}}&amp;lt;/nowiki&amp;gt; and reduce template load on comparison pages. If suffcient roll out to main.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/RangedQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/RangedQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffable|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/MeleeQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffableMaterial|WEAPONNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeStuffable|WEAPONNAME|MATERIALOPTIONAL}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQuality|APPARELNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffable|APPARELNAME|CLOTH/METAL}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/ArmorQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffableMaterial|APPARELNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MarketValueChecker|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MarketValueChecker}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/OptimumTextiles|&amp;lt;nowiki&amp;gt;{{User:Harakoni/OptimumTextiles}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeSelectionWeight]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ChairQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ChairQualityStuffable|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Groups of pages ==&lt;br /&gt;
These are pages that have commonalities that should have similar/standardised formatting. Note categories don't have to be mutually exclisive. &lt;br /&gt;
Anyone reading these, feel free to add to&lt;br /&gt;
* Things that emit a [[shield]]&lt;br /&gt;
* Psyfoci&lt;br /&gt;
* Psycasts&lt;br /&gt;
* Utility&lt;br /&gt;
* Needs&lt;br /&gt;
* Subcores&lt;br /&gt;
* Diseases&lt;br /&gt;
* Drugs&lt;br /&gt;
* resources that act as fuels&lt;br /&gt;
* materials&lt;br /&gt;
** &amp;lt;Mat cats here&amp;gt;&lt;br /&gt;
* Body parts&lt;br /&gt;
** Implants&lt;br /&gt;
** Replacements(Name?)&lt;br /&gt;
** Arms/Legs/Eyes/Hearts/Spines/Etc&lt;br /&gt;
** Skin glands&lt;br /&gt;
* Apparel&lt;br /&gt;
** Noble gear&lt;br /&gt;
** Psycasting gear (eltex, prestige armor, bioferrite, psyfoil etc)&lt;br /&gt;
* Weapons&lt;br /&gt;
** Melee &lt;br /&gt;
** Ranged&lt;br /&gt;
** Persona weapons&lt;br /&gt;
* Buildings&lt;br /&gt;
** Turrets&lt;br /&gt;
** Traps&lt;br /&gt;
*** IEDs specifically&lt;br /&gt;
** Buildings the explode when damaged&lt;br /&gt;
** fueled buildings&lt;br /&gt;
** Buildings that put out light&lt;br /&gt;
***Darklights&lt;br /&gt;
** Spots&lt;br /&gt;
** Holding spot and platform&lt;br /&gt;
** Doors&lt;br /&gt;
** Non-edifice floor things (Rugs, spike stars etc_&lt;br /&gt;
** Recreation items&lt;br /&gt;
** Things that heat and/or cool&lt;br /&gt;
** Seats&lt;br /&gt;
** Beds&lt;br /&gt;
** Mech cluster buildings&lt;br /&gt;
** Power generation/consumers&lt;br /&gt;
** Production benches&lt;br /&gt;
*** Research benches&lt;br /&gt;
** Floors&lt;br /&gt;
* Plants&lt;br /&gt;
** Wild&lt;br /&gt;
** Domesticated&lt;br /&gt;
* Ruins&lt;br /&gt;
* Food&lt;br /&gt;
** Meals&lt;br /&gt;
** Meat&lt;br /&gt;
** Eggs&lt;br /&gt;
** Vegetables&lt;br /&gt;
* Factions&lt;br /&gt;
* DLC&lt;br /&gt;
* Stats&lt;br /&gt;
* Orders&lt;br /&gt;
* Gas&lt;br /&gt;
* Xenotypes&lt;br /&gt;
* Pawns&lt;br /&gt;
** Animals&lt;br /&gt;
*** pets&lt;br /&gt;
*** Egg layers&lt;br /&gt;
*** &amp;lt;dietary types&amp;gt;&lt;br /&gt;
*** Trainabilities&lt;br /&gt;
*** Insectoids&lt;br /&gt;
** Mechanoids&lt;br /&gt;
** Entities&lt;br /&gt;
*** Fleshbeasts&lt;br /&gt;
&lt;br /&gt;
== Textileproject ==&lt;br /&gt;
* Textile automation. Proof of concept: Out of all {{#ask: [[Type::Textile]]&lt;br /&gt;
| format = Count &lt;br /&gt;
}} textiles, human leather ranks at {{#vardefineecho: rank| {{#ask: [[Type::Textile]] [[Armor - Sharp Factor::&amp;gt;{{#expr: {{Q|Human leather|Armor - Sharp Factor}} + 0.000001}}]]&lt;br /&gt;
| format = Count&lt;br /&gt;
}}}}{{#ifexpr: {{#vardefineecho: ties | {{#expr: {{#ask: [[Type::Textile]] [[Armor - Sharp Factor::&amp;gt;{{#expr: {{Q|Human leather|Armor - Sharp Factor}}}}]]&lt;br /&gt;
| format = Count&lt;br /&gt;
}} - {{#var: rank}}}} }} &amp;gt; 0|, tied {{#var:ties}} ways,|,}} in terms of sharp protection.&lt;br /&gt;
&lt;br /&gt;
Need to separate out dlc and core only. E.g. 1st of core, 3rd with dlc.&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
* Templatize fuel consumption for summary?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Technical Detail about large fires&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
   thisnis neat. stealing this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Furskin disabled on ghouls?&lt;br /&gt;
** &amp;quot;Mechanoid raids and [[mechanoid cluster]]s{{RoyaltyIcon}} no longer occur as [[Events#Major threats|major threats]]; other effects may still triggering them&amp;quot;, then mechanoid bossess appearing to provide chips. actual tests need to be run to figure out what spawns and wear and disessminatr it across pages&lt;br /&gt;
&lt;br /&gt;
* Horax cult lore&lt;br /&gt;
* [https://rimworldwiki.com/wiki/Special:PrefixIndex?prefix=MediaWiki%3A&amp;amp;namespace=0 y]&lt;br /&gt;
* For things with multiple sorites wr could bave a slideshow in the infobox and have them stored as image2 etc and allow them to be displayed elsewhere like in tables&lt;br /&gt;
* Penox high duration and other summary info like OD mechanics&lt;br /&gt;
* Does the [[chemfuel canister]] explode &lt;br /&gt;
* Blind smoke copy pasta, see [[smoke launcher#summary]]&lt;br /&gt;
* Learning assistants are ideal for children wsp with booksd&lt;br /&gt;
* Reminder that you're notnhappy with the beam repeater page as it is.&lt;br /&gt;
* hemogen times to transfuse vs time to tend using medical operation speed and tend speed at different skill levels.&lt;br /&gt;
* At what ratio of primary doc skill to secondary doc does self tend make sense to turn off&lt;br /&gt;
* Beam weapon shield interactions&lt;br /&gt;
* How do thruster and wind turbine exclusion zones interact wkth the map.edgr.&lt;br /&gt;
* Check categorisation of cube sculpture images&lt;br /&gt;
* [&lt;br /&gt;
up down tmeplates for psychich sensitivity all over the wiki&lt;br /&gt;
* Turrets and teaps (inc hunter and wasp traps) troggering with invisible &lt;br /&gt;
* Consider adding basic selection weight to attack tables&lt;br /&gt;
&lt;br /&gt;
 class=&amp;quot;mw-no-invert&amp;quot; &lt;br /&gt;
https://meta.miraheze.org/wiki/Help:How_to_improve_the_dark_mode_appearance_of_my_wiki&lt;br /&gt;
&lt;br /&gt;
* Resucing pawns in vacuum seems to prpvide vacuum resist ofnrescuer to pawn?&lt;br /&gt;
&lt;br /&gt;
waterCellCost&amp;gt;1&amp;lt;/waterCellCost&amp;gt;&lt;br /&gt;
 &amp;lt;moveSpeedFactorByTerrainTag&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;key&amp;gt;Water&amp;lt;/key&amp;gt;&lt;br /&gt;
        &amp;lt;value&amp;gt;2.0&amp;lt;/value&amp;gt;&lt;br /&gt;
      &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/moveSpeedFactorByTerrainTag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Check that every pawn has images for all the views. Ody is doen.&lt;br /&gt;
* Do a table of all the animal stats and see what is missing. Maybe standardize infobox format for them&lt;br /&gt;
* ?&amp;lt;nameOnTameChance&amp;gt;1&amp;lt;/nameOnTameChance | herdanimal = false&lt;br /&gt;
| predator = true&lt;br /&gt;
* Crawling -  They only crawl to a sleeping spot and are otherwise incapacitated. They are fully incapacitated and cannot be drafted. As soon as they have an assigned bed/sleeping spot or hospital bed/sleeping spot reachable, they will crawl directly to it. As soon as the bed/spot becomes unavailable/unreachable they get back to being incapacitated.&lt;br /&gt;
* Egg hatching times&lt;br /&gt;
* [[Farskip#Summary]] is a little confusingly laid out for new players without context. content is great, but presentation could get some work.&lt;br /&gt;
* [[Body heat]] - roll out to pawn pages with templatized explanaition. Also check wether capped?&lt;br /&gt;
* How is a pawn's hunger rate calculated? And what is the difference between HungerRateMultiplier, HungerRateFactor, and HungerRateFactorOffset? -&amp;gt; BaseRaceRate * LifeStage * BackstoryTrait * (product(HungerRateFactors) + sum(HungerRateFactorOffsets)) * (sum(HungerRateMultiplier)) (Old, verify)&lt;br /&gt;
If you are familiar with PoE, HungerRateMultiplier is a more multiplier and HungerRateFactors is an increased multiplier&lt;br /&gt;
* Bleeding, pain, damage and healing of artificial body part.&lt;br /&gt;
* packs with rechargable charges - are they implemented the same as dueld items? if so spread fuel infobox changes to them. also standarize all fueled object wording.&lt;br /&gt;
* Subcores and their worknstations - analysis standardization, maybe transclusion, mention ability to uninstall the workbenches once bandwidth has been reached.&lt;br /&gt;
* [[War crimes]]&lt;br /&gt;
* ideo statue page?&lt;br /&gt;
* [[Cross DLC content]]&lt;br /&gt;
** Darklight brazier&lt;br /&gt;
** Prestige robe modifier&lt;br /&gt;
** Sophian culture, Horaxian style, Bloodfeeding, ritualist, and inhuman memes, growth vats, bloodfeeders, child labor, mechanoid labor, psychic rituals, void study, inhumanizing precepts, xenotype preferences&lt;br /&gt;
** factions with ideo and enotype&lt;br /&gt;
* Animal grazing:&lt;br /&gt;
** Take animal on caravan in an biome where they can eat.&lt;br /&gt;
** Doesn't allow wool/milk/egg to be gathered. &lt;br /&gt;
** Can tehy breed? Mixed reports&lt;br /&gt;
** Do they have to be pen animal, does training decay on caravan? Can it be tended on caravan?&lt;br /&gt;
** shepard has to have high plants to feed themelves, or they need to pack or be sent meals. Tribals have an easier time for this. &lt;br /&gt;
** If the gestation and resource growth times are close, and the timers for both progress on caravan, you come home, collect resources while they get pregnant. &lt;br /&gt;
** Btw if you clic on “rest” as soon as your caravan leaves for the world map, your caravan will rest right on top of your own colony. Caravans never get ambushed when sitting on top of a settlement, including your own. If you have more than one pawn guarding it, then at any point you can split the caravan and tell whichever half to come to your colony.&lt;br /&gt;
* Standard section for artificial body parts that show on the pawn visually - bionic eye  archktech eye, flesh whip, flesh tentacle, ghoul olatin, ghoul babrbs&lt;br /&gt;
* Go through psycast and be explict whrn can target self. &lt;br /&gt;
* Theres some bad advice mixed in with [[Wealth management]]&lt;br /&gt;
* Non-human pawn table standard:&lt;br /&gt;
** [[Mechanoid hive/Pawns]]&lt;br /&gt;
** [[Fleshbeasts/Pawns]]&lt;br /&gt;
** [[Insectoids/Pawns]]&lt;br /&gt;
* investigate ideal storage room. is an entire room filled with shelves thr same speed penalty as going over one shelf&lt;br /&gt;
* Standardise Analysis of [[wall torch lamp]]/[[torch lamp]]/[[wall lamp]]/[[standing lamp]]/[[flood light]]&lt;br /&gt;
* There are genes in the infobox on the page but the var isnt actually set. could automate the displays, the links in on the gene pages etc.&lt;br /&gt;
* Walls spliting non edifices in bedrooms for maximum beauty. put in corners 3x3s can hit 4 rooms and each room can have multiple.&lt;br /&gt;
* kind instinct and extra pain disable a number of bad fsctor and add a bunch of good factors massively increase conversion rate.&lt;br /&gt;
* [[Harbinger tree]]&lt;br /&gt;
* noble apparel template&lt;br /&gt;
* Light template&lt;br /&gt;
* Light pages all say that light does not stack but light does stack. does it only stack to 50%? or to the light sources max? if the latter that has impact on sunlamps.&lt;br /&gt;
* Gene list on xenotype infobox. Seems to not actually do anbything but it could...&lt;br /&gt;
* Raw food poisoning note &lt;br /&gt;
* Anesthetic strat via reddit: &amp;lt;!--I discovered this while looking in the game files: The status &amp;quot;anesthetic: woozy&amp;quot; has a small chance of 'affecting memory'. It eliminates one random thought every 5 days or so of pawns that are affected by this effect. That's not very often, so generally you won't ever notice this of course, but if you have a pawn that just lost a close relative, this mood debuff will last for 30 days so theoretically you can put them under over and over (every time they're down to &amp;quot;anesthetic: wearing off&amp;quot;), so they spend as much time as possible in this state, until the barbiturates mess up their brain so badly every memory of their beloved is gone &lt;br /&gt;
&lt;br /&gt;
For optimal chances of eliminating the right memory, make sure you reduce the number of thoughts the subject has to a minimum by putting them in an empty room with neutral food and recreation, no tattered apparel or anything like that. I doubt it's really worth the hassle, considering how small the chance is and that you have to spend a ton of herbal to put a pawn under so many times. But if you really don't want to deal with the mood debuff and don't want to take their legs off, this is one way to do it.--&amp;gt;&lt;br /&gt;
* A nice comparison template for toxic resistance and toxic environment resistacne that lets you compare at a glance. &lt;br /&gt;
* [[RimWorld Wiki:Style guide]] section about proper dlc icon and banner useage.&lt;br /&gt;
* Natural organs summaries are non-standard&lt;br /&gt;
* add weapon fire audio to pages&lt;br /&gt;
* IED antigrain has decent intro text, most ied intro text is bad.&lt;br /&gt;
* Bonus deathrest capacity from serums resets even if one implants another xenogerm with deathrest&lt;br /&gt;
* For every artificial body part that rplaces a harvestable body part, put/move the section about harvesting the organic version in the installation section and explicitly note that any damage/ailment/disease/scarring will cause the orgnaic oart to be lost forever.&lt;br /&gt;
** Related: Do fleshbeasts spawn when wheb replacing flesh part with artifical part?&lt;br /&gt;
* Do crypto chambers suspend the duration of negative mood buffs?&lt;br /&gt;
* Turrets are stunnable by stun damage as well as EMP, what does this mean?&lt;br /&gt;
* Split [[Property: Maintenance Reason]] into individual categories and update the wiki to do. &lt;br /&gt;
* [[Jump pack]] and [[locust armor]] need standardisation between the two of them.&lt;br /&gt;
* Can paramedics use NPD's for their patients? Regardless of answer, diseminate to NPD, NPM, Paramedic pages.&lt;br /&gt;
* If mechs dont make never sleep caravans stop, this is a significant benefit to mechs. Also consider reporting mechs and.half cyclers and body mastery as buggs if they do stop caravans&lt;br /&gt;
* shields and incinerators - using shields and agianst shieds&lt;br /&gt;
* perfect memory corrup obelisk&lt;br /&gt;
* crafted resource nav?&lt;br /&gt;
* can you scare animals away from their kills and your food stores with gunfire not targetted at them to avoid agroing&lt;br /&gt;
* Venom fangs might be good with all the Melee Damage Factor buffs. you can go like 74% buildup ij a single strike. A 20 damage attack Nominally deals thirty toxic build up but what's hapoens when the attack hits a finger that onky has 8 hp? dies it deal 12 TB? OR 30? does tge overflow matter? does tgat make a karger disparaty betewwww bite and scratch attacks&lt;br /&gt;
* templatize dlc banners for consistency and file name space detection &lt;br /&gt;
* Individal pages for each raid type? Might be useful for analysis. Already have ypsicic oens from mrotals.&lt;br /&gt;
* For each psycast, mentione the need for the a minimum psyfocus level&lt;br /&gt;
* Mech cluster combat power&lt;br /&gt;
you tu.be/FICHddV2cno&lt;br /&gt;
* Does [[Assembly Speed Factor]] increase above 100% cleanliness &lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
==Asks==&lt;br /&gt;
{{#ask: [[Coverage::+]] [[Type::Gear]]&lt;br /&gt;
|?Clothing For Nudity&lt;br /&gt;
|sort=Clothing For Nudity&lt;br /&gt;
|limit = 500}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
There are lots of things that have CLothing for nudity yes, but don't affec.t Need to make [[Nudity]] page. &lt;br /&gt;
&lt;br /&gt;
* Installing a detoxifier lung might completely subsidise its creation material wise because you can sell the lung?&lt;br /&gt;
* manhunter pulse is excellent against fleshbeasts but only affects some types?? &lt;br /&gt;
* Add canTarget to psycasts.&lt;br /&gt;
* Check the patches in the DLC data to see what changes - some items have descriptions change for example e.g. go-juice description re: psycasters.&lt;br /&gt;
* Mech gestators have progress bars displayed on their sprites. add to page&lt;br /&gt;
* Verify blood feeder precept only affects pawns with bloodfeeder gene not  all  hemogenic pawns,  and then disessminate  to relevant pages.&lt;br /&gt;
* Verify thump cannons don't have quality any more - previously they'd spawn as poor, Normal, and Good quality&lt;br /&gt;
* Add what buildings turn a room into on the building pages - i.e. beds turn a room into a bedroom, or if set to medical a hospital, or if set to prisoners a prison, or if more than one a barracks/hospital/prison barracks.&lt;br /&gt;
* xenogerm is probably the ideal early game transhumanist pleaser.&lt;br /&gt;
* test cataphract against venom fangs at skill 10&lt;br /&gt;
* [https://rimworldwiki.com/index.php?title=Loyalty&amp;amp;action=edit&amp;amp;redlink=1]&lt;br /&gt;
* [[Version/0.8.671]] - existed, but not documented.&lt;br /&gt;
* [[Version/1.0.2059]] - Real version number of 1.0.0?&lt;br /&gt;
* [[Version/1.1.2554]] - Real version number of 1.1.0?&lt;br /&gt;
* [[Blasting charges (mod)]] and [[Blasting charge]] and [[shiv]] - remake into obsolete page?&lt;br /&gt;
* Bionics body weight effects&lt;br /&gt;
* Accele-potato plant&lt;br /&gt;
* Temperature genes affect slept-in-cold/heat temperatures.&lt;br /&gt;
* Do crypto chambers suspend the duration of negative mood buffs&lt;br /&gt;
* [[Lore#Xenotypes]] and [https://store.steampowered.com/news/app/294100/view/3319740412995643281 steam page]&lt;br /&gt;
* [[Shield belt]]s protect against all forms of antigrain - fire shell, warhead being damaged, and ied. Wb flame and bomb explosions? &lt;br /&gt;
* [[Template:Ticks]] and its family of subtemplates is convoluted. Simplify and combine.&lt;br /&gt;
* Add Polluted biome to infoboxmain?&lt;br /&gt;
* psycast page genes.&lt;br /&gt;
* Melee damage gene = less turret explosions. + high quality Breach axe = good?  &lt;br /&gt;
* &amp;quot;The mortars aren’t even the real benefit of the new mortar system. The benefit is being able to carpet your base with IEDs since they become positively dirt cheap and never miss&amp;quot;&lt;br /&gt;
* Meal analyses expansion.&lt;br /&gt;
* mechanoid melee verbs on pages. See mechanoid table row for example.&lt;br /&gt;
* https://twitter.com/LudeonStudios/status/1642197185373585408 ribworld. DLC name theory context etc.&lt;br /&gt;
* Bring all raw plant foods to [[raw fungus]] standard.&lt;br /&gt;
* Children can meditate at teh anima tree. Mention and strategy.&lt;br /&gt;
* What is the net total of stat effects of Focus psycasts.&lt;br /&gt;
* {{MTB}} - Mean time between = time/failures. Reliability (chance of run without failure for given time) = e ^ (-failure rate x time)&lt;br /&gt;
** Stolen from Khitrir and Bork e.g. Chance of death from go juice. Mtb of death while in major 3 days = 3days/1 failure. Average time in major from a random OD 0.17 days. Chance of death from random OD = (1 - e&amp;lt;sup&amp;gt;(-(1/3)*0.17)) * chance of overdose 0.5% = 0.0275% chance of death per dose of gojuice&lt;br /&gt;
** make into auto template similar to [[Template:Ticks]]&lt;br /&gt;
* Console edition UX UI: https://www.youtube.com/watch?v=Gr8AK3r9Z_8&lt;br /&gt;
* Anicent lmaps are moving to core in 1.4, as are capes kinda.&lt;br /&gt;
* Effectiveness of Manhunter Pulse and animal pusler on yttakin raids.&lt;br /&gt;
* &amp;quot;Edit: Alright! So! Fully clean vanilla game, a pawn with no arms CAN feed themselves, but they CANNOT haul items, clean, or equip weapons, alongside many other things.&amp;quot; - per reddit user Lord_Of_Coffee. Despite manipulation not affecting cleaning time. so 1% manip = fully leaning speed 0 = no cleaning at all.&lt;br /&gt;
* Who gets an archotech eye:&lt;br /&gt;
** Only the following get bonuses above 100%: Shooters, Melee, Cooks, Doctors, Researchers&lt;br /&gt;
** '''Shooters''': Full bonus.&lt;br /&gt;
** '''Melee''': Full bonus.&lt;br /&gt;
** '''Cooks''': Reach cap with at skill 15 with gastro analyser. 16 with 2x bionic arms. 12 with 2x archotech arms. Or 11 with gastro an bionics (add arm bonuses to [[cooking speed]]. &lt;br /&gt;
** '''Doctors''': Only need 1 and 1x bionic eye to cap, and even then the bionic is a small bonus&lt;br /&gt;
** '''Researchers''': Reach cap with 1x bionic eye&lt;br /&gt;
** Doctors and fighters of either type, but only 1 eye each at first. because of the weighting for the dominant eye&lt;br /&gt;
* Derp - royalty and ideology planets and moons are the same but rotated. Figure out what to do re them. &lt;br /&gt;
* [[:File:ChangeGameVersion.mp4]]&lt;br /&gt;
* Archotech towers emit negative mood in radius like psychic emitters. &lt;br /&gt;
* Cheapest chair type, quality and material to get comfort 1.0+&lt;br /&gt;
* [[:File:Deermale_east.png]] Old version is higher res. From art source? Crop to 128?&lt;br /&gt;
* Add a habitat counter for leather list? As in animals that drop this leather are available in the following biomes: blah.&lt;br /&gt;
* Psycaster apparel and Noble apparel summaries.&lt;br /&gt;
** [[title]] cloth requirement tags are sorted - need to create standardized template for use in Summary Sections of required clothes to replace the current :Up to the rank of blah this or an altenrative is needed&amp;quot; This should be placed in summaries as well anyway.&lt;br /&gt;
* Titles - rewrite the noble and eltex apparel pages to reflect the reality of title requirements per [[Titles#General_mechanics]] - e.g. cape is cost effective and proective as it works for the body slot for every rank up to Count, eltext shirt and a prestige cataphtract helmet can be worn by anyone etc.&lt;br /&gt;
* [[Mindscrew#Removal]] for the other unremovable implants?&lt;br /&gt;
* Buildings that need to be in the ideo to buidl - e.g. altars, need to be noted in acquisition&lt;br /&gt;
* Sandbags v Barricades&lt;br /&gt;
** Same cover. Same time to walk over each. Barricades are much slower to construct. &amp;quot;You can use sandbags in a pinch when attacking enemy installations. At only 3 work to make, you essentially have portable cover&amp;quot;. But permanent are better left to barricades - they're less uglgy and tend to have more HP. For this reason, Plasteel barricades are best for permanent defensive locations.  High teier leathers that compete with stone tend to be in hgh demands. The terrain affordance may sometimes be relevant tho. &lt;br /&gt;
* Table-ize factors on stats to allow sorting?&lt;br /&gt;
* destroyyield is nonstandard in infobox main, should be destroy yield&lt;br /&gt;
* AP of AoE weapons including grenades.&lt;br /&gt;
* Roof drop traps deal between 15 and 30 crush damage at 0 AP to the any of the following: Neck, Head, Eyes, Ears, Nose, Jaw for humans. Helmets and flak vests make for significantly reductions to the damage dealt. Construction helmets are relevant. Check efficacy on tribals vs pirates vs mechs vs bugs. Discuss roof traps on new [[Roof]] page when created. &lt;br /&gt;
* A place to host a combined table for both [[Floors]] and [[Terrain]]. &lt;br /&gt;
* Potatoes in hydroponics for deserts because of work efficiency per food&lt;br /&gt;
* [[Advanced Endgame Guide]] [[Quests]] [[Ending the game]] - all cover the same content and are somewhat redundant in doing so.&lt;br /&gt;
* All animals and sycthers have a hit chance of 62%, add to DPS calc? &lt;br /&gt;
* Trait analysis? Psychopath huamn butchers, wimp animal tamers, &lt;br /&gt;
* [[Ancient ruined tank]] - prevents moving over it, but does not prevent firing over it. Essentially a vanilla embrasure.&lt;br /&gt;
* [https://www.reddit.com/r/RimWorld/comments/sre5j7/do_you_know_that_shooting_at_a_hostile_target/ shooting at a hostile target will gain you more than 8 times the xp than a neutral target]&lt;br /&gt;
* All the pain effects have to be checked: Many are just written as -10%, when actually they're pain x90%, while some like [[smokeleaf joint]]s are actually offsets.&lt;br /&gt;
* Investigate the worth of [[Psychically deaf]] pawns as melee pawns, as they're immune to dropping blinding/berserk pulse/etc but their enemies arne't and will be bunched up around them. Neuroquake? If everyone is psy deaf though, you can do tactics like &amp;quot;leaving psychic drone ships intact, deliberately building a protective temple around them, and watch as enemies who show up have to eat -50 mood penalties&amp;quot; Anytime you're immune to something that everyone else isn't, you can intentionally make them all miserable by filling your environment with the thing wihch doesn't affect you.&lt;br /&gt;
* Given the vitals monitor acts as an offset, how do its effects stack with the hopsital bed? ARe they affectd by quality, do they need to be added to the automated tables like dresser/end table. etc.&lt;br /&gt;
* Finish Mortar Pits in [[Mortar#Mortar_pits]]&lt;br /&gt;
* Half cyclers for anima and guarantlen trees? +Slaves for cleaners&lt;br /&gt;
* [[Mental break#Manhunter]] - list of herd animals.&lt;br /&gt;
* [[Prisoner#Prison_breaks]], [[Prison break]]. [[Events#Prison break]] - detail and integration. Focus likely should be on the prisoner page, with the event page summarizing it and redirecting to it as main. Redirect should as well. &lt;br /&gt;
* [[Hypothermia]], [[Hypothermic slowdown]], [[Heatstroke]] cleanup and format standardization. &lt;br /&gt;
* only 40% of pawns will meditate for recreation, only 50% will pray.&lt;br /&gt;
* Do slaves make good gau pruners? Does pruning give recreation like meditating at anima? idt so? if not the base happiness boost and the lack of rec time need means that they spend more time pruning &lt;br /&gt;
* Stoves produce heat. need thing like other heat producers have.&lt;br /&gt;
* Which rec/priduction builds etc can be used with chairs. Place in summary&lt;br /&gt;
* All the [[Diseases]] need linking to the capacity pages as well as being put on the capacity pages themselves.&lt;br /&gt;
* add points/silver etc on to [[raid points]]&lt;br /&gt;
* list of animals does not have the products that the animals produce, nor their nutritional efficiency from being a dairy/hatchery animal (e.g. (cows milk per day * milk nutrition)/nutrition consumption per day&lt;br /&gt;
* Does comfort increase at a rate proportional to value, or just to a max proportional to the value? Wb under 100% and above?&lt;br /&gt;
* [[Mortar Miss Radius Multiplier]] it doesn't have capacity factors like normal, instead it has capacity offsets similar to the melee hit, melee dodge, and shooting accuracy. Afaik its the only non-post processed example. Should this replace the normal importance stats then?&lt;br /&gt;
* Do textiles have door speeds now with animal flap?&lt;br /&gt;
* [[Drug Crop Harvest Yield]]&lt;br /&gt;
* Work as a concept should be made into a page, see also [[Work To Make]], but that only applies to certain things. Work is consistent hwoeve e.g. work to mine.&lt;br /&gt;
* Can now jump pack with downed pawns. Page needs updating with strats.&lt;br /&gt;
* [[Terrain]] water has a extraDeteriorationFactor var of 3. Investigate and integrate.&lt;br /&gt;
* Tree connection and cocoa trees? DO they count&lt;br /&gt;
* [[Gunlink|Gunlinks]], see u/Hanif_Shakiba's very good post and update the analysis based on own findings and their post - key points, 1) Doubling of DPS of skill 0 pawn at combat relevant distances (12tiles)= Significant increase, check if HS's post agrees, 2) risk of headshot small, what weapons can 1 shot brain and does their ap invalidate most of the protection the simple helmet offers anyway? Lancer will basically ignore both so why not have better DPS? Once you upgrade to Marine/Cata then the eqn changes.&lt;br /&gt;
* Weapon testing - khit says that other discord users found that spear &amp;gt; longsword due to verb system changes fixing previous issue with spear. Needs new testing. Also need warhammer vs mace testing with steel and uranium. [[User: XeoNovaDan]] did previous mass testing. How? Mods? Dev Mode? Need to find out.&lt;br /&gt;
* [[Slavery]] and [[Human Resources]] need to be better integrated.&lt;br /&gt;
* style dominance.&lt;br /&gt;
* When 1.3 releases, use the list from the Goodwill folder to add to [[Factions]]&lt;br /&gt;
* Disfigurement needs to be on the injury page and linkt to from the social page, also the fact that it nullifies beauty traits but not ugly traits should be mentioned. &lt;br /&gt;
* Do animals get [[Food poisoning]] from raw foods? Its defined as &amp;quot;FoodPoisonChanceFixedHuman&amp;quot; which implies no and I've never seen it. Needs to be confirmed and integrated into the wiki. &lt;br /&gt;
* Effect of 1 strike from [[Venom fangs]] and [[venom talon]] - how much does 1 strike cause [[Toxic buildup]] and whats the effect on [[Consciousness]] i.e. how quickly does it debuff enemies. &lt;br /&gt;
* [[Wealth management]]&lt;br /&gt;
* [[User:Pangaea/Pawn test]]&lt;br /&gt;
* [[Circadian_half-cycler#Analysis]]&lt;br /&gt;
* [[Social]] - the opinion tables need updating&lt;br /&gt;
* harvestMinGrowth add to pages? - could be useful for production/time analysis if cutting down early produces more. check. &lt;br /&gt;
* [[Stat]] skills need to be defined like Capacities - with &amp;quot;Animals Base Value&amp;quot; and &amp;quot;Intellectual Bonus Per Level&amp;quot; as they can have more than one skill (e.g. hunting stealth). They ALL need to changed to fix this.&lt;br /&gt;
* stats should list allowed defect&lt;br /&gt;
* investigate if neural heat dump coma shortened by psy foil helmet&lt;br /&gt;
* Change stat table and others to templates to make use of Is Obsolete property (feed it to template, display if not obsolete property != True)&lt;br /&gt;
* [[Jade]] has different work to make and work to build stat factors&lt;br /&gt;
* Melee comparison page - add Maximum damage attack (or all attacks?), add cooldown, split material from quality (so you can look at only Plasteel weapons, or only Legendary Weapons).&lt;br /&gt;
*[[Diseases]] is a mess of non-standardization - with some information transcluded and other information not. The diseases should be standardized at least,. but really its likely that diseases shouldn't have the information and instead individual pages should be use with only a short summary of each disease on the Diseases page. &lt;br /&gt;
* Create attack animal comparison table? With health scale, DPS, training requirements&lt;br /&gt;
* [[Property:Small Volume]] exist but isn't displayed anywhere&lt;br /&gt;
* rewrite all the pages for the psyfocuses to properly reflect their use as such.&lt;br /&gt;
* Combat effectiveness of [[yayo]], adding [[overdose]] information&lt;br /&gt;
* [[Hospital_bed#Version_history]] is clean. Implement?&lt;br /&gt;
* Animals with wilderness above 10% (meaning all animals aside from farm animals) will have their tameness training degrade eventually&lt;br /&gt;
* Fix frag grenade and add to table.&lt;br /&gt;
* Tribal improved foraging vs outlander improved research and the effects on recruiting people of your tech level aren't anywhere I can find on the wiki&lt;br /&gt;
* [[Talk:Armor| Heat Armor]]&lt;br /&gt;
* Finish convert of [[Armor#Comparison table|Armor comparison table]] into row template ala ranged table on [[Weapons]], including steel and plasteel versions of material dependent metal items, include cloth, devilstrand, hyperweave and thrumbofur of cloth items? Maybe bloat. Put cloth items on clothing table only?&lt;br /&gt;
* [[Traits]] needs an overhaul. A lot of outdated info, a lot of subsidiary info. Investigate &amp;quot;Character Quality&amp;quot;  - beautiful adds 40% quality, staggeringly ugly reduces by 40%, wimp reduces by 15% etc&lt;br /&gt;
* [[Ice Sheet Guide]] - update, compare with previous edit-warred version&lt;br /&gt;
&lt;br /&gt;
==== 1.5 ====&lt;br /&gt;
Draykoth &lt;br /&gt;
Reading isn't just a learning activity, it's the best one, because it's the only one you can force a child to do. Instead of waiting for them to hit 90% learning and then do it on their own, if they have the reading learning need, you can just order them to go read&lt;br /&gt;
and they'll actually learn stuff if you have good books, not just get recreation &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reports that you can imprisone and study cult of horax membiers.&lt;br /&gt;
* [[mechanoid slag chunk]]&lt;br /&gt;
* [[Bionic jaw]]&lt;br /&gt;
* [[organ decay]] - scarless cures organ decay, affects heart, lungs and kidneys, one each only. Bioregeneration doesn't cure organ decay but does stop the counter. Mech serum cures it&lt;br /&gt;
&lt;br /&gt;
Anomaly&lt;br /&gt;
[[pit gate]]&lt;br /&gt;
[[cube sculpture]]&lt;br /&gt;
[[pit burrow]]&lt;br /&gt;
[[gray box]]&lt;br /&gt;
&lt;br /&gt;
New textures:&lt;br /&gt;
* Weapons&lt;br /&gt;
&lt;br /&gt;
Lore:&lt;br /&gt;
* research strings&lt;br /&gt;
* book rulestrings, planet descriptions - can also tell thingsa bout specific types of planet (e.g. toxworlds generally) not  specific planets&lt;br /&gt;
* Planet list of types.&lt;br /&gt;
&lt;br /&gt;
Unreported change&lt;br /&gt;
* Drill arms on the shoulder. &lt;br /&gt;
* Shelves don't have quality&lt;br /&gt;
* Smelt or destroy thing combined bill on smelter&lt;br /&gt;
* psy lances had warmup or cooldown chances changed?&lt;br /&gt;
* skulls are core&lt;br /&gt;
* trade price improvement now capped at 39.50%&lt;br /&gt;
 Cooking speed uncapped?&lt;br /&gt;
&lt;br /&gt;
Unrleated to 1.5 but to be implemented:&lt;br /&gt;
For example, Baby Infant Illness is NOT cured by the biosculptor -- but you can keep tossing in the baby until Grave Illness switches to Common&lt;br /&gt;
&lt;br /&gt;
After some quick tests - Looks like piercing spine is.. still behaving a little weird but this doesn't seem like a bug so much as a weird damage type thing.&lt;br /&gt;
It does 30 damage when hitting an external part (which is quite uncommon, possibly need to look at piercing spine specifically to see if it's got an abnormally high internal part hit chance).&lt;br /&gt;
When hitting an internal part it does 22.5 damage to the parent part and 12 damage to the internal part. Which is a little weird because regular stabs just do their full damage distributed evenly amongst the parts hit.. This is instead doing 75% damage to the parent and 40% to the internal for a *slight* damage increase.&lt;br /&gt;
There's no longer the armor interaction weirdness. Now if that internal part was targeted and the hit was mitigated by armor it would do 11 to the parent and 6 to the internal part.&lt;br /&gt;
The changes make piercing spine vastly less lethal, but probably more useful. You won't randomly poke someone's liver out and kill them immediately, but on the other hand you *will* do a bunch of torso damage and cause them to bleed if you hit something like a stomach, kidney ect. Previously you could just pop out someone's stomach with a piercing spine and they'd be literally unharmed minus the part.&lt;br /&gt;
&lt;br /&gt;
Yeah it's now incapable of removing an internal part without damaging the external part, which is how basically all other damage types work. It should be *vastly* more consistent, less spontaniously lethal (the damage done to internal parts has gone down substantially, below the threshold for 1-shots in most case), and better when contributing to damage done by other damage types&lt;br /&gt;
And now piercing spines won't do that annoying thing where they magically remove someone's stomach or kidney, which has no impact on their combat performance whatsoever. Now they'll have a substantially mangled torso and a damaged stomach/kidney instead&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Apparel !! Cold insulation !! Heat insulation !! Material Cost&lt;br /&gt;
|-&lt;br /&gt;
| Button-down shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Insulation Factor - Cold}} + {{Q|Button-down shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Insulation Factor - Heat}} + {{Q|Button-down shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Resource 1 Amount}} + {{Q|Button-down shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| T-shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Insulation Factor - Cold}} + {{Q|T-shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Insulation Factor - Heat}} + {{Q|T-shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Resource 1 Amount}} + {{Q|T-shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| Formal shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Insulation Factor - Cold}} + {{Q|Formal shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Insulation Factor - Heat}} + {{Q|Formal shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Resource 1 Amount}} + {{Q|Formal shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| Tribalwear&lt;br /&gt;
| {{Q|Tribalwear|Insulation Factor - Cold}}&lt;br /&gt;
| {{Q|Tribalwear|Insulation Factor - Heat}}&lt;br /&gt;
| {{Q|Tribalwear|Resource 1 Amount}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Changelog&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
RimWorld update 1.5 public changelog&lt;br /&gt;
New stuff - base game&lt;br /&gt;
Books and bookcases&lt;br /&gt;
Added books. Colonists can acquire books and read them for recreation and for their unique bonuses: textbooks increase a specific skill, schematics progress a certain research project, and novels increase recreation faster.&lt;br /&gt;
Added bookcases. These are used to store books. Storing books in bookcases increases the beauty of a room, makes nearby research benches faster, and increases the XP and recreation gained from reading.&lt;br /&gt;
Books are obtained from traders or quest rewards.&lt;br /&gt;
Wall lamps, flood lights, hidden conduits, couches, and ornate doors&lt;br /&gt;
Added wall lamps and wall torches which are placed directly on walls. They provide slightly less light compared to their standing version.&lt;br /&gt;
Added flood lights. These are powerful and expensive outdoor lights that cover large areas.&lt;br /&gt;
Added hidden conduits. These are invisible unless the building or power UI is active. Hidden conduits are harder to damage from explosions or fire.&lt;br /&gt;
Added couches. They function like armchairs but have room for two colonists instead of one.&lt;br /&gt;
Added ornate doors. These are the first 2x1 doors in RimWorld and they suit prestigious buildings like throne rooms and temples.&lt;br /&gt;
Mechanoid water emergence and slag chunks&lt;br /&gt;
Mechanoids can now emerge from bodies of water to attack your colony.&lt;br /&gt;
Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)&lt;br /&gt;
Crawling&lt;br /&gt;
When downed, humans still capable of manipulation can now crawl on the ground instead of being fully incapacitated.&lt;br /&gt;
Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Enemies can crawl too.&lt;br /&gt;
New wanderers after a “game over”&lt;br /&gt;
When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony.&lt;br /&gt;
This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game.&lt;br /&gt;
This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.&lt;br /&gt;
UI and art&lt;br /&gt;
Added a search tool (default hotkey: Z) which allows searching visible areas on the map for items, buildings, plants, creatures, and more.&lt;br /&gt;
Added an option to make colonists’ moods on the colonist bar much more visible. They change color and glow when below mental break thresholds.&lt;br /&gt;
Added silhouette highlighting when the camera is zoomed out to make pawns more visible. This can be customized in the game’s settings.&lt;br /&gt;
Added a 12 / 24 hour clock option.&lt;br /&gt;
Added a zoom to mouse option where the game zooms in towards the position of your mouse, instead of the center of the screen.&lt;br /&gt;
Redesigned the prisoner tab.&lt;br /&gt;
Redesigned the health tab.&lt;br /&gt;
New and improved weapon art.&lt;br /&gt;
Improved plant art and added immature and leafless variants.&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Added “Clean room” command for colonists.&lt;br /&gt;
Added &amp;quot;Mine vein&amp;quot; designator. This command orders colonists to mine out all connected mineral of a single type with one click.&lt;br /&gt;
Added separate &amp;quot;smooth walls&amp;quot; and &amp;quot;smooth floors&amp;quot; designations to structure and floor architect tabs.&lt;br /&gt;
Added a bionic jaw prosthetic.&lt;br /&gt;
Added the organ decay disease.&lt;br /&gt;
Added auto rebuild option on firefoam poppers.&lt;br /&gt;
Added the ability to dismiss traders.&lt;br /&gt;
Added new options on the world map to easily send caravans.&lt;br /&gt;
Added new SFX for animals eating.&lt;br /&gt;
Added new jungle night ambience SFX. This removes the old high-pitched noises.&lt;br /&gt;
Added new warm up SFX for psychic shock lances, psychic insanity lances, psychic animal pulsers.&lt;br /&gt;
Added and updated SFX for melee &amp;amp; ranged hit impacts.&lt;br /&gt;
Improvements and adjustments - base game&lt;br /&gt;
Pawns&lt;br /&gt;
Ensure humanlikes are fed first in caravans.&lt;br /&gt;
Allowed capturing carried pawns.&lt;br /&gt;
Ascetics ignore &amp;quot;Ate without table&amp;quot; thought.&lt;br /&gt;
Improved construction hauling.&lt;br /&gt;
Ensure beggars never show up with the requested item in their inventory.&lt;br /&gt;
Confused wandering has a max duration of 2 days.&lt;br /&gt;
Non-player faction animals with no lord eventually leave the map.&lt;br /&gt;
Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and other equivalent equipment.&lt;br /&gt;
Increase target prone accuracy modifier from 20% to 50%.&lt;br /&gt;
Bionic stomachs reduce the chance of getting food poisoning by half.&lt;br /&gt;
Added north and south facing artwork for all dessicated animals.&lt;br /&gt;
Death-on-downed chance now applies to non damage health state changes.&lt;br /&gt;
Rebalance brawler trait to offset skill more than mood.&lt;br /&gt;
Tending to non-hostile factions improves goodwill.&lt;br /&gt;
Killed leavings are deterministic instead of random on death.&lt;br /&gt;
Invisible pawns no longer block hostiles from pathing through them.&lt;br /&gt;
Added “pyro used fire weapon” thought.&lt;br /&gt;
Improved firefighting so colonists prioritize putting out nearby fires.&lt;br /&gt;
Teetotaler vs chemical interest opinion now only applies to teetotaler trait, not idelogion.&lt;br /&gt;
Starting colonists have a chance to spawn with possessions related to their traits.&lt;br /&gt;
UI and art&lt;br /&gt;
Improved research UI.&lt;br /&gt;
Improved policy UI.&lt;br /&gt;
Changed visuals for tainted apparel&lt;br /&gt;
Added a corpse color modifier and changed rotting corpse colors.&lt;br /&gt;
Display progress on research projects in project tooltip.&lt;br /&gt;
Research benches display research speed factors on the inspect pane instead of work speed.&lt;br /&gt;
Clicking the &amp;quot;Need research&amp;quot; alert opens the research tab.&lt;br /&gt;
Draw the light radius of torches, braziers and lamps in yellow when placing or selected.&lt;br /&gt;
New pawns will always be placed to the right side of the colonist bar.&lt;br /&gt;
Allow targeting via the colonist bar.&lt;br /&gt;
Adjust stat names slightly so they fit better in tooltips.&lt;br /&gt;
Zones are renamed by the button on the inspect pane instead of by the gizmo.&lt;br /&gt;
Add thought title to thought tooltip in case it's too long for the needs card.&lt;br /&gt;
Food now shows its ingredients in the tooltip in caravan/trade dialogs.&lt;br /&gt;
Ingredients in menus are now sorted from highest quantity to lowest.&lt;br /&gt;
Added research project info to research bench inspect panes.&lt;br /&gt;
Egg box has a &amp;quot;select contained thing&amp;quot; gizmo.&lt;br /&gt;
Replaced X button texture with trash can for all &amp;quot;delete&amp;quot; instances.&lt;br /&gt;
List &amp;quot;efficiency&amp;quot; of added parts in point form like other hediff effects.&lt;br /&gt;
Relabel misc injury to &amp;quot;wound&amp;quot;.&lt;br /&gt;
Remove &amp;quot;shot by X&amp;quot; in tooltips if the pawn is player controlled and not drafted.&lt;br /&gt;
Draw subtle background over main menu links to prevent bright backgrounds rendering them invisible.&lt;br /&gt;
When using a techprof persona core, bring up the research completed window.&lt;br /&gt;
“Select contained thing” gizmo now displays the thing as the icon.&lt;br /&gt;
Update Ludeon logo on main menu links.&lt;br /&gt;
Reorganized some buildables on the furniture architect tab.&lt;br /&gt;
Hide meditation focus radius ring from torches and braziers.&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Allow creating storage groups for single shelves by clicking the &amp;quot;rename&amp;quot; button on the inspect pane.&lt;br /&gt;
Show message when various abilities' cooldown ends.&lt;br /&gt;
Undergrounder trait description mentions pawns will be unhappy outdoors.&lt;br /&gt;
Added an option to increase/decrease the number of autosaves the game will keep (1-25)&lt;br /&gt;
Lung rot moved from Biotech to Core.&lt;br /&gt;
Infestations now refund/minify any buildings they destroy.&lt;br /&gt;
Update bridges to be the same color as wood floors.&lt;br /&gt;
Moved natural hair ColorDefs to Core from Ideology.&lt;br /&gt;
Meteorite strikes will no longer hit monuments.&lt;br /&gt;
Fires produce light.&lt;br /&gt;
Things to load into transport pods can now be changed at any time.&lt;br /&gt;
Numpad enter can now be used in dialogs the same way that return can.&lt;br /&gt;
Scale damage to buildings from fire/burn damage by their flammability.&lt;br /&gt;
Removed some spot building exploits.&lt;br /&gt;
Foam turret activation cooldown is paused while repressurizing and unpowered.&lt;br /&gt;
Gas now dissipates slower in roofed areas.&lt;br /&gt;
Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.&lt;br /&gt;
Adjusted some backstories to align with universe canon.&lt;br /&gt;
Improve descriptions of hediffs for prosthetics.&lt;br /&gt;
Rephrased grid excess/stored inspect string for clarity. Now &amp;quot;Grid excess: X (Y stored)&amp;quot;.&lt;br /&gt;
Improved lighting for roof eaves.&lt;br /&gt;
Updated flame damage to scale with building flammability.&lt;br /&gt;
Added &amp;quot;resources to make&amp;quot; stat entry for buildables.&lt;br /&gt;
Created an &amp;quot;ingredients&amp;quot; stat entry for craftable ThingDefs.&lt;br /&gt;
Added a duplicate area button to the area management window.&lt;br /&gt;
Added new Core tips.&lt;br /&gt;
Tinctoria now has a lifespan of 12 days.&lt;br /&gt;
Improvements and adjustments - Royalty&lt;br /&gt;
Bestower and guards exit the map more quickly.&lt;br /&gt;
Increased work to build for braziers.&lt;br /&gt;
Improvements and adjustments - Ideology&lt;br /&gt;
Ideoligion pawn column is not drawn in Ideology disabled mode.&lt;br /&gt;
Styling stations now display favorite and ideoligion colors with a small icon.&lt;br /&gt;
Trader inventories try to use the styles available for their primary ideoligion.&lt;br /&gt;
Update drug policy records when pawn leaves biosculptor pods.&lt;br /&gt;
Moral guide abilities now wake up sleeping pawns.&lt;br /&gt;
&amp;quot;Unlocked by X&amp;quot; -&amp;gt; &amp;quot;Origin X&amp;quot; for building styles from memes in precept edit dialog.&lt;br /&gt;
Reliquary has a “select contained thing” gizmo.&lt;br /&gt;
Loudspeakers and lightballs can now be switched on and off.&lt;br /&gt;
Improvements and adjustments - Biotech&lt;br /&gt;
Adjusted wastepack incident to consider pollution.&lt;br /&gt;
Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.&lt;br /&gt;
Slightly reduce the mass of sashes.&lt;br /&gt;
Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.&lt;br /&gt;
Remove reference to damage over time in acid spray gene description.&lt;br /&gt;
Added toxalope corpse artwork.&lt;br /&gt;
Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
Displayed a stat entry for turrets attached to pawns, such as heavy mechs.&lt;br /&gt;
Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
Displayed when a mechanitor is required to start the next cycle in gestator inspect strings.&lt;br /&gt;
Updated fire spew LOS highlighting.&lt;br /&gt;
Berserk and similar psycasts no longer work on bosses.&lt;br /&gt;
Apocriton is ultraheavy weight class mech.&lt;br /&gt;
Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
Babies in caravans now ignore drug policies like they do on map.&lt;br /&gt;
Added float menu option to take baby to a safe location.&lt;br /&gt;
Dev tools&lt;br /&gt;
Added “Start game with dev palette on” settings option.&lt;br /&gt;
Only show names for official mods in incident chances debug output.&lt;br /&gt;
Added more columns to incident chances debug output.&lt;br /&gt;
Added tools for unfogging and refogging rects of the map.&lt;br /&gt;
Improvements to the &amp;quot;change style&amp;quot; tool. Allow changing colors of hair and apparel instantly in dev mode. Allow changing style of dead or otherwise unspawned pawns.&lt;br /&gt;
Added debug tool for spawning pawns of a specific lifestage.&lt;br /&gt;
Added tool for tending all bleeding hediffs.&lt;br /&gt;
Added &amp;quot;destroy part&amp;quot; option to apply damage dev tool.&lt;br /&gt;
Added pinnable &amp;quot;add hediff&amp;quot; debug action.&lt;br /&gt;
Dev palette entries no longer re-cache their labels.&lt;br /&gt;
Added &amp;quot;None&amp;quot; option for &amp;quot;Set faction&amp;quot; dev tool.&lt;br /&gt;
Added an editor window for authoring SimpleCurve objects.&lt;br /&gt;
Added contents in braces to &amp;quot;add hediff&amp;quot; debug table for hediffs with names shared by another.&lt;br /&gt;
Smooth surface applies instantly if in godmode.&lt;br /&gt;
Fires are now spawnable with the &amp;quot;Spawn thing&amp;quot; tool. Spawning fires on top of existing ones will increase the size.&lt;br /&gt;
Added &amp;quot;Recalculate threat points&amp;quot; debug action. &amp;quot;Current threat points&amp;quot; output recalculates before logging.&lt;br /&gt;
Added “Music debugger”&lt;br /&gt;
Technical&lt;br /&gt;
Rewrote pawn rendering to use a parent/child node system. This allows for animations and visual dynamic parts to be added/removed easily (technical document link).&lt;br /&gt;
Implemented asset hot-reload for developer/modder ease.&lt;br /&gt;
Added support for maps which don’t have a corresponding world tile.&lt;br /&gt;
Added new virtual relationship record system. Maintains relationship information without bloating save files.&lt;br /&gt;
Pawn rendering is now multithreaded.&lt;br /&gt;
Added a new super-fast dynamic thing culling system.&lt;br /&gt;
Added support for wall attached buildings.&lt;br /&gt;
Added infection pathway system. These allow for the easy tracking and explanation of infection for the purposes of hediffs and incidents. Only used for some Anomaly content, does not change how base game infection works. Infection pathways can optionally require a source pawn kind attached to them for extra detail.&lt;br /&gt;
Added a new music system which can change between songs based on current game state.&lt;br /&gt;
Optimizations to various alerts.&lt;br /&gt;
Small optimizations to beauty calculations.&lt;br /&gt;
Optimize food searching for animals in pens.&lt;br /&gt;
Minor performance improvements for tending WorkGivers.&lt;br /&gt;
Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map.&lt;br /&gt;
Decoupled AbilityDef.level from psylink to allow modders to create other leveled abilities.&lt;br /&gt;
Added timestamps and repetition count on log messages.&lt;br /&gt;
Replace MapMeshFlags enum with a Def.&lt;br /&gt;
Updated Russian language worker.&lt;br /&gt;
Add dev gizmo to manually toggle building power.&lt;br /&gt;
Added disableImpassableShotOverConfigError flag to ThingDef.&lt;br /&gt;
Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.&lt;br /&gt;
Damage effect pawn tinting is done in material property block instead of copying a new material.&lt;br /&gt;
Tick equipment on pawns.&lt;br /&gt;
Removed redundant burning stump spawn check.&lt;br /&gt;
Small optimization for gas section layer setup.&lt;br /&gt;
Unified import modes for building atlases.&lt;br /&gt;
Allow ThingComps to affect Thing stats like CompAffectedByFacilities.&lt;br /&gt;
Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.&lt;br /&gt;
Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.&lt;br /&gt;
Skill gains/possessions from traits and backstories have a custom xml loader which reduces xml config.&lt;br /&gt;
Replace BackstoryDef's &amp;quot;baseDesc&amp;quot; with Def's &amp;quot;description&amp;quot; field.&lt;br /&gt;
Made xpGainAmount from skilltrainers configurable.&lt;br /&gt;
Removed CompProperties_Neurotrainer and CompNeurotrainer, replaced them with existing skill/ability gaining comps.&lt;br /&gt;
Gas rendering now sends density values to the shader and color and texturing is resolved there.&lt;br /&gt;
Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.&lt;br /&gt;
Hediffs can now override the skin shader.&lt;br /&gt;
Disabled work types use a cached value instead of recalculating every call.&lt;br /&gt;
Changed steamAppId to uint.&lt;br /&gt;
More control over flecks/motes via XML.&lt;br /&gt;
Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().&lt;br /&gt;
Renamed classic -&amp;gt; classicExtraMode and hiddenIdeoMode -&amp;gt; classicMode.&lt;br /&gt;
Removed Biotech MayRequire from MeleeDamageFactor stat.&lt;br /&gt;
If a customizer is defined, rule selection for &amp;quot;p=&amp;quot; acts like priority instead of weight.&lt;br /&gt;
Increased float range serialization precision.&lt;br /&gt;
Allowed areas are now per map.&lt;br /&gt;
Reduce the base maxRemembered value of history events to alleviate some save file bloat.&lt;br /&gt;
Bugfixes&lt;br /&gt;
Fix: Meteorites leaving stone change terrain after save/load cycle.&lt;br /&gt;
Fix: Many pawns in a small space can cause heat to build up forever.&lt;br /&gt;
Fix: Checking/unchecking pregnant animal slaughter inconsistent with checking/unchecking slaughter bonded with animals total.&lt;br /&gt;
Fix: Auto-slaughter attempting to slaughter youngest animals and pregnant first.&lt;br /&gt;
Fix: Psychic suppressor constantly being reapplied at edge of range on world map.&lt;br /&gt;
Fix translation issue: Wrong surgery outcome texts without Biotech.&lt;br /&gt;
Fix: Lodgers can farskip and enter ancient complex shuttles.&lt;br /&gt;
Fix: Several issues with pollution clearing.&lt;br /&gt;
Fix: Neurotrainers not including aptitudes in message.&lt;br /&gt;
Fix: CompPollutionPump uses Find.CurrentMap for artificial building check.&lt;br /&gt;
Fix: Out of bounds error when looking for a meditation spot.&lt;br /&gt;
Fix: Mineable steel generation in tutorial.&lt;br /&gt;
Fix: Smeltable thing filter allowing wooden apparel to be smelted.&lt;br /&gt;
Fix: Unfogging working incorrectly for large buildings.&lt;br /&gt;
Fix: Ink black hair not rendering the correct color.&lt;br /&gt;
Fix: Nudists trigger “need warm clothes” alert.&lt;br /&gt;
Fix: Error getting null target for throne/bedroom requirements alert explantation.&lt;br /&gt;
Fix: Whitespace on claw injury label.&lt;br /&gt;
Fix: Gatherings could select invalid organizers.&lt;br /&gt;
Fix: Team skills showing disabled skills.&lt;br /&gt;
Fix: Duelists interacting while in ritual.&lt;br /&gt;
Fix: uint parsing failure.&lt;br /&gt;
Fix: Mech bosses can be called one after the other within a 2 second window.&lt;br /&gt;
Fix: Consumable items can appear as relics.&lt;br /&gt;
Fix: Installation blueprints render behind things.&lt;br /&gt;
Fix: Ancient fences and wire not deconstructible.&lt;br /&gt;
Fix: Hediff iteration not correctly accounting for hediff removal.&lt;br /&gt;
Fix: Targeting circle not displaying above some thing overlays.&lt;br /&gt;
Fix: Prevent wall raise from being used on indestructible things.&lt;br /&gt;
Fix: If a pawn dies while jumping, their corpse (and held item) is not spawned.&lt;br /&gt;
Fix: Melee trap damage/ap stats display as 5x as high, despite being spread over 5 hits.&lt;br /&gt;
Fix: Precept_Role.apparelRequirements potential NullReferenceException.&lt;br /&gt;
Fix: Organ traded/sold/installed thoughts have &amp;quot;organ harvested&amp;quot; label.&lt;br /&gt;
Fix: Drugs being considered with the fresh filter.&lt;br /&gt;
Fix: Don't send fuel node messages if the fuel node was destroyed.&lt;br /&gt;
Fix: Learning rate being applied on tech print XP bonus.&lt;br /&gt;
Fix: Error when looking for a spectate cell.&lt;br /&gt;
Fix: Error when mining smoothed wall for door blueprint.&lt;br /&gt;
Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.&lt;br /&gt;
Fix: Error when creating xenogerm in certain circumstances.&lt;br /&gt;
Fix: Potential scenario where an unspawned pawn could organize a gathering.&lt;br /&gt;
Fix: Incorrect stack count when looking for food to train animals&lt;br /&gt;
Fix: Ensure duelists drop their weapons if the duel is called off/canceled.&lt;br /&gt;
Fix: Remove wake up trigger if lord or pawns don't exist.&lt;br /&gt;
Fix: Exception getting growth points for dead pawn.&lt;br /&gt;
Fix: Saved references to destroyed relic/removed ideo/precept.&lt;br /&gt;
Fix: Spectators can reserve altar interaction spots during rituals.&lt;br /&gt;
Fix: Pawns no longer analyze items at unpowered research benches.&lt;br /&gt;
Fix: Duel not ending if a fighter starts a mental break.&lt;br /&gt;
Fix: Setting the drug policy of imperial troops makes them drop their drugs required for their xenotype.&lt;br /&gt;
Fix: Notifications are sent about guests that are leaving the map.&lt;br /&gt;
Fix: Trying to save discarded pawn reference in BattleLogEntry.&lt;br /&gt;
Fix: Rounding shows resistance at 0.0, but recruitment isn't available yet.&lt;br /&gt;
Fix: Slaves are unable to attack in duels without having an aggressive reaction set.&lt;br /&gt;
Fix: Gender specific apparel does not show gender in their info tab.&lt;br /&gt;
Fix: Ritual opportunity letters now prefer pointing to altars and ideograms before ritual spots.&lt;br /&gt;
Fix: Empty caskets aren’t claimable.&lt;br /&gt;
Fix: Research bench &amp;amp; techprints don't respect allowed area.&lt;br /&gt;
Fix: Ability cooldown text cutoff in windowed mode.&lt;br /&gt;
Fix: Deathresting pawns don't display life threatening hediff alerts.&lt;br /&gt;
Fix: Firefoam pop pack: Wrong stat name and description.&lt;br /&gt;
Fix: Mech rechargers don't count as artificial.&lt;br /&gt;
Fix: Colonist backstories getting generated on any pawns.&lt;br /&gt;
Fix: Pen marker nutrition calculation not working in some circumstances.&lt;br /&gt;
Fix: KillThirst persona weapon thought not translatable.&lt;br /&gt;
Fix: Column style variants are visually squished.&lt;br /&gt;
Fix: Pawns can hack even with hacking stat disabled.&lt;br /&gt;
Fix: Dates on history tab can be cut off if too long.&lt;br /&gt;
Fix: Multicell things beauty counted once per cell.&lt;br /&gt;
Fix: Float menu error if construction is blocked by trees marked for extraction.&lt;br /&gt;
Fix: Desired color not saved if apparel has not been colored before.&lt;br /&gt;
Fix: Goodwill from guest average mood not being applied.&lt;br /&gt;
Fix: JobDriver_Meditate.Notify_Starting doesn't check if the psychic entropy tracker exists.&lt;br /&gt;
Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.&lt;br /&gt;
Fix: Targeting gizmos now deselect any active designators.&lt;br /&gt;
Fix: Headgear apparel doesn't check canBeGeneratedToSatisfyWarmth flag.&lt;br /&gt;
Fix: Prisoners can start social fights with non-prisoners.&lt;br /&gt;
Fix: Unable to strip prisoners that were quest lodgers.&lt;br /&gt;
Fix: God Mode Toggle causing issues selecting Pawns in the Top Bar.&lt;br /&gt;
Fix: Simple meal gizmo doesn't display correct texture.&lt;br /&gt;
Fix: Pawn name changes spacing on biosculptor pod when zooming camera in and out.&lt;br /&gt;
Fix: Inconsistencies with random graphics when installing minified buildings&lt;br /&gt;
Fix: Empire hostile to beggar temp factions.&lt;br /&gt;
Fix: Exception feeding a baby which died during feeding.&lt;br /&gt;
Fix: Randomized graphics not maintained across blueprint -&amp;gt; frame -&amp;gt; building&lt;br /&gt;
Fix: Line color inconsistency between drum/campfire link and light ball/speaker link.&lt;br /&gt;
Fix: Art bench: The word &amp;quot;make&amp;quot; is missing for ideoligion sculptures.&lt;br /&gt;
Fix: Error trying to breastfeed a baby inside a gene extractor.&lt;br /&gt;
Fix: Mech cluster mortars can be roofed over without any penalty.&lt;br /&gt;
Fix: Sanguophage meetings sometimes skip implantation.&lt;br /&gt;
Fix: Red error attempting to plant held Gauranlen pod.&lt;br /&gt;
Fix: DeleteSpawnedPawns() in Autotests_ColonyMaker missing null check.&lt;br /&gt;
Fix: Gather for childbirth gizmo showing on beds when ritual has already started.&lt;br /&gt;
Fix: Sanguophages don't know how to react to hunters being captured.&lt;br /&gt;
Fix: Line connecting pawn under combat command goes off map.&lt;br /&gt;
Fix: Minor typo in ThreatReward_Manhunters_ItemPod.&lt;br /&gt;
Fix: Fixed pawns praying during labor interrupting the ritual.&lt;br /&gt;
Fix: 'Push heat' debug command doesn't do increments; all options do the maximum.&lt;br /&gt;
Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied.&lt;br /&gt;
Fix: Errors when social fight interrupts dyeing clothing.&lt;br /&gt;
Fix: Duplicate &amp;quot;respected if guilty&amp;quot; execution precept in inhuman meme.&lt;br /&gt;
Fix: Prevent colonists from eating at a fogged table.&lt;br /&gt;
Fix: Colony mechs ignore mortar shell settings.&lt;br /&gt;
Fix: Doctors now ignore medicine restrictions when draft tending with medicine from their inventory.&lt;br /&gt;
Fix: Hyperlinks on research screen drawn out of bounds, causing performance impact with larger unlock lists.&lt;br /&gt;
Fix: Lesson giving reservation bug.&lt;br /&gt;
Fix: Prisoner interaction mode is reset upon being released.&lt;br /&gt;
Fix: Traders spawn with incorrect food need value.&lt;br /&gt;
Fix: Collapsing from exhaustion no longer throws error if the pawn can't reserve the cell.&lt;br /&gt;
Fix: Berserk warcalled animals will not attack hostile turrets.&lt;br /&gt;
Fix: Fire spew can shoot through walls.&lt;br /&gt;
Fix: Error when recalculating ideoligion diversity on a save that had other expansions added after the start.&lt;br /&gt;
Fix: Filters not applied correctly on ingredients/products in recipe tooltip.&lt;br /&gt;
Fix: Invalid spectate cells can be picked when the ritual room is too small.&lt;br /&gt;
Fix: Recalculate product counts more reliably.&lt;br /&gt;
Fix: Fence gates now prefer to connect to fences.&lt;br /&gt;
Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed.&lt;br /&gt;
Fix: Shooting projectiles phase through walls if the distance to target is less than 5 tiles.&lt;br /&gt;
Fix: Perfect immunity doesn't block gut worms or muscle parasites.&lt;br /&gt;
Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
Fix: Favorite/ideoligion color thoughts not occuring with exactly 60% colored apparel.&lt;br /&gt;
Fix: Off loudspeakers are now counted correctly when determining ritual quality.&lt;br /&gt;
Fix: Blueprints now maintain the correct random graphic when being installed.&lt;br /&gt;
Fix: Error during archonexus quest.&lt;br /&gt;
Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.&lt;br /&gt;
Fix: Beckon ability doesn’t wake up dormant mechs.&lt;br /&gt;
Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.&lt;br /&gt;
Fix: Overlapping damage/death sounds caused by clamped value in ExecutionUtility.ExecutionInt().&lt;br /&gt;
Fix: Building_GrowthVat doesn't set itself as allowedNutritionSettings parent in ExposeData().&lt;br /&gt;
Fix: Error trying to execute colonists after banishing them.&lt;br /&gt;
Fix: Unstuffed gas mask doesn't have armor set up correctly.&lt;br /&gt;
Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.&lt;br /&gt;
Fix: Power conduit frames appear below walls.&lt;br /&gt;
Fix: Gene loss shock is healed before scars and injuries when using healing serum.&lt;br /&gt;
Fix: Cannot release wild man after arrest.&lt;br /&gt;
Fix: Various high tech research projects missing research bench requirements.&lt;br /&gt;
Fix: Prisoners who were former colonists still follow what was set on their schedule tab.&lt;br /&gt;
Fix: Ancient danger/ruins spawning positions were based on top left corner instead of center. Spawning these should be more consistent.&lt;br /&gt;
Fix: Auto selected caravan food not clamping to mass limit.&lt;br /&gt;
Fix: Some ThingDefs, including meals, didn't display correct &amp;quot;created at&amp;quot; stat entries. These ThingDefs also display ingredients stat entries now.&lt;br /&gt;
Fix: Error on pawn hatching from egg on caravan.&lt;br /&gt;
Fix: Breastfeeding not clearing idle tag.&lt;br /&gt;
Fix: Lines not being drawn between facilities. Caused by correcting red line drawn between potentially supplanted facilities.&lt;br /&gt;
Fix: Pawns other than the bestowing target can be set as the target. They are able to leave and cause the bestower to stay until they collapse.&lt;br /&gt;
Fix: Double checking for heat stroke and hypothermia in bestowing ceremony lord.&lt;br /&gt;
Fix: Spray attacks can't target open door cells.&lt;br /&gt;
Fix: Acid and foam spray affected cells don't take into account leaning past cover.&lt;br /&gt;
Fix: Colonist is given a random faction when carried and then Farskipped to the same map tile.&lt;br /&gt;
Fix: Making baby food at campfires ignores work restrictions.&lt;br /&gt;
Fix: Dessicated squirrel corpses have north/south graphics flipped.&lt;br /&gt;
Fix: Mechanoids on caravans may throw an &amp;quot;out of bounds&amp;quot; error when trying to automatically shutdown on arrival if the landing zone is crowded.&lt;br /&gt;
Fix: Draw quest info minimized in character card if it would stack to 3 lines.&lt;br /&gt;
Fix: Temporary factions not in map attack target cache.&lt;br /&gt;
Fix: Unrecruitable pawns from slave purchases can join as colonists.&lt;br /&gt;
Fix: Colonists unable to mine walls while standing on furniture. Inconsistent with other work givers.&lt;br /&gt;
Fix: Fix error when projectile tries to hit a pawn that has just changed map.&lt;br /&gt;
Fix: Wrong save mode for inSignalsRemovePawn.&lt;br /&gt;
Fix: Medicineless hemogen extraction recipe brings blood loss up to 65%.&lt;br /&gt;
Fix: Light mechs have sensors and arms described as &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;, even though they don't have multiples.&lt;br /&gt;
Fix: Priority work not clearing for hauling&lt;br /&gt;
Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
Fix: Pawns can die from going from extreme -&amp;gt; serious toxic buildup due to consciousness differences.&lt;br /&gt;
Fix: Exception while recalculating various thoughts for passing ship pawns.&lt;br /&gt;
Fix: Hemogen farm does not take into account brain damage consciousness reduction.&lt;br /&gt;
Fix: Hemogen extraction done without medicine has less blood loss than extraction done with industrial medicine.&lt;br /&gt;
Fix: Handle scenarios where items set to load are null&lt;br /&gt;
Fix: Seek safe temperature jobs don’t respect a pawn’s allowed area.&lt;br /&gt;
Fix: Rot stink gas doesn't cause lung rot without Biotech.&lt;br /&gt;
Fix: Uncaptured pawns now have the “No meds” medical care setting.&lt;br /&gt;
Fix: Dev quickstart adds factions that are supposed to be replaced by others. Eg pirates by pirate wasters.&lt;br /&gt;
Fix: Default faction type doesn't set faction if it was replaced by another. (eg. Pirate waster can replace pirate)&lt;br /&gt;
Fix: Waster pawn kinds default to normal pirate faction.&lt;br /&gt;
Fix: Frame version of shelves missing copy and paste settings.&lt;br /&gt;
Fix: Error when changing a sanguophage to a baby on scenario setup.&lt;br /&gt;
Fix: Pawns can be rescued in rituals.&lt;br /&gt;
Fix: Required roles can leave rituals.&lt;br /&gt;
Fix: Mech slag not maintaining graphic index over saves.&lt;br /&gt;
Fix: Public Execution Ritual error.&lt;br /&gt;
Fix: Incorrect execution part selected. Deathless pawns have their brains targeted.&lt;br /&gt;
Fix: Abilities are used during duels.&lt;br /&gt;
Fix: Error when trying to generate a quest with no colony.&lt;br /&gt;
Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.&lt;br /&gt;
Fix: Can tend to temporarily hostile refugees.&lt;br /&gt;
Fix: Caravan errors if pawn can path but animal cannot.&lt;br /&gt;
Fix: &amp;quot;Herder&amp;quot; childhood backstory doesn't have any animal skill.&lt;br /&gt;
Fix: Animal pen auto cut not working in some circumstances.&lt;br /&gt;
Fix: ShootBeam was updating the current path when trying to draw highlights, which would cause a beam ability to change direction mid-fire.&lt;br /&gt;
Fix: Dev palette error with mental breaks on the bar and no colony.&lt;br /&gt;
Fix: Non optional materials selectable in bill details. Eg. components.&lt;br /&gt;
Fix: The &amp;quot;run wild&amp;quot; mental break can occur on unwaveringly loyal pawns, causing them to be tameable.&lt;br /&gt;
Fix: Error with custom mechanoids with talking ability attempting to give/receive lessons without skills component.&lt;br /&gt;
Fix: Shuttle fly distance inconsistent between calling from caravan vs calling from map.&lt;br /&gt;
Fix: Pawns participating in duels can equip weapons they are otherwise unable to do so (bladelinked, biocoded, bonded, etc).&lt;br /&gt;
Fix: Charged abilities can be cast via queuing into negative charges.&lt;br /&gt;
Fix: Error with mechanitor corpses causing gizmos to be hidden.&lt;br /&gt;
Fix: Secondary use item targets are reserved when first ordering usage.&lt;br /&gt;
Fix: Herd migration ignoring pollution.&lt;br /&gt;
Fix: Wardens with nil suppress rate get stuck suppressing.&lt;br /&gt;
Fix: Can't force target mortar without shell.&lt;br /&gt;
Fix: Pawn duty being cleared during childbirth.&lt;br /&gt;
Fix: Add appropriate work to make tox packs.&lt;br /&gt;
Fix: Fire spew ability not leaning like other ranged attacks.&lt;br /&gt;
Fix: Required hediffs and traits of thoughts not working together causing thought to not be present when it should be.&lt;br /&gt;
Fix: Wearing human leather apparel thought not properly nullified by ideoligion precepts.&lt;br /&gt;
Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
Fix: Error when trying to construct a watermill generator with water check cells out of bounds of map in god mode.&lt;br /&gt;
Fix: Drafted pawns now respect forbidden doors.&lt;br /&gt;
Fix: Disallowed filters are now checked before allowed filters.&lt;br /&gt;
Fix: Hostile pawns can no longer be placed in beds.&lt;br /&gt;
Fix: Speakers now show connection lines to lightballs.&lt;br /&gt;
Fix: Faction goodwill not giving full reward.&lt;br /&gt;
Fix: Name of Ideo ritual room keeps randomly changing from default to ideo worship room name.&lt;br /&gt;
Fix: Hungry pawn undrafted on map edge can throw out of bounds error for ingest job.&lt;br /&gt;
Fix: Non-fresh corpses no longer count towards days of food calculation in caravan dialog.&lt;br /&gt;
Fix: Cast ability job fails if ability goes on cooldown.&lt;br /&gt;
Fix: Potential error during throne speech.&lt;br /&gt;
Fix: Stone bill menu text cutoff.&lt;br /&gt;
Fix: Resurrected stillbirth thought remaining.&lt;br /&gt;
Fix: Error placing hostile baby in bed.&lt;br /&gt;
Fix: Extract skull job isn’t ended if designation is removed.&lt;br /&gt;
Fix: Show disabled option if pawn is incapable of hauling to shuttle.&lt;br /&gt;
Fix: The “leader” role for ideoligion in the “ideoligion system inactive” playthrough is not capitalized in the bio.&lt;br /&gt;
Fix: Duplication of &amp;quot;sold slave&amp;quot; opinion offset if Ideology is active.&lt;br /&gt;
Fix: Warcall animals not hostile to all threats.&lt;br /&gt;
Fix: Error when placing a blueprint near the edge of the map.&lt;br /&gt;
Fix: An animal being rescued / carried by a pawn cannot be assigned to a bed.&lt;br /&gt;
Fix: Pawns cause 10 jobs in one tick when recovering from downed and trying to recover a dropped weapon that's currently on fire.&lt;br /&gt;
Fix: Error when apocritons jump.&lt;br /&gt;
Fix: Issues reserving spots for gatherings.&lt;br /&gt;
Fix: Vitals monitor blueprint rotates backwards.&lt;br /&gt;
Fix: Fences on the edge of the map cause an error when attempting to link out of bounds.&lt;br /&gt;
Fix: Warning when reserving stack of food.&lt;br /&gt;
Fix: Duels and misc ritual saving/loading.&lt;br /&gt;
Fix: When a pawn that’s incapable of fire fighting is ordered to extinguish a fire, no right-click option shows up.&lt;br /&gt;
Fix: Deliver food causing reservation errors rarely.&lt;br /&gt;
Fix: Designations on minified things are maintained once they have been installed.&lt;br /&gt;
Fix: Need meditation spot notification typo.&lt;br /&gt;
Fix: Temporary factions can be selected for some quests.&lt;br /&gt;
Fix: Mechs are able to open hermetic crates if multiple pawns are selected.&lt;br /&gt;
Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
Fix: Missing Ideology check for Beggars PawnKindDef.&lt;br /&gt;
Fix: If there is no storage space for eggs in an egg box, there's no 'empty' option on the float menu at all.&lt;br /&gt;
Fix: Empire hussar cataphracts for quests come with no go juice.&lt;br /&gt;
Fix: Trader Kind things debug output appears incorrect.&lt;br /&gt;
Fix: Springer of trap counts as instigator of explosion.&lt;br /&gt;
Fix: Hide stack count warning when creating a caravan.&lt;br /&gt;
Fix: Allow players to order colonists to take medical drugs from their inventory.&lt;br /&gt;
Fix: Needs power overlay now respects draw offset.&lt;br /&gt;
Fix: Assigned pawn is maintained on throne reinstall.&lt;br /&gt;
Fix: Ideoligion presets with a single &amp;quot;random&amp;quot; style option don't adhere to normal style selection rules.&lt;br /&gt;
Fix: Quest lodgers don't have their apparel locked properly.&lt;br /&gt;
Fix: Disable work and add On Duty thought to helpers for raid reward quest.&lt;br /&gt;
Fix: Blood loss hediff applying death on downed chance.&lt;br /&gt;
Fix: Pawns aren't dropped when TakeToBed job is interrupted.&lt;br /&gt;
Fix: Error when an animal gives birth on a caravan.&lt;br /&gt;
Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held.&lt;br /&gt;
Fix: Pawn can't reserve bench next to another.&lt;br /&gt;
Fix: NRE uninstalling loudspeaker.&lt;br /&gt;
Fix: Pawns sometimes ignore manual work priorities, and will switch to lower-priority work mid-job.&lt;br /&gt;
Fix: Pawns sharing seats on interaction cells.&lt;br /&gt;
Fix: Clear designator selected area when changing map.&lt;br /&gt;
Fix: Caravans set to rest are considered idle.&lt;br /&gt;
Fix: Prisoner is forbidden after ritual finished and captured again.&lt;br /&gt;
Fix: NullReferenceException when trying to print replant blueprint.&lt;br /&gt;
Fix: Quest states 'the pigs will not do any work'. Pigs here referred to members of the pigskin faction.&lt;br /&gt;
Fix: Hide the “tend without medicine” float menu option if the pawn is being carried.&lt;br /&gt;
Fix: Teaching not giving passion thought.&lt;br /&gt;
Fix: Hide allow fresh on butcher config.&lt;br /&gt;
Fix: Stacking red error on bugged birth that won't end.&lt;br /&gt;
Fix: Huge lag spikes due to skygazing.&lt;br /&gt;
Fix: Transport pod crash refugees sometimes aren't downed.&lt;br /&gt;
Fix: Prevent colony faction prisoners from participating in childbirth.&lt;br /&gt;
Fix: Outdoor lighting in base generation doesn't follow the faction’s ideoligious style.&lt;br /&gt;
Fix: If a pack animal's inventory is emptied when it's asleep, its sprite doesn't update until it wakes up.&lt;br /&gt;
Fix: GenDrop trying to place things on filled cells.&lt;br /&gt;
Fix: Shadows not affecting trees.&lt;br /&gt;
Fix: 'Conversion resentment' gives separate instances instead of stacking.&lt;br /&gt;
Fix: You can influence pawns during mental breaks by changing how they react to nearby enemies.&lt;br /&gt;
Fix: Potential error while using comms console.&lt;br /&gt;
Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.&lt;br /&gt;
Fix: Slaves in mental states (not rebelling) display &amp;quot;X is rebelling&amp;quot; on ideoligion ritual dialog.&lt;br /&gt;
Fix: lastSleepDisturbedTick not saved.&lt;br /&gt;
Fix: Generic work giver labels.&lt;br /&gt;
Fix: Missing Steam app id for Biotech.&lt;br /&gt;
Fix: Cancel jobs upon load if item forbidden.&lt;br /&gt;
Fix: Rare music error when choosing a new song.&lt;br /&gt;
Fix: Prisoners getting unsafe hemogen bill.&lt;br /&gt;
Fix: End wick if explosive thing is despawned.&lt;br /&gt;
Fix: Quest lodgers no longer count towards idle colonist count.&lt;br /&gt;
Fix: Dev toggles on pawn log ITab display in large font.&lt;br /&gt;
Fix: Beggar tense incorrect for &amp;quot;have accepted&amp;quot; gift.&lt;br /&gt;
Fix: “Reduce will” not using the correct interaction.&lt;br /&gt;
Fix: Mech gestators spawning mechs early.&lt;br /&gt;
Fix: Blood loss doesn't show up in a colonist's health tab when viewed from the caravan embark setup.&lt;br /&gt;
Fix: Marking carried animals for slaughter throws an error.&lt;br /&gt;
Fix: Float rounding pawn generation error.&lt;br /&gt;
Fix: Hediff_ChemicalDependency doesn't override CopyFrom().&lt;br /&gt;
Fix: Boomalope struck by lightning causes several errors as a corpse.&lt;br /&gt;
Fix: Pawn doesn't get interrupted to join the marriage ceremony.&lt;br /&gt;
Fix: Cleansweeper pathing to destroyed things on load.&lt;br /&gt;
Fix: Skull and deathrest capacity serum have duplicate CompForbiddable.&lt;br /&gt;
Fix: Fix death acidifier applying chemical burn to missing part.&lt;br /&gt;
Fix: Torch blueprint fire size incorrect.&lt;br /&gt;
Fix: Error on tox gas death.&lt;br /&gt;
Fix: Can order pawns to consume food that's outside their allowed area.&lt;br /&gt;
Fix: Option is given to have a pawn haul corpses reserved by wild animals for eating; clicking it does nothing.&lt;br /&gt;
Fix: Arrested refugee joins faction upon release.&lt;br /&gt;
Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
Fix: Pawns with royal permits can't trade/complete trade requests.&lt;br /&gt;
Fix: Complexes not spawning terminals.&lt;br /&gt;
Fix: Ideoligion persona weapon relics misnamed on thought label/description.&lt;br /&gt;
Fix: Ship part crash incidents will still attempt to fire, causing error, if the mechanoid faction has been removed from the world.&lt;br /&gt;
Fix: Errors on beginning conversion ritual.&lt;br /&gt;
Fix: Animal flaps have a faint line in the center when open.&lt;br /&gt;
Fix: &amp;quot;Traits sampled&amp;quot; debug output not discarding generated pawns, causing warning spam on save/load.&lt;br /&gt;
Fix: Beards don't layer properly on thin head shapes.&lt;br /&gt;
Fix: Ideoligion relic installation quest generated with errors.&lt;br /&gt;
Fix: Monument building quest spawned with several red errors and broken details.&lt;br /&gt;
Fix: NREs from colonists who don't need to eat.&lt;br /&gt;
Fix: PawnFlyers disappear on load.&lt;br /&gt;
Fix: Sandbags have a small pixelated border around them.&lt;br /&gt;
Fix: Sunlamps do not have perfect area of effect leading to rotting crops.&lt;br /&gt;
Fix: Direction arrow is on the wrong layer, gets covered by shadows, zones, and fog.&lt;br /&gt;
Fix: Unfinished power line blueprints under walls go invisible once materials are delivered.&lt;br /&gt;
Fix: Missing &amp;quot;create fluid&amp;quot; translation key.&lt;br /&gt;
Fix: Prison breaking prisoners can be selected to be carried to biosculpters.&lt;br /&gt;
Fix: Error when trying to reserve the same bed for resting.&lt;br /&gt;
Fix: 'Destination' line is visible connecting to the bed of sleeping pawns.&lt;br /&gt;
Fix: Paramedic mechs cannot tend to colonists in caravans.&lt;br /&gt;
Fix: Adding temperature-specific clothes to a pawn does not check age, so modded child warm apparel can be given to adults, causing an error.&lt;br /&gt;
Fix: Hidden faction information visible on inspect pane.&lt;br /&gt;
Fix: Loading a save during public execution causes an error, ritual never completes.&lt;br /&gt;
Fix: Pawns incapable of firefighting can be prioritized to fight fires.&lt;br /&gt;
Fix: Reference collection not scribing nulls.&lt;br /&gt;
Fix: Psycast meditation ending abruptly.&lt;br /&gt;
Fix: Chemical dependency hediff severity cannot be edited via dev tools.&lt;br /&gt;
Fix: Hair is partially layered beneath stockpiles.&lt;br /&gt;
Fix: Gene extraction can be exploited via save/load.&lt;br /&gt;
Fix: No PawnKinds example for raid quests.&lt;br /&gt;
Fix: Bestowing quest broken if pawn unspawned.&lt;br /&gt;
Fix: Hemogen packs trigger 'ate non-cannibal food' for sanguophage with cannibal precept.&lt;br /&gt;
Fix: Bestower Ceremony Error - tried to add pawn to lord but this pawn is already a member of another.&lt;br /&gt;
Fix: Error when a pawn is playing with a baby in some circumstances.&lt;br /&gt;
Fix: Blackboard facility should have only three allowed max connections as learning logic allows only three blackboards to boost a school desk.&lt;br /&gt;
Fix: Cannot search for creative reward names with spaces in them.&lt;br /&gt;
Fix: &amp;quot;DEV: Complete&amp;quot; command doesn't work on unfinished things in some scenarios.&lt;br /&gt;
Fix: Pawns digging out of map when they should not during kidnap duty.&lt;br /&gt;
Fix: Interceptor shields break, causing long recharge, when hit by EMP damage instead of stunning them.&lt;br /&gt;
Fix: Apparel covering just eyes does not count as &amp;quot;headgear&amp;quot; for pawn generation purposes.&lt;br /&gt;
Fix: Hoopstone and horseshoe differ in sight capacity requirement.&lt;br /&gt;
Fix: Sudden light level change at midnight at north pole colonies.&lt;br /&gt;
Fix: Pawns may meditate with max joy and no psylink.&lt;br /&gt;
Fix: Installing an archotech eye is seen as a surgical violation.&lt;br /&gt;
Fix: Group loading horses into drop pods will assign more weight to one drop pod.&lt;br /&gt;
Fix: “Take to stockpile” bill option resetting in certain circumstances.&lt;br /&gt;
Fix: GauranlenPodSpawn incident uses OnOffCycle, which does not work properly if onDays or offDays changes.&lt;br /&gt;
Fix: Constructing buildings sometimes has pawns facing the wrong direction.&lt;br /&gt;
Fix: Stacked animals loaded into transport pod trigger error and won't be loaded.&lt;br /&gt;
Fix: Downed mech can cause a mech raid site to stay active.&lt;br /&gt;
Fix: BabyTalk not generated correctly for text with non-ASCII characters.&lt;br /&gt;
Fix: Exception when trying to validate the “give birth” ritual gizmo with no beds present.&lt;br /&gt;
Fix: Pawns at the map edge who get hit and tween towards the view rect edge disappear for a small duration.&lt;br /&gt;
Fix: Increment time debug action causes errors for ended sustainer.&lt;br /&gt;
Fix: Gibbet cage description mentions they are made of &amp;quot;steel&amp;quot; but can actually be made of any metal.&lt;br /&gt;
Fix: Text size not reset after drawing inspect pane title for pawns with no inspect pane elements.&lt;br /&gt;
Fix: Load stack count is incorrect for caravan ITab when there is only one thing in the transferable and the player isn't taking the whole stack.&lt;br /&gt;
Fix: Error on corpse destruction when completedObligations is null.&lt;br /&gt;
Fix: Pawns are able to take drugs from inventory if they have an ideoligion which prevents it.&lt;br /&gt;
Fix: Plants dying to polluted terrain induce &amp;quot;died due rotting due to being left unharvested&amp;quot; message.&lt;br /&gt;
Fix: Missing graphic in “begin ritual” window without ideology active.&lt;br /&gt;
Fix: Firespew ability can't target walls.&lt;br /&gt;
Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
Fix: Refugee pod quests don't affect charity-loving ideoligion members.&lt;br /&gt;
Fix: Removed wastepack incident from occurring randomly.&lt;br /&gt;
Fix: Prevent duplicate entries in precept tooltip.&lt;br /&gt;
Fix: Hide &amp;quot;max satisfied title&amp;quot; on drugs without nutrition.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
RimWorld's Node-Based Pawn Rendering&lt;br /&gt;
&lt;br /&gt;
Overview&lt;br /&gt;
This contains a brief overview of the node rendering system. Including the core types which make up the node render system&lt;br /&gt;
&lt;br /&gt;
Render Node Properties (PawnRenderNodeProperties)&lt;br /&gt;
Data only.&lt;br /&gt;
Used inside of xml to describe how something should render and can contain extra details specific to certain nodes. Can also be created dynamically in code.&lt;br /&gt;
&lt;br /&gt;
Render Tree Def (PawnRenderTreeDef)&lt;br /&gt;
Data only.&lt;br /&gt;
Defines how a specific race of pawns should be drawn. Contains a “root” node properties and its children, recursively.&lt;br /&gt;
Render Node (PawnRenderNode)&lt;br /&gt;
Most functions are called once when a pawn's graphics are dirtied.&lt;br /&gt;
Some specific functions are called frequently by the render node worker.&lt;br /&gt;
Creates the meshes and materials required to render a single piece of a pawn at any given time.&lt;br /&gt;
Can have child Render Nodes, which inherit state. (Offset, rotation, scale, active, etc…)&lt;br /&gt;
Core features&lt;br /&gt;
Initializing meshes and materials for parallel rendering.&lt;br /&gt;
Shortcuts to access data from the attached render node worker.&lt;br /&gt;
Getting the color, shader, texture, mesh, given the render node properties and pawns state.&lt;br /&gt;
Creating the graphic used by the worker to render the node.&lt;br /&gt;
Notes&lt;br /&gt;
While the render node typically uses one or zero graphics per node, you can create a node with as many graphics as you need, and then override AppendDrawRequests in the render node worker to add as many draw requests as you require.&lt;br /&gt;
&lt;br /&gt;
Render Node Worker (PawnRenderNodeWorker)&lt;br /&gt;
Functions are called each time a pawn is drawn.&lt;br /&gt;
Holds no data. All code inside is written to be performant and run each frame.&lt;br /&gt;
Workers act on render nodes given the draw parameters of the pawn.&lt;br /&gt;
Only one instance of each type of worker.&lt;br /&gt;
Core features&lt;br /&gt;
Decides if the node should be drawn.&lt;br /&gt;
Pre and Post drawn events.&lt;br /&gt;
Gets the offset, rotation, scale, pivot, and layer for the node to be drawn with.&lt;br /&gt;
Gets the final material to render from the render node&lt;br /&gt;
Appends the required draw requests onto the final list, using data and graphic/s within the render node and the pawn's current draw parameters.&lt;br /&gt;
&lt;br /&gt;
Render Sub Worker (PawnRenderSubWorker)&lt;br /&gt;
Additive workers used to prevent mods from colliding with each other. Has similar functionality to Render Node Workers. These would be used if you want to change the position of a modded PawnRenderNodeProperties somewhere, for example.&lt;br /&gt;
Animations&lt;br /&gt;
Pawn animations can be defined in an AnimationDef. These define a dictionary of render node tags to animation parts along with several other properties.&lt;br /&gt;
AnimationParts&lt;br /&gt;
Can either define a list of keyframes or a custom worker class:&lt;br /&gt;
Keyframes&lt;br /&gt;
Define an offset, angle, scale, and tick offset from start.&lt;br /&gt;
Values are then interpolated across the duration of the animation.&lt;br /&gt;
AnimationWorker class&lt;br /&gt;
Contain methods for getting the offset, angle &amp;amp; scale at the current tick, as well as a Draw method for any additional required graphics.&lt;br /&gt;
Animation parts can also define a pivot to be rotated around.&lt;br /&gt;
Animations can be started using the SetAnimation method in the pawn renderer. Nodes will then access the current animation and update their position/rotation/scale accordingly.&lt;br /&gt;
Note: Animations disable pawn graphic caching, which can affect performance when many pawns are being animated while zoomed out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dynamic Render Nodes&lt;br /&gt;
Render trees don’t need to be entirely set up ahead of time. You can tag nodes to access them in code and act upon them. For example, apparel has a root node which gets dynamically created child nodes added onto it for each piece of apparel which needs to be drawn on the pawn. Hediffs, traits and genes can also add nodes to a pawn. Using PawnRenderNodeTagDefs, you can more easily reference a specific part, and set up a parent/child relationship between two nodes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parallel Drawing &amp;amp; Dynamic Draw Phases&lt;br /&gt;
To simplify parallel rendering, it has been broken up into three distinct stages, the main reason for this is to separate main thread code from code which can run in parallel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To accommodate this the draw function signatures on things have changed slightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Previous&lt;br /&gt;
&lt;br /&gt;
New&lt;br /&gt;
&lt;br /&gt;
DrawAt(drawLoc)&lt;br /&gt;
Draw()&lt;br /&gt;
DrawAt(drawLoc, flip)&lt;br /&gt;
DrawAtNow(drawLoc, flip)&lt;br /&gt;
DynamicDrawPhaseAt(phase, drawLoc, flip)&lt;br /&gt;
&lt;br /&gt;
The first thing to note is that Draw() has been merged into DrawAt(). Any code which previously used Draw() to draw extra elements on things now needs to be put into DrawAt(). It behaves the same way, however you will be passed the drawLoc instead of using DrawPos to draw extra graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to prevent the underlying thing from drawing, override the DrawAt() method without calling its base function. If your thing class extends ThingWithComps and doesn’t call the base method don’t forget you need to fire the Comps_PostDraw() event at the end of the function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting a pawn to render immediately still works, however you won’t be taking advantage of parallelism. To do this you need to use the new DynamicDrawPhaseAt() function. Every dynamically drawn thing in the game will have this function called if it’s being drawn on screen, you can override the event and route the event onto contained pawns (i.e. giblet cages). The function will be called in three DrawPhase stages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The three stages are:&lt;br /&gt;
&lt;br /&gt;
EnsureInitialized - This is the first phase, it is called on the main thread to allow render node trees to prepare their nodes for parallel rendering, this is where nodes ensure that the materials and meshes they might need are created. Most node initialization code only runs once each time it’s dirtied, however you can override the methods or properties to change this and decide for yourself.&lt;br /&gt;
ParallelPreDraw - This phase happens off the main thread. All the most expensive work for drawing is done here, calculating offsets, matrices, ect. The game state won’t change while this is occurring, so you can write code pretty much as you normally would, however you can’t do certain things like creating/accessing materials and meshes, so you need to do those beforehand in the previous stage.&lt;br /&gt;
Draw - The final phase on the main thread. This is where we iterate over the previously created draw requests and draw the final graphics on screen accordingly. This is also where events will be called from appropriately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ideology====&lt;br /&gt;
=====Post 1.3.3066=====&lt;br /&gt;
[[Version/1.3.3101]] for ancients?&lt;br /&gt;
* [[dryad healing pod]]&lt;br /&gt;
* [[ancient military crate]]&lt;br /&gt;
* [[ancient spacer crate]]&lt;br /&gt;
* [[ancient centipede shell]]&lt;br /&gt;
&lt;br /&gt;
=====1.3.3066=====&lt;br /&gt;
* Faction ideologies&lt;br /&gt;
[[Beggars]]&lt;br /&gt;
&lt;br /&gt;
====Psycaster outfits====&lt;br /&gt;
COuld use a deep dive given the depth now with biofferite stacking and eltex. Torture crowns and helmets and plate armor ofering decent preootection and good psycasting. and NH and psysence being separate. &lt;br /&gt;
&lt;br /&gt;
A comparison of differnent builds with psysense, NH, protection charts, etc &lt;br /&gt;
&lt;br /&gt;
nees to be reflext on the idnividual oages as well in both the analysis and summary with a standardized possibly templatized summary.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Head !! Body !! Utility !! Weapon&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Bioferrite|16}} {{Icon Small|Torture crown|64}}&lt;br /&gt;
| {{Icon Small|Plate armor|64}} + {{Icon Small|Slave collar|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}} &lt;br /&gt;
| {{Icon Small|Shield belt|64}} &lt;br /&gt;
| {{Icon Small|Eltex staff|64}} / {{Icon Small|Bioferrite|16}} {{Icon Small|Longsword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Eltex skullcap|64}}&lt;br /&gt;
| {{Icon Small|Eltex robe|64}} + {{Icon Small|Eltex vest|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}} &lt;br /&gt;
| {{Icon Small|Shield belt|64}} &lt;br /&gt;
| {{Icon Small|Eltex staff|64}} &lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Eltex robe|64}} + {{Icon Small|Flak vest|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}/{{Icon Small|Jump pack|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Prestige cataphract armor|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}/{{Icon Small|Jump pack|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Locust armor|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== lore ===&lt;br /&gt;
titles have lore in their descriptions&lt;br /&gt;
finish books&lt;br /&gt;
item overhaul&lt;br /&gt;
* misconceptions about the the empire and STL travel and stellarchs. mention density of star clusters per Khits suggestion. hub and spoke and number of spokes leading to stellarch description.&lt;br /&gt;
&lt;br /&gt;
* lownshield pack - Many ultratech combat squads owe their lives to a shield pack deployed at just the right time.&lt;br /&gt;
==== Psylink lore ====&lt;br /&gt;
Idk if it'll be useful, but its an interesting distilation of the lore on psycasts. Might bear sourcing and inserting an cut down version into [[lore]] &lt;br /&gt;
Psylink desc since upated see [[psycasts#lore]]&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/RimWorld/comments/w34coa/lore_question_where_did_psylink_come_from/&lt;br /&gt;
{{Collapse|&lt;br /&gt;
As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Did archotech AIs invented psychic powers in the rimworld universe? Or Did it always exist in it? Is this a reference to the shroud or warp since it can't be understood by normal scientist?&lt;br /&gt;
What are your theories or thoughts on it?&lt;br /&gt;
&lt;br /&gt;
It is deliberately left vague. Per the lore document, some believe that archotechs have discovered a method to manipulate quantum interactions from a distance and use this as the basis for their seemingly fantastical abilities. Others believe that they manipulate the noosphere, but that's not a particularly useful theory for teleporting rocks so we'll ignore it here.&lt;br /&gt;
&lt;br /&gt;
So of these abilities, vanometric (i.e. above unity) energy and psychic abilities are the big ones. Prior to Royalty, the psychic effects were only mental/telepathic abilities but if the process is achieved by mechanically changing the structure of a brain rather than &amp;quot;manipulating consciousness itself&amp;quot; then that limitation is arbitrary and applying the same technology to extracting energy from the quantum foam makes more sense if its all from the same source.&lt;br /&gt;
&lt;br /&gt;
Psylink apparently lets you access this mechanism. Whether psylink is just an access card into their &amp;quot;quantum manipulator&amp;quot; like borrowing someones tools, or it requires some deeper connection to the archotechs themselves/their consciousness and not just their tools is up in the air.&lt;br /&gt;
&lt;br /&gt;
So:&lt;br /&gt;
&lt;br /&gt;
    Did archotech AIs invented psychic powers in the rimworld universe? Or Did it always exist in it?&lt;br /&gt;
&lt;br /&gt;
Yes to both. They invented psychic powers in the same way that Yukawa &amp;quot;invented&amp;quot; the strong nuclear force or Newton &amp;quot;invented&amp;quot; gravity. Or maybe its closer to how Marconi/Hertz/Hughes/Whoever invented the radio. They discovered a physical reality of the universe and how it works and then built a system/mechanism/process to exploit that reality to do something useful with it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages in need of integration===&lt;br /&gt;
* [[Banish]]&lt;br /&gt;
* [[:Category:Status Level]] - integration into drugs, beds, chairs, sculptures, etc, as well as nav box for them.&lt;br /&gt;
* [[Collapsed_rocks]]&lt;br /&gt;
* [[Blindsight]]&lt;br /&gt;
* [[Saturation]]&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Training]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* [[Blight]]&lt;br /&gt;
* [[Insectoids]]/[[Infestation]]/[[Raids]]&lt;br /&gt;
* Integrate [[Caravan]] into teh nav menu and wiki at large.&lt;br /&gt;
* [[Doctoring]] needs to be better integrated into the rest of rest of the wiki, maybe even added to the nav box.&lt;br /&gt;
* Merge/interlink this unholy mess of pages: &lt;br /&gt;
*# [[Factions]]&lt;br /&gt;
*# [[Empire]]&lt;br /&gt;
*# [[Raiders]]&lt;br /&gt;
*# [[Visitor]]&lt;br /&gt;
*# [[Character Types]] &lt;br /&gt;
*# [[Pawns]] &lt;br /&gt;
*# [[People]]&lt;br /&gt;
*# [[Guest]]&lt;br /&gt;
*# [[Colonists]]&lt;br /&gt;
*# [[Traveler]]&lt;br /&gt;
*Updated [[Faction base]] and link it better into the rest of the wiki&lt;br /&gt;
*[[Stone chunk]] and [[Steel slag chunk]]&lt;br /&gt;
*[[:Category:Status Level]] and its subsidaries&lt;br /&gt;
*[[Glow pod]]&lt;br /&gt;
*[[Overdose]]&lt;br /&gt;
* [[Corpse]]&lt;br /&gt;
* The fact that PlantHarvestYield stat above 100% gives a bonus to yield needs to be mentioned in relevant places. e.g. in anaylses sayting that hihg skill planters should do the harvesting.&lt;br /&gt;
* [[Hunt]] and [[Animals#Hunting]] and [[Manhunter]] and wb the distance to the target and hunting stealth?&lt;br /&gt;
&lt;br /&gt;
===Investigation TODO===&lt;br /&gt;
&amp;lt;big&amp;gt;'''IF YOU HAVE ANSWERS TO THE FOLLOW PLEASE LEAVE THEM ON MY TALK PAGE'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Would it be worth it to swap the ranged weapon quality table on the pages with the one from the comparison tables, just with the page's weapon already enabled. This would let you just add the weapons you want to compare to the tool already on the page? IF YOU READ THIS PLEASE WEIGH IN.&amp;lt;/big&amp;gt;&lt;br /&gt;
: I think that the boxes for ''selecting'' all the weapons is very large and/or distracting. Unless you make use of horizonal space, I wouldn't agree with doing it (and even then).  [[User:Hordes|Hordes]] ([[User talk:Hordes|talk]]) 01:34, 30 January 2023 (UTC)&lt;br /&gt;
: The current size of the control panel is only as it is because theres no real reason to fix it for whats nominally my personal use, but it can be shrunk down. As a quick and very rough proof of concept:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Select weapons to compare&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Assault rifle|24}}&lt;br /&gt;
| {{Icon Small|Autopistol|24}}&lt;br /&gt;
| {{Icon Small|Bolt-action rifle|24}}&lt;br /&gt;
| {{Icon Small|Chain shotgun|24}}&lt;br /&gt;
| {{Icon Small|Charge lance|24}}&lt;br /&gt;
| {{Icon Small|Charge rifle|24}}&lt;br /&gt;
| {{Icon Small|Great bow|24}}&lt;br /&gt;
| {{Icon Small|Heavy SMG|24}}&lt;br /&gt;
| {{Icon Small|LMG|24}}&lt;br /&gt;
| {{Icon Small|Machine pistol|24}}&lt;br /&gt;
| {{Icon Small|Minigun|24}}&lt;br /&gt;
| {{Icon Small|Pila|24}}&lt;br /&gt;
| {{Icon Small|Pump shotgun|24}}&lt;br /&gt;
| {{Icon Small|Recurve bow|24}}&lt;br /&gt;
| {{Icon Small|Revolver|24}}&lt;br /&gt;
| {{Icon Small|Short bow|24}}&lt;br /&gt;
| {{Icon Small|Sniper rifle|24}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
|}&lt;br /&gt;
:: Things like icon size, intro text, control size, orientation, positioning etc can all be tweaked. Heck it can be integrated directly into the main table. The question is more whether the functionality itself is useful. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:45, 30 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Mortals:''' Is there anything anywhere about drugging children and their safe dose intervals? '''Khitrir:''' Nah Har and I have been talking about that - theres only the bit on tolerance being inverse proportional to body size. We wanna do a full thing on body size inc severity changes, tolerance, dosage times, but its being put off until all the biotech stuff is up&lt;br /&gt;
&lt;br /&gt;
* Purpose of: &lt;br /&gt;
** [[:Category: Bows]]&lt;br /&gt;
** [[:Category: Launchers]]&lt;br /&gt;
** [[:Category: Rifles]]&lt;br /&gt;
** [[:Category: Shotguns]]&lt;br /&gt;
** [[:Category: Grenades]]&lt;br /&gt;
** [[:Category: Axes]]&lt;br /&gt;
** [[:Category: Swords]]&lt;br /&gt;
** [[:Category: Knives]]&lt;br /&gt;
** [[:Category: Clubs]]&lt;br /&gt;
** [[:Category: Hammers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Khitrir's suggestions:&lt;br /&gt;
** Damage types maybe? I know there was some progress on that but idk how complete it is.&lt;br /&gt;
** How heat mechanics work, generally and with heat pushers. There are some numbers so you can go &amp;quot;x is better than  y&amp;quot; but no way to convert that to &amp;quot;how many to heat a room&amp;quot;&lt;br /&gt;
** There's a bunch of questions about how ideoligion conversions work - the different weights for different traits and things for both conversion and for the mental break.&lt;br /&gt;
** How wind and weather correlate, and how weather is selected&lt;br /&gt;
** Food foraging on caravans maybe? &lt;br /&gt;
&lt;br /&gt;
* Can you extract a hemogen pack from someone in a deathless coma, do they regen bloodloss when they're malnourished, and does malnourishment kill deathless pawns? A juice box you don't have to feed?&lt;br /&gt;
* Does nutrifungus grow at the same rate as a normal light using plant - other low light plants grow wierd &lt;br /&gt;
* You used to be able to use beckon to move sleeping mechanoids - they'd move, an then go back to sleep. Is this still the case?&lt;br /&gt;
* age does affect with body part health. Young pawns have less hp &lt;br /&gt;
* Robust digestion gene and insect jelly synergy.&lt;br /&gt;
* &amp;quot;does this mean chem int slaves don't take drugs because they don't recreate?&amp;quot;&lt;br /&gt;
* Reports that [[Tough]] and Robust [[gene]] affects damage taken by shields? &lt;br /&gt;
* [[:Category:Images - Background]]&lt;br /&gt;
* https://rim-armor.com/&lt;br /&gt;
* https://www.reddit.com/r/RimWorld/comments/om0txm/analysis_how_effective_are_turrets_against/&lt;br /&gt;
* https://www.reddit.com/r/RimWorld/comments/oi2l8b/how_dangerous_is_the_new_13_termite_mechanoid/&lt;br /&gt;
* https://www.semantic-mediawiki.org/wiki/Help:Custom_units&lt;br /&gt;
* How do [[siege]] [[mortar]]s and [[auto mortar]]s target and prosecute their firing?&lt;br /&gt;
* Investigate [[Pain shock threshold]] items for psycasters - use it to get nueral heat loss but reduce the penalty from pain. &lt;br /&gt;
* Investigate the Ideology polyamory/polycule bedroom mechanics and put on page. Is it a change in the DLC or is it in Core to support the DLC like other systems? In etiher case, does it now mean that you don't need a two person bed and can move two singles in?  &lt;br /&gt;
** Based on a reddit post: If an Ideoligion forbids unmarried lovers you can use this mechanic and place two single beds in a room to avoid the &amp;quot;Want to sleep together&amp;quot; moodlet without having them do lovin', and they won't get the barracks mod.&lt;br /&gt;
** My understanding is that pawns with an ideoligion that forbids unmarried lovers won't have the &amp;quot;want to sleep together moodlet&amp;quot;.&lt;br /&gt;
** This seems to happen when one pawn's ideoligion allows premarital relations and the other doesn't.&lt;br /&gt;
* Investigate the bonus from dark combat ideo - if it is post all other factors, it could redeem the LMGdue to its high optimal DPS.&lt;br /&gt;
* Difference/exact relationship between Hunger Rate Multiplier, hungerRateFactor,  and Hunger Rate Factor Offset, and clarification of which affects what. Malnutrition is HRFO, gourmand is HRF etc.   &lt;br /&gt;
* Risk of going manhunter on hunting. It is based on distance afaik but it should be confirmed. See also [[hunting stealth]]&lt;br /&gt;
* Random breakdowns/maintenance where the item needs a component to fix it. Is this detailed anywhere? [[Broken down]] links to repair chance. [[Events#Breakdown:_.28Machine.29]] also exists. Should have identify what can break down, how the mechanics works, create a template for addition to summary on the pages of the affected items to detail the effects. Rate of incidence needed &lt;br /&gt;
* As part of their category reform project, Ickputzdirwech has removed the [[:Category:Buildings]] from all pages. Investigate whether this will cause issues with future #ask requirements&lt;br /&gt;
* [[Plants#Types_of_plants]] - I thought that domesticated/decorative/etc came from the game. Where are they? Or has that been removed? Check.&lt;br /&gt;
* [[User:Crystalline Cat]] very pretty display&lt;br /&gt;
* Investigate (Slave) Rebellion mental break? Separate to other rebellion mechanics?&lt;br /&gt;
* Does removing the tongue of an abrasive pawn a neutralize all penalties in exchange for the mood debuff? Is removing the jaw a viable alternative?&lt;br /&gt;
* Whether sacrificing sharp armor of thrumbo shirt and pants is worth it to get the better heat armor of devilstrand when wearing something like cataphract - does the fact you're only still getting hit by a a small fraction of the sharp DPS make up for the loss. &lt;br /&gt;
* Prisoners can use insanity lances and orbital targetters - investigate their use by enemies and other NPCs&lt;br /&gt;
*  Bonasai trees seem to be better than fibercorn in basically every way you'd use fibercorn. More wood in pots than even fibercorn in hydro, less mats to make pots than a hydro and no power, same light requiremnts. etc.&lt;br /&gt;
* [[Hay]] and [[kibble]] seems to be trash - hay stacks to 200 rather than 75 and can't e used for meals, but otherwise is identical to corn, but corn plants require the same work to sow and harvest but provide a better yeild (22 vs 18), making them more work efficient. They grow less per day so size limitation has some merit. FERTILITY SENSITIVITY NEEDS TO BE CONSIDERED FOR THE PRIOR TWO ISSUES MAYBE REDEMPTION IS FOUND THERE. Kibble doesn't spoil but if you have the power, just give animals an animal flap fridge and nutrient paste. Even feeding ducks with their overflow is probably more efficient with NP over expensive low efficiency kibble (check tho)&lt;br /&gt;
* [[User:Gottoni/User_guide/Optimal_bedroom_size_study]]&lt;br /&gt;
* [[Social impact]] effect on conversion.&lt;br /&gt;
* megascarabs ignoring melee blocking?&lt;br /&gt;
* How does recreation power convert to recreation time?&lt;br /&gt;
* [[Slavery]] - use capes as alternative to dusters where they're necessary for temp resist as capes apparently don't have suppression loss rate increase?&lt;br /&gt;
* Investigate effect of tongue removal on annoying voice, abrasive, kind, misogynyst and misandrist traits. Should definitely negate social effects of all but the first by disabling kind and insulting words, but may not be coded to remove penalty from the first.&lt;br /&gt;
* Investigate AutoWikiBrowser and MsUpload&lt;br /&gt;
* Investigate [[Template:RNG]]&lt;br /&gt;
* Investigate Base Hunger Rate is multiplied by 1.6 for animals for some reason?&lt;br /&gt;
* Investigate [[Template: Version]]&lt;br /&gt;
* Investigate Sculptures giving solitary recreation - it is claimed that &amp;quot;legendary sculpture will fill rec meter almost instantly.&amp;quot; Needs confirmation.&lt;br /&gt;
* Investigate better tomb rooms for the sarcophagus giving better solitary recreation. Needs confirmation.&lt;br /&gt;
* Investigate [[sarcophagus]] giving a [[Thoughts|mood boost]]&lt;br /&gt;
* Investigate if pawns with 0% [[Hearing]] can be insulted. Could it be a way to negate the downside of bloodlust on non-social pawns?&lt;br /&gt;
* field hand + elbow blade?&lt;br /&gt;
* Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns &lt;br /&gt;
* Investigate animal haulers not triggering proximity activators for mortar shell plant&lt;br /&gt;
* Investigate effect of emp and mortars (on top of and next to) on broadshield packs&lt;br /&gt;
* Investigate Using [[Psycasts|beckon]] not waking mech clusters.&lt;br /&gt;
* Investigate if beautiful colonists get better trade prices, and ugly colonists get bad trade prices.&lt;br /&gt;
* Investigate why [[End table]]s don't inherit the ability to eat on them from TableBase, is it because they lack the &amp;lt;compClass&amp;gt;CompGatherSpot&amp;lt;/compClass&amp;gt;?&lt;br /&gt;
* Investigate [[Injury]] implies that beds add heal rate, This needs better investigation and integration with pages such as [[Hospital bed]]. It also implies a use for [[Animal bed]]s - namely that it helps animals heal faster. &lt;br /&gt;
* Investigate if the table on [[Long range mineral scanner]] is incorrect - the code at RimWorld\Data\Core\Defs\Sites\Parts\PreciousLump.xml seems to imply that the the produce should have a totalValueRange between 3500 silver and 5000 silver. If that is the case, the values for several BUT NOT ALL of the entries are currently wrong.&lt;br /&gt;
* Investigate [https://www.reddit.com/r/RimWorld/comments/bvq2qp/inspiration_frequency_vs_mood_graph/ inspiration freq vs mood graph]&lt;br /&gt;
&lt;br /&gt;
*FixSomeBugs reported this issue:&lt;br /&gt;
NOTE: Currently, the display of these stats is broken on the wiki. There are two properties here: [[Property:Insulation_-_Cold_Base]], the base temperature offset, and [[Property:Insulation_-_Cold_Factor]], the % by which we scale the base offset to get the final value for a clothing item.&lt;br /&gt;
Unfortunately, prior to B19 (I think that's when it changed), ''clothing'' had the base value (e.g. 15&amp;amp;deg;C) while ''textiles'' had the factor (e.g. 0.75).&lt;br /&gt;
As of 1.0, ''textiles'' have the offset (e.g. Hyperweave has 26&amp;amp;deg;C), while ''clothing'' has the factor (e.g. tuques have 0.5).  Thus, a normal hyperweave tuque has a cold insulation of 13&amp;amp;deg;C.&lt;br /&gt;
We should find a way to either fix the display of the relevant stats, or flip the actual semantic properties between the items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The places where the [[Saturation]] levels are placed seems to be determined by the diet of the animal in question, however there are inconsistencies that can't be explained. Why are sheep and horses different? Why are juvenlies different? There is info commented out, edit to see &amp;lt;!--&lt;br /&gt;
The placement of these thresholds depends on the diet of the pawn in question.  &lt;br /&gt;
0% is always Malnourished,&lt;br /&gt;
FoodLevelPercentageWantEat * 0.4f is Ravenously Hungry&lt;br /&gt;
FoodLevelPercentageWantEat * 0.8f is Hungry&lt;br /&gt;
Over is fed.&lt;br /&gt;
&lt;br /&gt;
case DietCategory.NeverEats:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
				case DietCategory.Herbivorous:&lt;br /&gt;
					return 0.45f;&lt;br /&gt;
				case DietCategory.Dendrovorous:&lt;br /&gt;
					return 0.45f;&lt;br /&gt;
				case DietCategory.Ovivorous:&lt;br /&gt;
					return 0.4f;&lt;br /&gt;
				case DietCategory.Omnivorous:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
				case DietCategory.Carnivorous:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
&lt;br /&gt;
Diet is determined in a peculiar way. Types are assigned in this order: Dendrovorous, Omnivorous, Carnivorous, Ovivorous, Herbivorous. That is, if a pawn eats trees, it is considered dendrovorous even if it also eats meat.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== EVENTUAL TODO === &lt;br /&gt;
* [[User:LaMizzy/Category Overhaul]]&lt;br /&gt;
* Pawn lists need updating - a lot have BeltDefensePop added now to get the firefoam pop now. &lt;br /&gt;
* Factions - xenotype breakdowns&lt;br /&gt;
* &amp;lt;weaponClasses&amp;gt;&lt;br /&gt;
* xenotype pawn and faciton name generation. &lt;br /&gt;
* [[Clothing]] comparison table:&lt;br /&gt;
*# Several entries have set values because they're not stuffable, others have multipliers beccause they are. Put a range for each of the values? E.g. T shirt hot insulation = 0.1x (+0.9 °C - +2.6 °C). The indetification of the best for each stat for each item can be automated. &lt;br /&gt;
*# Value/x entries have no context and do a poor job of explaining what the specific values mean. Previously there was a Profitiablity table. Perhaps this should be resurrected and seperated out from the main table? Either way context is needed&lt;br /&gt;
* How apparel is chosen by pawns automatically - JobGiver_OptimizeApparel maybe ?&lt;br /&gt;
* Psycasters aiming time build and references. Trigger happy + Hypersensitive is probably the best trait build combined with what? Shoot spec?&lt;br /&gt;
* Nav template reform: turn [[Template: Nav]] into callable template and have the different nav types call it. WOuld make it mcuh easier to add new ones, and edit existing ones.&lt;br /&gt;
* In the wiki for autodoors it mentions speed, and has a little video for it. It makes me wonder what the top speed is for a pawn before the door speed slows you down.&lt;br /&gt;
* [[Health]] has detail that should be migrated to its subsidary pages.&lt;br /&gt;
* a pawn's skin armor rating(e.g. turtle or from the gland implants) still protects body parts replaced by [[artificial body parts]], even if they would not logically have skin. This is likely to prevent them from being a detriment to survivability. This is on the gland pages, but currently there are no artificial body parts for animals, so should it be on those pages? Is it relelvant?&lt;br /&gt;
* Animal nutritional calcs depend on the difficulty. On losing is fun, meat yield is reduced to 80%,  milk is not. This means cows are significantly better on higher difficulties. CHECK CONCLUSION.&lt;br /&gt;
* a bad quality piano still sounds nice for those listening, and pawns play it longer due to slow rectime&lt;br /&gt;
* Doomdropping - drop pod emergency doomsday&lt;br /&gt;
* Sounds see [[dromedary]]&lt;br /&gt;
* Rest fall rate page and integration into [[Rest]]&lt;br /&gt;
* Add the green and red templates to the moodlet pages&lt;br /&gt;
* It takes {{ticks|6500}} of work to smooht stone walls &lt;br /&gt;
&lt;br /&gt;
* [[Brazier]] has some info on wood/day, heat push, heat max, light. Should be on torch lamp, campfire, heater, etc.&lt;br /&gt;
&lt;br /&gt;
*[[Weather]] table, and [[Wind turbine]]'s subset, might need updating. Find exact mechanics of windSpeedFactor and windSpeedOffset&lt;br /&gt;
* Version history up to [[Version/0.14.1234]]&lt;br /&gt;
[[Version/0.7.581]]&lt;br /&gt;
[[Version/0.14.1234]]&lt;br /&gt;
[[Version/0.15.1279]]&lt;br /&gt;
[[Version/0.15.1284]]&lt;br /&gt;
[[Version/0.16.1393]]&lt;br /&gt;
[[Version/0.17.1546]]&lt;br /&gt;
[[Version/0.18.1722]]&lt;br /&gt;
[[Version/0.19.2009]]&lt;br /&gt;
[[Version/1.0.0]]   &lt;br /&gt;
[[Version/1.1.0]]&lt;br /&gt;
[[Version/1.1.2257]]&lt;br /&gt;
[[Version/1.1.2258]]&lt;br /&gt;
[[Version/1.1.2559]] &lt;br /&gt;
[[Version/1.1.2562]]&lt;br /&gt;
[[Version/1.1.2564]]&lt;br /&gt;
[[Version/1.1.2565]]&lt;br /&gt;
[[Version/1.1.2566]]&lt;br /&gt;
[[Version/1.1.2567]]&lt;br /&gt;
[[Version/1.1.2571]]&lt;br /&gt;
[[Version/1.1.2575]]&lt;br /&gt;
[[Version/1.1.2579]]&lt;br /&gt;
[[Version/1.1.2589]]&lt;br /&gt;
[[Version/1.1.2598]]&lt;br /&gt;
[[Version/1.1.2610]]&lt;br /&gt;
[[Version/1.1.2618]]&lt;br /&gt;
[[Version/1.1.2624]]&lt;br /&gt;
[[Version/1.1.2647]]&lt;br /&gt;
[[Version/1.1.2654]]&lt;br /&gt;
[[Version/1.2.2719]]&lt;br /&gt;
[[Version/1.2.2753]]&lt;br /&gt;
[[Version/1.2.2900]]&lt;br /&gt;
[[Version/1.2.3005]]&lt;br /&gt;
[[Version/1.3.3066]]&lt;br /&gt;
[[Version/1.3.3067]]&lt;br /&gt;
[[Version/1.3.3069]]&lt;br /&gt;
[[Version/1.3.3072]]&lt;br /&gt;
[[Version/1.3.3074]]&lt;br /&gt;
[[Version/1.3.3076]]&lt;br /&gt;
[[Version/1.3.3080]]&lt;br /&gt;
[[Version/1.3.3087]]&lt;br /&gt;
[[Version/1.3.3101]]&lt;br /&gt;
[[Version/1.3.3117]]&lt;br /&gt;
&lt;br /&gt;
* Redo the rigger happy vs normal vs careful shooter DPS analyses. From reddit: a &amp;quot;skill 10 user [with a chain shotgun] at max range (where the penalty from TH is at its absolute highest) has 90% the single target DPS vs a untraited pawn but still has 125% of the crowd DPS. By skill 14, a trigger happy pawn is flat superior with the chain shotgun at every range.&amp;quot; i.e. e.g. is (shooting accuracy with TH^max range)/(shooting accuracy^max range) * {Cooldown + Warmup with TH)/{Cooldown + Warmup) &amp;gt; 1 for skill level X. Tables maybe? And only at max range? Can't generalize it as easy as &amp;quot;its always better at X skill&amp;quot; as it's been used previously.&lt;br /&gt;
&lt;br /&gt;
* once [[Field hand]] and [[Plant work speed]] have their math sussed out, analyse effect of archotech arms (manip affects both PWS and [[Plant Harvest Yield]]) vs field hands. Likely always better to just sow a larger field of crops with the extra work time to make up for smaller yield, but for some plants (e.g. trees) at some skill levels, may be beneficial to have field handed planter sow, and arhcotech armed harvest harvest? Investigate.&lt;br /&gt;
&lt;br /&gt;
* [[Apparel#Suggested_Apparel_Combos]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The odd ones out have known numbers; verify and reset. &lt;br /&gt;
* https://rimworldwiki.com/index.php?title=Version/1.0.2059&amp;amp;diff=prev&amp;amp;oldid=70686&lt;br /&gt;
* https://rimworldwiki.com/index.php?title=Version/1.1.2554&amp;amp;diff=prev&amp;amp;oldid=70687&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_03 align-right}}&lt;br /&gt;
! Release Type !! Version Number !! Version Type !! Release Date !! Additional Comment&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/1.0.2059|1.0.2059]] || Release || 2018.10.17 || Release 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.19.2009|0.19.2009]] || Beta || 2018.08.28 || Beta 19&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.18.1722|0.18.1722]] || Beta || 2017.11.18 || Beta 18&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.17.1557|0.17.1557]] || Alpha || 2017.06.03 || Alpha 17B&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.17.1546|0.17.1546]] || Alpha || 2017.05.24 || Alpha 17&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.16.1393|0.16.1393]] || Alpha || 2016.12.20 || Alpha 16&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1284|0.15.1284]] || Alpha || 2016.09.02 || Alpha 15C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1280|0.15.1280]] || Alpha || 2016.08.29 || Alpha 15B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1279|0.15.1279]] || Alpha || 2016.08.28 || Alpha 15&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1249|0.14.1249]] || Alpha || 2016.07.29 || Alpha 14E&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1241|0.14.1241]] || Alpha || 2016.07.21 || Alpha 14D&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1238|0.14.1238]] || Alpha || 2016.07.19 || Alpha 14C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1236|0.14.1236]] || Alpha || 2016.07.18 || Alpha 14B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1234|0.14.1234]] || Alpha || 2016.07.15 || Alpha 14&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.13.1135|0.13.1135]] || Alpha || 2016.04.06 || Alpha 13&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.12.906|0.12.906]] || Alpha || 2015.08.21 || Alpha 12&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.11.877|0.11.877]] || Alpha || 2015.06.10 || Alpha 11&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.10.785|0.10.785]] || Alpha || 2015.04.15 || Alpha 10&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.9.722|0.9.722]] || Alpha || 2015.02.18 || Alpha 9&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.8.657|0.8.657]] || Alpha || 2014.12.15 || Alpha 8&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.7.581|0.7.581]] || Alpha || 2014.10.01 || Alpha 7&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.6.532|0.6.532]] || Alpha || 2014.08.13 || Alpha 6&lt;br /&gt;
|-&lt;br /&gt;
| Silent || [[Version/0.5.496B|0.5.496B]] || Alpha || 2014.07.14 || Alpha 5D&lt;br /&gt;
|-&lt;br /&gt;
| Quiet || [[Version/0.5.496|0.5.496]] || Alpha || 2014.07.07 || Alpha 5C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.5.492B|0.5.492B]] || Alpha || 2014.07.06 || Alpha 5B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.5.492|0.5.492]] || Alpha || 2014.07.04 || Alpha 5&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.4.460|0.4.460]] || Alpha || 2014.06.01 || Alpha 4&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.3.410|0.3.410]] || Alpha || 2014.04.11 || Alpha 3&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.2.363|0.2.363]] || Alpha || 2014.02.26  || Alpha 2&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.1.334|0.1.334]] || Alpha || 2014.01.27 || Alpha 1&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.334|Internal 0.1.334]] || Alpha || 2014.01.26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.333|Internal 0.1.333]] || Alpha || 2014.01.25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.332|Internal 0.1.332]] || Alpha || 2014.01.24 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.331|Internal 0.1.331]] || Alpha || 2014.01.23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.330B|Internal 0.0.330B]] || Pre-Alpha || 2014.01.22 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.330|Internal 0.0.330]] || Pre-Alpha || 2014.01.22 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.329|Internal 0.0.329]] || Pre-Alpha || 2014.01.21 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.328|Internal 0.0.328]] || Pre-Alpha || 2014.01.20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.327|Internal 0.0.327]] || Pre-Alpha || 2014.01.19 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.325|Internal 0.0.325]] || Pre-Alpha || 2014.01.17 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.324|Internal 0.0.324]] || Pre-Alpha || 2014.01.16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.323|Internal 0.0.323]] || Pre-Alpha || 2014.01.15 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.322|Internal 0.0.322]] || Pre-Alpha || 2014.01.14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.321|Internal 0.0.321]] || Pre-Alpha || 2014.01.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.320|Internal 0.0.320]] || Pre-Alpha || 2014.01.12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.318|Internal 0.0.318]] || Pre-Alpha || 2014.01.10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.317B|Internal 0.0.317B]] || Pre-Alpha || 2014.01.09 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.317|Internal 0.0.317]] || Pre-Alpha || 2014.01.08 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.314|Internal 0.0.314]] || Pre-Alpha || 2014.01.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.294|Internal 0.0.294]] || Pre-Alpha || 2013.12.17 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.254B|0.0.254B]] || Pre-Alpha || 2013.11.07 || Pre-Alpha Backer 2&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.254|Internal 0.0.254]] || Pre-Alpha || 2013.11.07 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253c|Internal 0.0.253c]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253b|Internal 0.0.253b]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253|Internal 0.0.253]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.250|0.0.250]] || Pre-Alpha || 2013.11.03 || Pre-Alpha Backer 1&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.250|Internal 0.0.250]] || Pre-Alpha || 2013.11.03 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.249a|Internal 0.0.249a]] || Pre-Alpha || 2013.11.02 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.248|Internal 0.0.248]] || Pre-Alpha || 2013.11.01 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.247|Internal 0.0.247]] || Pre-Alpha || 2013.10.31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.245|0.0.245]] || Pre-Alpha || 2013.10.29 || Pre-Alpha Press Release 2&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.245|Internal 0.0.245]] || Pre-Alpha || 2013.10.29 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.243|Internal 0.0.243]] || Pre-Alpha || 2013.10.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.241|Internal 0.0.241]] || Pre-Alpha || 2013.10.25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.240|Internal 0.0.240]] || Pre-Alpha || 2013.10.24 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.232|0.0.232]] || Pre-Alpha || 2013.10.16 || Pre-Alpha Press Release 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====New seats projects====&lt;br /&gt;
* Kneel pillow&lt;br /&gt;
* Kneel sheet (tiny cover - cover baiting?)&lt;br /&gt;
* Pew&lt;br /&gt;
&lt;br /&gt;
====Mental breaks====&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Food binge]]&lt;br /&gt;
* [[Mental break#Insulting spree]]&lt;br /&gt;
* [[Mental break#Targeted insulting spree]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Social drug binge]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze)]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze) Short]]&lt;br /&gt;
* [[Mental break#Tantrum]]&lt;br /&gt;
** [[Mental break#Targeted tantrum]]&lt;br /&gt;
** [[Mental break#Bedroom tantrum]]&lt;br /&gt;
* [[Mental break#Sadistic rage]]&lt;br /&gt;
* [[Mental break#Corpse obsession]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Fire starting spree]]&lt;br /&gt;
* [[Mental break#Hard drug binge]]&lt;br /&gt;
* [[Mental break#Jailbreaker]]&lt;br /&gt;
* [[Mental break#Slaughterer]]&lt;br /&gt;
* [[Mental break#Murderous rage]]&lt;br /&gt;
* [[Mental break#Run wild]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Confusion]]&lt;br /&gt;
* [[Mental break#Social fighting]]&lt;br /&gt;
* [[Mental break#Fleeing in panic]]&lt;br /&gt;
* [[Mental break#Manhunter]]&lt;br /&gt;
&lt;br /&gt;
====Old sprites====&lt;br /&gt;
*[[:File:TableTailor.png]] &lt;br /&gt;
*[[:File:Cecropia tree.png]] &lt;br /&gt;
*[[:File:Herbal medicine.png]]&lt;br /&gt;
*[[:File:Glitterworld medicine.png]]&lt;br /&gt;
*[[:File:Club.png]] &lt;br /&gt;
*[[:File:GreatBow.png]]&lt;br /&gt;
*[[:File:FragGrenades.png]]&lt;br /&gt;
*[[:File:Molotov.png]]&lt;br /&gt;
*[[:File:Elephant tusk.png]]&lt;br /&gt;
*[[:File:High-explosive shell.png]]&lt;br /&gt;
*[[:File:Ship computer core.png]]&lt;br /&gt;
*[[:File:EquipmentRack.png]]&lt;br /&gt;
*[[:File:Equipment rack.png]]&lt;br /&gt;
*[[:File:Fueled_Stove.jpg]]&lt;br /&gt;
&lt;br /&gt;
====Textiles====&lt;br /&gt;
*Finish updating textiles:&lt;br /&gt;
**[[Cloth]]&lt;br /&gt;
&lt;br /&gt;
====Thoughts====&lt;br /&gt;
* Update: &lt;br /&gt;
**[[Thoughts/Memory Death]]&lt;br /&gt;
**[[Thoughts/Exotic]]&lt;br /&gt;
**[[Thoughts/Drugs]]&lt;br /&gt;
* Add: &lt;br /&gt;
**[[Thoughts/Anesthetic]]&lt;br /&gt;
**[[Thoughts/Memory Lost]]&lt;br /&gt;
**[[Thoughts/Memory Special]]&lt;br /&gt;
&lt;br /&gt;
**[[Thoughts/Memory Special (Royalty)]]&lt;br /&gt;
**[[Thoughts/Situation MusicalInstruments (Royalty)]]&lt;br /&gt;
**[[Thoughts/RoyalTitles]]&lt;br /&gt;
&lt;br /&gt;
**[[Thoughts/IdeoBuilding (Ideology)]]&lt;br /&gt;
**[[Thoughts/IdeoRaiding (Ideology)]]&lt;br /&gt;
**[[Thoughts/IdeoRole (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Misc (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Social (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Terror (Ideology)]]&lt;br /&gt;
**[[Thoughts/Ritual (Ideology)]]&lt;br /&gt;
**[[Thoughts/Ritual Quality (Ideology)]]&lt;br /&gt;
**[[Thoughts/Situation Social (Ideology)]]&lt;br /&gt;
**[[Thoughts/Situational (Ideology)]]&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Assets]]&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
* [[Persona weapon#Psychic hypersensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic sensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic quiet]]&lt;br /&gt;
* [[Persona weapon#Psychic fog]]&lt;br /&gt;
* [[Persona weapon#Kind thoughts]]&lt;br /&gt;
* [[Persona weapon#Calm thoughts]]&lt;br /&gt;
* [[Persona weapon#Mad muttering]]&lt;br /&gt;
* [[Persona weapon#Mad wailing]]&lt;br /&gt;
* [[Persona weapon#Kill-happy]]&lt;br /&gt;
* [[Persona weapon#Kill-sorrow]]&lt;br /&gt;
* [[Persona weapon#Kill thirst]]&lt;br /&gt;
* [[Persona weapon#Psy-meditative]]&lt;br /&gt;
* [[Persona weapon#Painless]] &lt;br /&gt;
* [[Persona weapon#Neural cooling]]&lt;br /&gt;
* [[Persona weapon#Freewielder]]&lt;br /&gt;
&lt;br /&gt;
==== Standardize ====&lt;br /&gt;
Standardize to [[:File:Friendly_Fire_Radii.png]]. Mostly contrast and lighting is the issue.&lt;br /&gt;
* [[:File:Frag_grenade_range.png]]&lt;br /&gt;
* [[:File:Gauranlen_tree_exclusion_radius.png]]&lt;br /&gt;
* [[:File:Roof_rimworld.jpg]] &lt;br /&gt;
* [[:File:PhoenixArmorAOE.png]]&lt;br /&gt;
* [[:File:Grenades melee block.png]]&lt;br /&gt;
* [[:File:Grenades corridor.png]]&lt;br /&gt;
* [[:File:Molotov cocktails.png]]&lt;br /&gt;
* [[:File:Rocketswarm_blast.png]]&lt;br /&gt;
* [[:File:Melee block door.png]]&lt;br /&gt;
&lt;br /&gt;
Use styling station to get nice images of all pawnkinds.&lt;br /&gt;
&lt;br /&gt;
==== Lore ====&lt;br /&gt;
{{Main|Lore}}&lt;br /&gt;
* Extract [[crashed ship parts]] for [[Lore]] page and sections. Add Charlton Whitestone to the lore page. [[Ancient warspider remains]], Ancient warsprinter remains, &lt;br /&gt;
** Ancient warwalker claw &lt;br /&gt;
** Ancient warwalker foot &lt;br /&gt;
** Ancient warwalker leg &lt;br /&gt;
** Ancient warwalker shell &lt;br /&gt;
** Ancient warwalker torso, &lt;br /&gt;
* [[Lore]] from the Abasia and Blood Rot cure descriptions, from the [[Fibrous mechanites]] and [[Sensory mechanites]] descriptions&lt;br /&gt;
* [[Archotech]] lore page inc archotech body parts.&lt;br /&gt;
* [https://www.reddit.com/r/RimWorld/comments/w939q7/i_didnt_know_that_machines_personas_had_to_be/ machine persona ethics committees]&lt;br /&gt;
&lt;br /&gt;
==== Modding ====&lt;br /&gt;
        &amp;lt;butcherBodyPart&amp;gt;&lt;br /&gt;
          &amp;lt;bodyPartGroup&amp;gt;TuskAttackTool&amp;lt;/bodyPartGroup&amp;gt;&lt;br /&gt;
          &amp;lt;thing&amp;gt;ElephantTusk&amp;lt;/thing&amp;gt;&lt;br /&gt;
          &amp;lt;allowFemale&amp;gt;false&amp;lt;/allowFemale&amp;gt;&lt;br /&gt;
        &amp;lt;/butcherBodyPart&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bulletStaggerDelayTicks&amp;gt;120&amp;lt;/bulletStaggerDelayTicks&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerSpeedFactor&amp;gt;0.2&amp;lt;/bulletStaggerSpeedFactor&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerIgnoreBodySize&amp;gt;true&amp;lt;/bulletStaggerIgnoreBodySize&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerEffecterDef&amp;gt;TunnelerSlowedDown&amp;lt;/bulletStaggerEffecterDef&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Infobox Updates ===&lt;br /&gt;
[[Template: Infobox main]] is in need of some TLC.&lt;br /&gt;
&amp;lt;big&amp;gt;'''IMPLEMENT THE MELEE SELECTION WEIGHTS FOR THE ANIMAL AND WEAPON VERBS INTO THE INFOBOX TEMPLATE TO ALLOW FOR MASSIVE SIMPLIFICATION OF [[Template: True Melee DPS Calculator]]? CAN'T ACCOUNT FOR QUALITY/MATERIAL CHANGES. SPIN WEIGHT CALC INTO SUB TEMPLATE? DOESN'T MATTER FOR QUALITY LESS/MATERIAL LESS WEAPONS LIKE BODY PART WEAPONS, DOESN'T MATTER FOR ANIMALS'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* True DPS.&lt;br /&gt;
* Diet. Better differentiation, display and integration of the actual options. Tweak [[nutrition]] and [[saturation]] as needed. Alos check animal tables to aboid breaking tempaltes&lt;br /&gt;
* Energy requirements&lt;br /&gt;
* Would be nice if the bionics explicitly listed their attachment point on their pages&lt;br /&gt;
* Drug stats to prevent having to set dozens of variables over the article. Also allow the display of the average high duration in the infobox.&lt;br /&gt;
* Artificial body part part efficiecny?&lt;br /&gt;
* [[mechanoids]] should have their shred returns mentioned in their infoboxc like butchery. &lt;br /&gt;
* Searhc in stuff tags &amp;quot; &amp;quot; + &amp;lt;stuff tags&amp;gt; = the first word will always start at 1 not 0?&lt;br /&gt;
* |imagesize = 192px&lt;br /&gt;
* Biosculpter takes 200W when on, 50W when off. Wind tubrine varies from 0 - 3250W, should this display?&lt;br /&gt;
* Implement Ingredient List but for stuffable - i.e. this list of items is stuffable with metallics, this one with stony etc. and then link each metal, stone, wood etc to their respecitve type. &lt;br /&gt;
* General clean up cleanup. Weapons especially.&lt;br /&gt;
* Change wool, milk, and eggs to generic products now that theres so many things that produce things that aren't either - boomalopes, medicinemakers, berry makers,  etc&lt;br /&gt;
* [[User:NotBadCat#Trying_New_Version_of_Animal_Stats_box]]&lt;br /&gt;
*To add&lt;br /&gt;
** Automatically add types to categories?&lt;br /&gt;
**Scale image with the size ingame? As in if its 3x2 in game, scale it so that its 3x larger than a normal image? Might be a way to stndarzie on an image szie&lt;br /&gt;
**[[Move speed]] penalty for Armor?&lt;br /&gt;
* How should we handle extra effects of weapons - EMP damage on Zeushammer, Fire on Plasmasword, Toxic Buildup on Venom Fangs/Talons and how should we display them on tables without messing with automated math. Should we just add new &amp;quot;special damage&amp;quot;, &amp;quot;special damage type&amp;quot; and &amp;quot;special damage DPS&amp;quot; categories to infobox? Or is that bloating and already full infobox? Should it just be in the article? Then automated comparison tables won't display it.&lt;br /&gt;
&lt;br /&gt;
* [[Template talk:Infobox main]] STDT tables don't play nice with infoboxes. Wikitables do. Why? How fix? Fix. [[User:Jimyoda|Jimyoda]] is working on it.&lt;br /&gt;
**There is a partial fix with the use of the external tags, but its still not ideal&lt;br /&gt;
**The difference seems to be in how the &amp;quot;table&amp;quot; and &amp;quot;wikitable&amp;quot; classes are defined.&lt;br /&gt;
**Table seems to be defined at [[MediaWiki:Common.css]] but I can't find any definition anywhere for wikitable to compare.&lt;br /&gt;
&lt;br /&gt;
=== Feed back Needed!(If you're reading this, please weigh in) ===  &lt;br /&gt;
*Finding information on natural walls is current unintuitive or outright unavailable. Atm I've created a section on the [[Structures]] page but this is not great - while it puts it next to the other walls, its not an intuitive place to find that information. This is largely because of the initial structure of the wiki to match the menu structure. This is causing issues with things such as where to place uncraftable items such as [[Vanometric power cell]]s. But back on topic:&lt;br /&gt;
**Should we create superpages for each stone type? With the stats for the wall, blocks and stone chunk all on one page&lt;br /&gt;
*** Since the limited use of this information I'd focus efforts elsewhere [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC)&lt;br /&gt;
**Should we abandon the menu-inspired nav structure? (Ultimately likely to be better, but a massive project)&lt;br /&gt;
***This I think is a good idea regardless of the current topic, since it would allow a more intuitive structure of the overall wiki preventing the occasional &amp;quot;ow there's 3 different pages about fire&amp;quot;. Maybe good to have design first so we can see how much can be recycled (which I hope is a lot) and to see where the biggest gain is.[[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:19, 16 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Common errors ==&lt;br /&gt;
Feel free to add more that you feel are common (i.e. likely to show up on multiple pages after a few months without culling)&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheived&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheive&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheiving &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=soley &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieve &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieved&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieving&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=particulary&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Prefered &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=rememdied  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=multipler  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=supression&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=suppresion&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=supressing&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=teh &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=peice&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=euthenasia&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=indefintely&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Inheriently&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=continous&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=incidential&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Upseting&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=aformentioned&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperated&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperate&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperating &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperately  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=reliabily  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=withdrawl &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=comforable &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=negligble&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Dependant - not incorrect spelling, but usually used wrong.&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=neccessary &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=resurected&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=ressurected &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=initally&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=noticably&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=efficency&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheived&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheive&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheivable &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheiving&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=daylillies&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=managable&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=butcherer&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=ocurring&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=occuring&lt;br /&gt;
&lt;br /&gt;
== Event Banners ==&lt;br /&gt;
&amp;lt;!--{{#switch: {{#time: m-d }}&lt;br /&gt;
| 02-15 = Its the day after valentines&lt;br /&gt;
| 04-01 = Its april fools day&lt;br /&gt;
| 25-12 = Its xmas&lt;br /&gt;
| #default = It is this day {{#time: m-d }} and you could automate these banners. &lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#switch: {{#time: m-d }}&lt;br /&gt;
| 02-14=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Scarification.png|60px]]&lt;br /&gt;
| text = {{IdeologyIcon}} [[Ideology]] is red, {{BiotechIcon}} [[Biotech]] is blue, if I give you this {{Icon Small|Heart}} [[heart]], will you give me yours too?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 02-15 = Its the day after valentines&lt;br /&gt;
| 04-01 = Its april fools day&lt;br /&gt;
| 10-31 =&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF7518&lt;br /&gt;
| image = [[File:Skull stack full.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;amp;nbsp;Put your [[File:Animalist war mask wood.png|16px]] [[War mask|&amp;lt;span title=&amp;quot;Mask&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;mask&amp;lt;/span&amp;gt;]] on! The [[File:GauranlenPodC.png|16px]] [[Gauranlen_pod|&amp;lt;span title=&amp;quot;Pumpkin&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;pumpkins&amp;lt;/span&amp;gt;]] are out and its time to go &amp;lt;span  title=&amp;quot;Trick&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot; class=&amp;quot;mw-customtoggle-collapse&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;gt;trick&amp;lt;/span&amp;gt; or [[Special:Random|&amp;lt;span title=&amp;quot;Treat&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;treating&amp;lt;/span&amp;gt;]]!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;amp;nbsp;HAPPY HALLOWEEN FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;[[File:Gene FireTerror.png]]&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''BOO!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 12-25=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;MERRY CHRISTMAS FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 12-26|12-27|12-28|12-29|12-30|12-31=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = Jingle Bells, load the [[Mortar shell|shells]], [[raiders]] have come to play, oh no wait&amp;lt;br&amp;gt; ...oh its too late, bye bye Santa's sleigh, hey!&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''MERRY CHRISTMAS FROM RIMWORLD WIKI!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| #default = It is this day {{#time: m-d }} and there are 4 automated banners. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF7518&lt;br /&gt;
| image = [[File:Skull stack full.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;amp;nbsp;Put your [[File:Animalist war mask wood.png|16px]] [[War mask|&amp;lt;span title=&amp;quot;Mask&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;mask&amp;lt;/span&amp;gt;]] on! The [[File:GauranlenPodC.png|16px]] [[Gauranlen_pod|&amp;lt;span title=&amp;quot;Pumpkin&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;pumpkins&amp;lt;/span&amp;gt;]] are out and its time to go &amp;lt;span  title=&amp;quot;Trick&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot; class=&amp;quot;mw-customtoggle-collapse&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;gt;trick&amp;lt;/span&amp;gt; or [[Special:Random|&amp;lt;span title=&amp;quot;Treat&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;treating&amp;lt;/span&amp;gt;]]!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;amp;nbsp;HAPPY HALLOWEEN FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;[[File:Gene FireTerror.png]]&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''BOO!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;MERRY CHRISTMAS FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = Jingle Bells, load the [[Mortar shell|shells]], [[raiders]] have come to play, oh no wait&amp;lt;br&amp;gt; ...oh its too late, bye bye Santa's sleigh, hey!&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''MERRY CHRISTMAS FROM RIMWORLD WIKI!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Scarification.png|60px]]&lt;br /&gt;
| text = {{IdeologyIcon}} [[Ideology]] is red, {{BiotechIcon}} [[Biotech]] is blue, if I give you this {{Icon Small|Heart}} [[heart]], will you give me yours too?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = Please note, RimWorld was recently '''Refused Classification''' in Australia. Refused games [https://www.classification.gov.au/classification-ratings/what-do-ratings-mean cannot be sold, hired, advertised or legally imported] in Australia. &lt;br /&gt;
&lt;br /&gt;
As such it has been removed from the Steam store in that location. Preexisting owners remain unaffected.&lt;br /&gt;
&lt;br /&gt;
Due to this removal, there have been reports that the statement released by Ludeon on this event may not be available to all players. For convenience, it is replicated [[Refused classification|here]]&lt;br /&gt;
&lt;br /&gt;
Polite complaints to the Australian Classification Board can be submitted by Australian residents [https://www.classification.gov.au/contact-us/contact-us-form here]. &lt;br /&gt;
}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
| type  = protect&lt;br /&gt;
| image = [[File:RimWorldLogo.png|48px]]&lt;br /&gt;
| text  = &amp;lt;big&amp;gt;[https://rimworld.double11.com/ RimWorld Console Edition] is here!&amp;lt;/big&amp;gt; Welcome to the rimworlds, console [[pawns]], try not to get turned into a hat. &amp;lt;br&amp;gt;Check out the [https://rimworld.double11.com/faq FAQ here]. RimWorldWiki is also trying to update to this new platform. Please be patient with us as this happens, and if possible, [[Talk:Console edition|lend a hand]]&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = biotech&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #6bb6bb&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:BiotechIcon.png|40px|link=Biotech DLC|Biotech DLC]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;The [[Biotech DLC]] and Version 1.4 have been announced and are coming October 21st!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;For further information, see the [https://store.steampowered.com/news/app/294100/view/3294970071159733465 announcement] and the [https://store.steampowered.com/app/1826140/RimWorld__Biotech/ steam page]!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = biotech&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #6bb6bb&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:BiotechIcon.png|40px|link=Biotech DLC|Biotech DLC]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;The [[Biotech DLC]] and Version 1.4 has arrived!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;For further information, see the [https://store.steampowered.com/news/app/294100/view/3294970071159733465 announcement] and the [https://store.steampowered.com/app/1826140/RimWorld__Biotech/ steam page]!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FFBF00&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:AgeReversal.png|40px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Downtime Notice&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;The RimWorld Wiki will have its MediaWiki version updated soon. The expected downtime period is between Friday (December 9th) to Sunday (December 11th)&amp;lt;br/&amp;gt;You may experience some interruptions trying to edit or viewing pages during the migration.&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
  | name = anomaly&lt;br /&gt;
  | type = manual&lt;br /&gt;
  | color = #8e9967&lt;br /&gt;
  | image = [[File:AnomalyIcon.png|40px|link=Anomaly (DLC)]]&lt;br /&gt;
  | text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''The [https://store.steampowered.com/news/app/294100/view/4160834030793878434 Anomaly DLC] has been [https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ released on Steam] alongside 1.5!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Please bear with us as we get the new content up, and consider [[Special:CreateAccount|signing up]] to help today!&lt;br /&gt;
  | nocat = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Stats from the &amp;quot;automated&amp;quot; part:&lt;br /&gt;
 [SMW] In-text annotation parser time	0.001 seconds&lt;br /&gt;
 CPU time usage	0.004-0.009 seconds&lt;br /&gt;
 Real time usage	0.004-0.024 seconds&lt;br /&gt;
 Preprocessor visited node count	18/1,000,000&lt;br /&gt;
 Post-expand include size	65/2,097,152 bytes&lt;br /&gt;
 Template argument size	0/2,097,152 bytes&lt;br /&gt;
 Highest expansion depth	3/40&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Scarification.png|60px]]&lt;br /&gt;
| text = The [[raiders]] are dead, the [[fleshbeasts]] are too, time for some [[lovin']], just me and you?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=warning&lt;br /&gt;
|text=Note: This page is made in preparation of the release of the [[Odyssey DLC]] to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== User recognition banners ==&lt;br /&gt;
Nothing official or serious but some users and deserve what thanks we can give. Honestly, more people should have these but its only really realized when large projects get completed.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type = warning&lt;br /&gt;
| image = [[File:RoyaltyIcon.png|40px]]&lt;br /&gt;
| text = This user is a credit to the wiki, and has '''define'''-itely gone above and beyond!&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;I can't reward you for all your work on infobox main and the massive slog that was changing over all the half-functioning define templates but I wanted to say that while the average reader might not realize the extent it helps now and will help in the future, we do and its massively appreciated. You're a goddamn legend. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:57, 20 April 2022 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Ickputzdirwech for updating the absolute mess of old define templates into now-much more flexible [[Template:Infobox main]]&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = ideology&lt;br /&gt;
| type = speedy&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:IdeologyIcon.png|40px|link=Ideology DLC|Ideology DLC]]&lt;br /&gt;
| text =  '''This user is recognised as a &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Moral Guide&amp;lt;/span&amp;gt; for their contributions to [[Ideoligion]]'''&lt;br /&gt;
| nocat=true&lt;br /&gt;
}}&lt;br /&gt;
User:Kelenius for getting the [[Ideology]] page online in the time shortly after release.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = bodybuilder&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #000000&lt;br /&gt;
| image = [[File:Gene BodyHulk.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;Look at that definition!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;This user deserves recognition for impeccable work and the absolute slog that was completing the body type definitions for [[Template:Animal Health Table]]. &lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
User:Arcangelus for updating the body type pages which I am oh so very glad I did not have to do. Slog is right.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type = move&lt;br /&gt;
| image = [[File:Focus.png|40px]]&lt;br /&gt;
| text = This user is a person of [[focus]], taking on the [[burden]] of making the psycast pages into a valuable resource, with absolutely [[stun (psycast)|stunning]] results. Thanks for all your hard work, you're an [[word of inspiration|inspiration]].&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;- [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:56, 12 January 2025 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Bacaniel for getting all the individual psycast pages up after the split from the table&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = &lt;br /&gt;
| type = manual&lt;br /&gt;
| color = &lt;br /&gt;
| image = [[File:Bionic eye south.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;''Picture'' this: a world without [[Template:Image wanted|Image wanted banners]]&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Because of this user, we are a great leap closer to it. Thank you so much for all your hard work!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
User:Vertigo for clearing an [https://rimworldwiki.com/index.php?target=Vertigo&amp;amp;namespace=all&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;start=&amp;amp;end=&amp;amp;limit=500&amp;amp;title=Special%3AContributions absolute mountain of image requests].&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type  = manual&lt;br /&gt;
| color = #2596be&lt;br /&gt;
| image = [[File:LandmarkExpanding.png|60px]]&lt;br /&gt;
| text = This is a [[landmark]] user! We didn't have the [[foggy|foggiest]] idea how to fill in the [[chasm]] of missing information on [[Landmarks]], but they moved [[fjord]] and replaced it with a [[mountain]] of content! &amp;lt;br&amp;gt;Thanks for all your hard work!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;- [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 06:53, 14 March 2026 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Esredar for [[Landmarks]]. Seriously look at the page history.&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slave_body_strap&amp;diff=180645</id>
		<title>Slave body strap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slave_body_strap&amp;diff=180645"/>
		<updated>2026-05-31T06:40:01Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Slave body strap&lt;br /&gt;
| image = Slave body strap.png&lt;br /&gt;
| description = An uncomfortable arrangement of straps around the torso made for slaves. It reminds the wearer of their slave status and psychologically suppresses them, reducing the chance of a slave rebellion.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 160&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| work to make = 7000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 70&lt;br /&gt;
| stuff tags = Fabric, Leathery&lt;br /&gt;
| insulationheatfactor = 0.1&lt;br /&gt;
| insulationcoldfactor = 0.1&lt;br /&gt;
| armorsharpfactor = 0.1&lt;br /&gt;
| armorbluntfactor = 0.1&lt;br /&gt;
| armorheatfactor = 0.1&lt;br /&gt;
| slave suppression offset = 0.15&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso&lt;br /&gt;
| layer = Outer&lt;br /&gt;
| mass base = 1.5&lt;br /&gt;
| equipdelay = 1.8&lt;br /&gt;
| has quality = true&lt;br /&gt;
| tradeTags = Clothing&lt;br /&gt;
| defaultOutfitTags = Slave&lt;br /&gt;
| page verified for version = 1.3.3072&lt;br /&gt;
}}&lt;br /&gt;
'''Slave body straps''' are a form of [[clothing]] added by the [[Ideology DLC]] that decreases the rate of suppression loss when worn by slaves. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Apparel Suppression Note|0.15}}&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Masochist]] trait get a {{+|3}} [[mood]] boost from wearing this item.&lt;br /&gt;
&lt;br /&gt;
Despite its aesthetics, it counts as clothing to, and thus angers, [[Nudist]] colonists.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Slave body straps provide a large boost to suppression. When worn with a [[slave collar]] and no suppression loss increasing apparel, it will allow slaves to be kept at the optimum 100% suppression permanently. This significantly reduces the frequency of slave rebellions, but does not fully prevent them. Slaves can be insulated using [[shadecone]]s/[[tuque]]s/[[tailcap]]s, [[tribalwear]], and/or temperature [[gene]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
For other pawns, slave body straps are dubious as they occupy the Outer layer - the same layer as [[parka]]s, [[duster]]s, [[flak jacket]]s, [[heavy bandolier]]s{{BiotechIcon}} etc. - while providing terrible protection and insulation. If protection and insulation are not required, then [[heavy bandolier]]s{{BiotechIcon}} would be a strictly better choice for ranged fighters, as they have identical defensive stats and reduce ranged cooldowns. Even melee pawns may prefer bandoliers as the bandolier reduces the cooldown of [[utility]] items and [[psycast]]s.{{RoyaltyIcon}} &lt;br /&gt;
&lt;br /&gt;
The only benefit of the slave body strap beyond suppression is their mood boost to [[masochist]] pawns. If only weak [[textile]]s like [[cloth]] are available and insulation is not required, then the slave body strap has some merit on masochists. Otherwise, once [[devilstrand]], [[flak jacket]]s, or better, are available, the added protection generally outweighs the mood boost, especially since mascohists already get {{+|2}} mood from [[slave collar]]s.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=180644</id>
		<title>User:Harakoni</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=180644"/>
		<updated>2026-05-31T06:39:09Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Common errors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'{{DISPLAYTITLE:Harakoni, RimWorld Wiki Moderator}}''&amp;lt;big&amp;gt;Greetings! This is Harakoni's user page. I'm a moderator here, so feel free to post on my [[User talk:Harakoni|talk page]] if you need assistance.&amp;lt;/big&amp;gt;''' [[Category: Harakoni page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;You can see my contributions [[Special:Contributions/Harakoni|here]]. &amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;You can compare almost every item in the game [[User:Harakoni/Comparison_Tables|here]]. &amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
Hey Harakoni, if you're looking for your mess its here: [[User:Harakoni/Sandbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
{{#expr: &lt;br /&gt;
{{#ask: [[Category:Pages that need images]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be merged]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be moved]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be recoded]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be rewritten]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Pages to be split]] | format = count}} +&lt;br /&gt;
{{#ask: [[Category:Stubs]] | format = count}} }} Pages to fix&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
{{Q|page|Market Value Base #}}&lt;br /&gt;
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style=&amp;quot;background: hsla(120, 100%, 50%, 1.0);&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:left&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://www.mediawiki.org/wiki/Manual:$wgMaxImageArea Maximum image area equates to 3500x3500px]&lt;br /&gt;
&lt;br /&gt;
This is a way to link to a list without making it ugly {{#ask: [[Range::&amp;lt;26]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]] | ?Range | limit = 0| searchlabel = here}}.&lt;br /&gt;
&lt;br /&gt;
[[User:Harakoni/List_of_known_bugs]]&lt;br /&gt;
&lt;br /&gt;
https://www.semantic-mediawiki.org/wiki/Help:Table_format#Predefined_datatable_classes&lt;br /&gt;
&lt;br /&gt;
There's no mistakes in RimWorld, only surprise wealth management techniques - Necrofancy&lt;br /&gt;
&lt;br /&gt;
[[Special:Preferences]]&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
I created, or contributed to the point where the difference is academic, the templates below:&lt;br /&gt;
&lt;br /&gt;
If you have any issue with any of them, including any instructional or formatting problems, please feel free to ask on my discussions page.&lt;br /&gt;
&lt;br /&gt;
==== Table templates ====&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Rollout !! Feature&amp;lt;br/&amp;gt;Complete !! Notes/TO-DO&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Building Stats Table]]  || [[Template: Building Stats Table Row|&amp;lt;nowiki&amp;gt;{{Building Stats Table Row}}&amp;lt;/nowiki&amp;gt;]] ||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Stats Table]] || [[Template: Apparel Stats Table/Row]]  || {{Check}} || {{Check}} || Making an interstitial template might be more processor/load time efficient - the template would instead call a middle template, which calls the row template for every quality of that material. This would let you call the material stats once total instead of once per quality. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Stats Table]]  || [[Template: Weapon Stats Table/Melee]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Melee/Row]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Ranged]]&amp;lt;br/&amp;gt;[[Template: Weapon Stats Table/Ranged/Row]] || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pawn Attack Table]] || {{Check}} || {{Cross}} || Maybe add support for weapons table?&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Persona traits]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Apparel comparison table row]]  || ||{{Cross}} || ? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Psychic Sensitivity Factor Table]] || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Leather List]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Recipe List]] || [[Template:Recipe List Row]]  || {{Check}} || {{Cross}} ||&lt;br /&gt;
*Added crafted resources/drugs/etc&lt;br /&gt;
*Consider adding Value-Work Efficiency	Value-Materials Efficiency	Value-Weight Efficiency&lt;br /&gt;
*Consider adding skill requiremnts&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Ingredient List]] || [[Template: Ingredient List Row|&amp;lt;nowiki&amp;gt;{{Ingredient List Row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pawn Table Header]] || ||{{Cross}} || {{Cross}} || Add a header in which you can input a pawn type (e.g. Tribes/Empire/Pirates/Mercenaries etc) and it will output the table nicely for you and provide an edit link for the page. &lt;br /&gt;
* Make it so that muliple tables can be merged? E.g. Pirates + Mercs?&lt;br /&gt;
* Decide on fomratting. Splitting hediffs into their own categories (budget and list of things) and listing apparel like with weapons, and having weapons, apparel and hediffs in expandable sections to cut down on bloat should all help.  &lt;br /&gt;
**[[Man in Black]]&lt;br /&gt;
**[[Mercenaries/Pawns]]&lt;br /&gt;
**[[Tribes/Pawns]]&lt;br /&gt;
**[[Outlanders/Pawns]]&lt;br /&gt;
**[[Ancients/Pawns]]&lt;br /&gt;
**[[Pirates/Pawns]]&lt;br /&gt;
**[[Empire/Pawns]]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Hediffs should be in an expandable section to prevent table bloat, likely in their own section.&lt;br /&gt;
*Available apparel like weapons has&lt;br /&gt;
*Traits sortable? Probs not&lt;br /&gt;
* give them row ids like empirepawns.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Grow Table]] || || {{Check}} || {{Cross}} || Add nutrition for pages that have make food because someone was already confused about the plant nutrition vs vs the products nutrition&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Recreation Power Quality Table]] || ||{{Check}} || {{Cross}} || When its understood how rec power translates into time taken to fill rec bar, add time to fully recreate. If this is done, add a no-quality version that only has one column so it can show the rec power time ratio.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Comfort Quality Table]] || ||{{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Rest Effectiveness Quality Table]] || ||{{Check}} || {{Cross}} || Sleep accelerator and time to sleep &lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Psychic Sensitivity Quality Table]] || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Heal Option Table]] |||| {{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Stat Factors Table]] |||| {{Check}} || {{Cross}} || See page for other notes. Is currently written such that transition away from [[Property:Skill]]/[[Property:Skill Base Factor]]/[[Property:Skill Base Factor]] to &amp;lt;SKILLNAME&amp;gt; Bonus Factor etc will be relatively painless, but it should still be implemented.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Animal Health Table]]  || ||{{Check}} || {{Cross}} ||&lt;br /&gt;
* Bones don't bleed, and are not destroyable by damage, and cannot receive permanent injury&lt;br /&gt;
* Move to more descriptive name?&lt;br /&gt;
* Add importance % to capacity&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Aiming Time Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Ranged Cooldown Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Weapon Time Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Tree Comparison Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Meal Comparison Row]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Body Part Weapon Table Row]] |||| {{Cross}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Stomach Comparison Table]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Ask Table Formatter]] |||| {{Check}} || {{Cross}} || A way to do operations on a thing would be useful.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Egg Table Row]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Layer Table Row]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Sight Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Hearing Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Moving Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Manipulation Part Efficiency Table]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Mechanoid Table Row]] |||| {{Check}} || {{Cross}} || Replacement for [[Mechanoid_creation#Controllable_mechanoids]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Faction Xenotype Table]] || [[Template: Faction Xenotype Chance]] || {{Check}} || {{Check}} || Displays xenotype percentages of a faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Xenotype Faction Table]] || [[Template: Faction Xenotype Chance]] || {{Check}} || {{Check}} || Displays percentages of a xenotype in various factions.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Pawn Temperature Row]]  |||| {{Check}} || {{Check}} || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Other templates ====&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Rollout !! Feature&amp;lt;br&amp;gt;Complete !! Notes/TO-DO&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: True Melee DPS Calculator]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* Investigate Knife&amp;gt;Gladius for steel at normal. &lt;br /&gt;
* Add support for adding weapons/animals together. E.g. power claw + plasteel longsword.&lt;br /&gt;
* Animal base [[Melee Hit Chance]] = 62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon DPS Chart]]  ||  ||  {{Cross}} || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Iterated DPS Chart]] || [[Template:Weapon DPS Iterator|&amp;lt;nowiki&amp;gt;{{Template:Weapon DPS Iterator}}&amp;lt;/nowiki&amp;gt;]] -&amp;gt;&amp;lt;br&amp;gt;[[Template: Weapon Iterated DPS Chart Segment|&amp;lt;nowiki&amp;gt;{{Weapon Iterated DPS Chart Segment}}&amp;lt;/nowiki&amp;gt;]])||{{Cross}} || ? ||&lt;br /&gt;
*Add armor or at least DPS reduction&lt;br /&gt;
*Add minimum range and then add to turrets.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Protection Chart]] || [[Template: Apparel AP Calculation]] ||{{Cross}} || ? ||&lt;br /&gt;
*Flak and Duster vs Marine&lt;br /&gt;
* add color option so you can have plasteel be teal, devilstrand red etc. See [[Plate armor]] for relevant example.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Protection Chart/Quality Generator]] || [[Template: Apparel Protection Chart]] ||{{Cross}} || ? ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Nav/materials]] which replaced my other creation [[Template: Nav/textiles|&amp;lt;nowiki&amp;gt;{{nav|textiles|wide}}&amp;lt;/nowiki&amp;gt;]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
*Switch to [[Resources]]?&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/Utility]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/factions]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/stats]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/status levels]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Habitats]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Version Nav]]  || ||{{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Console]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: ConsoleIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: PCIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Royalty]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Ideology]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
 |[[Template: Biotech]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: RimworldIcon]]  || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: RoyaltyIcon]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:IdeologyIcon]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:BiotechIcon]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Stonecutting maximization]]  || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* [[General Labor Speed]] controls making [[stone blocks]], making [[chemfuel]] at a [[refinery]], burning items, [[hand tailor bench|tailoring]] clothes, creating [[Sculpture|art]], [[electric smithy|smithing]] armor and weapons or [[Electric smelter|smelting]] slag. [[Template:Stonecutting maximization]] only covers stone cutting atm but could be applied to all these pages if written in a more generic way. &lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Market Value Calculator]]   || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Daily Tip]] || || {{Cross}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Tag List]] || [[Template:Tag List Excluder]] ||  {{Check}} || {{Cross}} || Now that most tags have been split up into individual entries in to the properties, this can be rewritten to be less clunky.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Current Version]] || || {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Required Resources]] || || {{Check}} || {{Cross}} ||&lt;br /&gt;
* Add simple mode with just icons.&lt;br /&gt;
* Add &amp;quot;s&amp;quot; when using words that should be plural (components) and tthere are more than 1. &lt;br /&gt;
* Add stuff types when the thing detects stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Sic]] ||||  {{Check}} || {{Check}} ||&lt;br /&gt;
|- &lt;br /&gt;
| [[Template: Market Value]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|- &lt;br /&gt;
| [[Template: Quality Calculator]] |||| {{Cross}} || {{Cross}} || E.g. ((Quality Calculator|Monosword|Excellent|Attack 1 Damage)) or  ((Quality Calculator|Duster|Excellent|Armor - Sharp|Thrumbofur)) &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Check Tag]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Page Under Construction]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Acquisition]] |||| {{Check}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Body Modder Summary]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Egg Layer Summary Note]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Good]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Bad]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Control Panel]] |||| {{Cross}} || {{Cross}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Move Speed Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Social Impact Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: IED Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Suppression Note]] |||| {{Check}} || {{Check}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Nudity Note]] |||| {{Check}} || {{Cross}} || Missing info on PREVENTING nudity. Also put on every headgear and utility page?&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Utility Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pyromaniac Weapon Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Cleanliness Note]] |||| {{Check}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Faction Xenotype Chance]] |||| {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Stacked image]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Thought]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Icon List]] |||| {{Check}} || {{Check}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Containment Note]] |||| {{Cross}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Up]] |||| {{Check}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Down]] |||| {{Check}} || {{Cross}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Transmute Steel Acquisition Note]] |||| {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Obsolete templates ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Feature&amp;lt;br&amp;gt;Complete !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Material Table]] || [[Template: Weapon Material Table Row]] || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Other Weapon Attack Table]]|| || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Weapon No Quality Table]] || || {{Check}} || Merged into [[Template: Weapon Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Material Table]] || [[Template: Apparel Material Table Row|&amp;lt;nowiki&amp;gt;{{Apparel Material Table Row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || Merged into [[Template: Apparel Stats Table]]. Retained for use in history. &lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Armor material table]]||||  {{Check}} || Outdated but retained for use in history.&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Clothing material table]] || [[Template: Clothing material table row|&amp;lt;nowiki&amp;gt;{{Clothing material table row}}&amp;lt;/nowiki&amp;gt;]] || {{Check}} || Outdated but retained for use in history.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Harakoni namespace templates ==&lt;br /&gt;
I also created the following templates, however they are not intended for wiki-wide use&lt;br /&gt;
Set wide to-do: Swap Q for &amp;lt;nowiki&amp;gt;{{#show}}&amp;lt;/nowiki&amp;gt; and reduce template load on comparison pages. If suffcient roll out to main.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/RangedQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/RangedQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffable|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/MeleeQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffableMaterial|WEAPONNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeStuffable|WEAPONNAME|MATERIALOPTIONAL}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQuality|APPARELNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffable|APPARELNAME|CLOTH/METAL}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/ArmorQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffableMaterial|APPARELNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MarketValueChecker|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MarketValueChecker}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/OptimumTextiles|&amp;lt;nowiki&amp;gt;{{User:Harakoni/OptimumTextiles}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeSelectionWeight]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ChairQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ChairQualityStuffable|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Groups of pages ==&lt;br /&gt;
These are pages that have commonalities that should have similar/standardised formatting. Note categories don't have to be mutually exclisive. &lt;br /&gt;
Anyone reading these, feel free to add to&lt;br /&gt;
* Things that emit a [[shield]]&lt;br /&gt;
* Psyfoci&lt;br /&gt;
* Psycasts&lt;br /&gt;
* Utility&lt;br /&gt;
* Needs&lt;br /&gt;
* Subcores&lt;br /&gt;
* Diseases&lt;br /&gt;
* Drugs&lt;br /&gt;
* resources that act as fuels&lt;br /&gt;
* materials&lt;br /&gt;
** &amp;lt;Mat cats here&amp;gt;&lt;br /&gt;
* Body parts&lt;br /&gt;
** Implants&lt;br /&gt;
** Replacements(Name?)&lt;br /&gt;
** Arms/Legs/Eyes/Hearts/Spines/Etc&lt;br /&gt;
** Skin glands&lt;br /&gt;
* Apparel&lt;br /&gt;
** Noble gear&lt;br /&gt;
** Psycasting gear (eltex, prestige armor, bioferrite, psyfoil etc)&lt;br /&gt;
* Weapons&lt;br /&gt;
** Melee &lt;br /&gt;
** Ranged&lt;br /&gt;
** Persona weapons&lt;br /&gt;
* Buildings&lt;br /&gt;
** Turrets&lt;br /&gt;
** Traps&lt;br /&gt;
*** IEDs specifically&lt;br /&gt;
** Buildings the explode when damaged&lt;br /&gt;
** fueled buildings&lt;br /&gt;
** Buildings that put out light&lt;br /&gt;
***Darklights&lt;br /&gt;
** Spots&lt;br /&gt;
** Holding spot and platform&lt;br /&gt;
** Doors&lt;br /&gt;
** Non-edifice floor things (Rugs, spike stars etc_&lt;br /&gt;
** Recreation items&lt;br /&gt;
** Things that heat and/or cool&lt;br /&gt;
** Seats&lt;br /&gt;
** Beds&lt;br /&gt;
** Mech cluster buildings&lt;br /&gt;
** Power generation/consumers&lt;br /&gt;
** Production benches&lt;br /&gt;
*** Research benches&lt;br /&gt;
** Floors&lt;br /&gt;
* Plants&lt;br /&gt;
** Wild&lt;br /&gt;
** Domesticated&lt;br /&gt;
* Ruins&lt;br /&gt;
* Food&lt;br /&gt;
** Meals&lt;br /&gt;
** Meat&lt;br /&gt;
** Eggs&lt;br /&gt;
** Vegetables&lt;br /&gt;
* Factions&lt;br /&gt;
* DLC&lt;br /&gt;
* Stats&lt;br /&gt;
* Orders&lt;br /&gt;
* Gas&lt;br /&gt;
* Xenotypes&lt;br /&gt;
* Pawns&lt;br /&gt;
** Animals&lt;br /&gt;
*** pets&lt;br /&gt;
*** Egg layers&lt;br /&gt;
*** &amp;lt;dietary types&amp;gt;&lt;br /&gt;
*** Trainabilities&lt;br /&gt;
*** Insectoids&lt;br /&gt;
** Mechanoids&lt;br /&gt;
** Entities&lt;br /&gt;
*** Fleshbeasts&lt;br /&gt;
&lt;br /&gt;
== Textileproject ==&lt;br /&gt;
* Textile automation. Proof of concept: Out of all {{#ask: [[Type::Textile]]&lt;br /&gt;
| format = Count &lt;br /&gt;
}} textiles, human leather ranks at {{#vardefineecho: rank| {{#ask: [[Type::Textile]] [[Armor - Sharp Factor::&amp;gt;{{#expr: {{Q|Human leather|Armor - Sharp Factor}} + 0.000001}}]]&lt;br /&gt;
| format = Count&lt;br /&gt;
}}}}{{#ifexpr: {{#vardefineecho: ties | {{#expr: {{#ask: [[Type::Textile]] [[Armor - Sharp Factor::&amp;gt;{{#expr: {{Q|Human leather|Armor - Sharp Factor}}}}]]&lt;br /&gt;
| format = Count&lt;br /&gt;
}} - {{#var: rank}}}} }} &amp;gt; 0|, tied {{#var:ties}} ways,|,}} in terms of sharp protection.&lt;br /&gt;
&lt;br /&gt;
Need to separate out dlc and core only. E.g. 1st of core, 3rd with dlc.&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
* Templatize fuel consumption for summary?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Technical Detail about large fires&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
   thisnis neat. stealing this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Furskin disabled on ghouls?&lt;br /&gt;
** &amp;quot;Mechanoid raids and [[mechanoid cluster]]s{{RoyaltyIcon}} no longer occur as [[Events#Major threats|major threats]]; other effects may still triggering them&amp;quot;, then mechanoid bossess appearing to provide chips. actual tests need to be run to figure out what spawns and wear and disessminatr it across pages&lt;br /&gt;
&lt;br /&gt;
* Horax cult lore&lt;br /&gt;
* [https://rimworldwiki.com/wiki/Special:PrefixIndex?prefix=MediaWiki%3A&amp;amp;namespace=0 y]&lt;br /&gt;
* For things with multiple sorites wr could bave a slideshow in the infobox and have them stored as image2 etc and allow them to be displayed elsewhere like in tables&lt;br /&gt;
* Penox high duration and other summary info like OD mechanics&lt;br /&gt;
* Does the [[chemfuel canister]] explode &lt;br /&gt;
* Blind smoke copy pasta, see [[smoke launcher#summary]]&lt;br /&gt;
* Learning assistants are ideal for children wsp with booksd&lt;br /&gt;
* Reminder that you're notnhappy with the beam repeater page as it is.&lt;br /&gt;
* hemogen times to transfuse vs time to tend using medical operation speed and tend speed at different skill levels.&lt;br /&gt;
* At what ratio of primary doc skill to secondary doc does self tend make sense to turn off&lt;br /&gt;
* Beam weapon shield interactions&lt;br /&gt;
* How do thruster and wind turbine exclusion zones interact wkth the map.edgr.&lt;br /&gt;
* Check categorisation of cube sculpture images&lt;br /&gt;
* [&lt;br /&gt;
up down tmeplates for psychich sensitivity all over the wiki&lt;br /&gt;
* Turrets and teaps (inc hunter and wasp traps) troggering with invisible &lt;br /&gt;
* Consider adding basic selection weight to attack tables&lt;br /&gt;
&lt;br /&gt;
 class=&amp;quot;mw-no-invert&amp;quot; &lt;br /&gt;
https://meta.miraheze.org/wiki/Help:How_to_improve_the_dark_mode_appearance_of_my_wiki&lt;br /&gt;
&lt;br /&gt;
* Resucing pawns in vacuum seems to prpvide vacuum resist ofnrescuer to pawn?&lt;br /&gt;
&lt;br /&gt;
waterCellCost&amp;gt;1&amp;lt;/waterCellCost&amp;gt;&lt;br /&gt;
 &amp;lt;moveSpeedFactorByTerrainTag&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;key&amp;gt;Water&amp;lt;/key&amp;gt;&lt;br /&gt;
        &amp;lt;value&amp;gt;2.0&amp;lt;/value&amp;gt;&lt;br /&gt;
      &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/moveSpeedFactorByTerrainTag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Check that every pawn has images for all the views. Ody is doen.&lt;br /&gt;
* Do a table of all the animal stats and see what is missing. Maybe standardize infobox format for them&lt;br /&gt;
* ?&amp;lt;nameOnTameChance&amp;gt;1&amp;lt;/nameOnTameChance | herdanimal = false&lt;br /&gt;
| predator = true&lt;br /&gt;
* Crawling -  They only crawl to a sleeping spot and are otherwise incapacitated. They are fully incapacitated and cannot be drafted. As soon as they have an assigned bed/sleeping spot or hospital bed/sleeping spot reachable, they will crawl directly to it. As soon as the bed/spot becomes unavailable/unreachable they get back to being incapacitated.&lt;br /&gt;
* Egg hatching times&lt;br /&gt;
* [[Farskip#Summary]] is a little confusingly laid out for new players without context. content is great, but presentation could get some work.&lt;br /&gt;
* [[Body heat]] - roll out to pawn pages with templatized explanaition. Also check wether capped?&lt;br /&gt;
* How is a pawn's hunger rate calculated? And what is the difference between HungerRateMultiplier, HungerRateFactor, and HungerRateFactorOffset? -&amp;gt; BaseRaceRate * LifeStage * BackstoryTrait * (product(HungerRateFactors) + sum(HungerRateFactorOffsets)) * (sum(HungerRateMultiplier)) (Old, verify)&lt;br /&gt;
If you are familiar with PoE, HungerRateMultiplier is a more multiplier and HungerRateFactors is an increased multiplier&lt;br /&gt;
* Bleeding, pain, damage and healing of artificial body part.&lt;br /&gt;
* packs with rechargable charges - are they implemented the same as dueld items? if so spread fuel infobox changes to them. also standarize all fueled object wording.&lt;br /&gt;
* Subcores and their worknstations - analysis standardization, maybe transclusion, mention ability to uninstall the workbenches once bandwidth has been reached.&lt;br /&gt;
* [[War crimes]]&lt;br /&gt;
* ideo statue page?&lt;br /&gt;
* [[Cross DLC content]]&lt;br /&gt;
** Darklight brazier&lt;br /&gt;
** Prestige robe modifier&lt;br /&gt;
** Sophian culture, Horaxian style, Bloodfeeding, ritualist, and inhuman memes, growth vats, bloodfeeders, child labor, mechanoid labor, psychic rituals, void study, inhumanizing precepts, xenotype preferences&lt;br /&gt;
** factions with ideo and enotype&lt;br /&gt;
* Animal grazing:&lt;br /&gt;
** Take animal on caravan in an biome where they can eat.&lt;br /&gt;
** Doesn't allow wool/milk/egg to be gathered. &lt;br /&gt;
** Can tehy breed? Mixed reports&lt;br /&gt;
** Do they have to be pen animal, does training decay on caravan? Can it be tended on caravan?&lt;br /&gt;
** shepard has to have high plants to feed themelves, or they need to pack or be sent meals. Tribals have an easier time for this. &lt;br /&gt;
** If the gestation and resource growth times are close, and the timers for both progress on caravan, you come home, collect resources while they get pregnant. &lt;br /&gt;
** Btw if you clic on “rest” as soon as your caravan leaves for the world map, your caravan will rest right on top of your own colony. Caravans never get ambushed when sitting on top of a settlement, including your own. If you have more than one pawn guarding it, then at any point you can split the caravan and tell whichever half to come to your colony.&lt;br /&gt;
* Standard section for artificial body parts that show on the pawn visually - bionic eye  archktech eye, flesh whip, flesh tentacle, ghoul olatin, ghoul babrbs&lt;br /&gt;
* Go through psycast and be explict whrn can target self. &lt;br /&gt;
* Theres some bad advice mixed in with [[Wealth management]]&lt;br /&gt;
* Non-human pawn table standard:&lt;br /&gt;
** [[Mechanoid hive/Pawns]]&lt;br /&gt;
** [[Fleshbeasts/Pawns]]&lt;br /&gt;
** [[Insectoids/Pawns]]&lt;br /&gt;
* investigate ideal storage room. is an entire room filled with shelves thr same speed penalty as going over one shelf&lt;br /&gt;
* Standardise Analysis of [[wall torch lamp]]/[[torch lamp]]/[[wall lamp]]/[[standing lamp]]/[[flood light]]&lt;br /&gt;
* There are genes in the infobox on the page but the var isnt actually set. could automate the displays, the links in on the gene pages etc.&lt;br /&gt;
* Walls spliting non edifices in bedrooms for maximum beauty. put in corners 3x3s can hit 4 rooms and each room can have multiple.&lt;br /&gt;
* kind instinct and extra pain disable a number of bad fsctor and add a bunch of good factors massively increase conversion rate.&lt;br /&gt;
* [[Harbinger tree]]&lt;br /&gt;
* noble apparel template&lt;br /&gt;
* Light template&lt;br /&gt;
* Light pages all say that light does not stack but light does stack. does it only stack to 50%? or to the light sources max? if the latter that has impact on sunlamps.&lt;br /&gt;
* Gene list on xenotype infobox. Seems to not actually do anbything but it could...&lt;br /&gt;
* Raw food poisoning note &lt;br /&gt;
* Anesthetic strat via reddit: &amp;lt;!--I discovered this while looking in the game files: The status &amp;quot;anesthetic: woozy&amp;quot; has a small chance of 'affecting memory'. It eliminates one random thought every 5 days or so of pawns that are affected by this effect. That's not very often, so generally you won't ever notice this of course, but if you have a pawn that just lost a close relative, this mood debuff will last for 30 days so theoretically you can put them under over and over (every time they're down to &amp;quot;anesthetic: wearing off&amp;quot;), so they spend as much time as possible in this state, until the barbiturates mess up their brain so badly every memory of their beloved is gone &lt;br /&gt;
&lt;br /&gt;
For optimal chances of eliminating the right memory, make sure you reduce the number of thoughts the subject has to a minimum by putting them in an empty room with neutral food and recreation, no tattered apparel or anything like that. I doubt it's really worth the hassle, considering how small the chance is and that you have to spend a ton of herbal to put a pawn under so many times. But if you really don't want to deal with the mood debuff and don't want to take their legs off, this is one way to do it.--&amp;gt;&lt;br /&gt;
* A nice comparison template for toxic resistance and toxic environment resistacne that lets you compare at a glance. &lt;br /&gt;
* [[RimWorld Wiki:Style guide]] section about proper dlc icon and banner useage.&lt;br /&gt;
* Natural organs summaries are non-standard&lt;br /&gt;
* add weapon fire audio to pages&lt;br /&gt;
* IED antigrain has decent intro text, most ied intro text is bad.&lt;br /&gt;
* Bonus deathrest capacity from serums resets even if one implants another xenogerm with deathrest&lt;br /&gt;
* For every artificial body part that rplaces a harvestable body part, put/move the section about harvesting the organic version in the installation section and explicitly note that any damage/ailment/disease/scarring will cause the orgnaic oart to be lost forever.&lt;br /&gt;
** Related: Do fleshbeasts spawn when wheb replacing flesh part with artifical part?&lt;br /&gt;
* Do crypto chambers suspend the duration of negative mood buffs?&lt;br /&gt;
* Turrets are stunnable by stun damage as well as EMP, what does this mean?&lt;br /&gt;
* Split [[Property: Maintenance Reason]] into individual categories and update the wiki to do. &lt;br /&gt;
* [[Jump pack]] and [[locust armor]] need standardisation between the two of them.&lt;br /&gt;
* Can paramedics use NPD's for their patients? Regardless of answer, diseminate to NPD, NPM, Paramedic pages.&lt;br /&gt;
* If mechs dont make never sleep caravans stop, this is a significant benefit to mechs. Also consider reporting mechs and.half cyclers and body mastery as buggs if they do stop caravans&lt;br /&gt;
* shields and incinerators - using shields and agianst shieds&lt;br /&gt;
* perfect memory corrup obelisk&lt;br /&gt;
* crafted resource nav?&lt;br /&gt;
* can you scare animals away from their kills and your food stores with gunfire not targetted at them to avoid agroing&lt;br /&gt;
* Venom fangs might be good with all the Melee Damage Factor buffs. you can go like 74% buildup ij a single strike. A 20 damage attack Nominally deals thirty toxic build up but what's hapoens when the attack hits a finger that onky has 8 hp? dies it deal 12 TB? OR 30? does tge overflow matter? does tgat make a karger disparaty betewwww bite and scratch attacks&lt;br /&gt;
* templatize dlc banners for consistency and file name space detection &lt;br /&gt;
* Individal pages for each raid type? Might be useful for analysis. Already have ypsicic oens from mrotals.&lt;br /&gt;
* For each psycast, mentione the need for the a minimum psyfocus level&lt;br /&gt;
* Mech cluster combat power&lt;br /&gt;
you tu.be/FICHddV2cno&lt;br /&gt;
* Does [[Assembly Speed Factor]] increase above 100% cleanliness &lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
==Asks==&lt;br /&gt;
{{#ask: [[Coverage::+]] [[Type::Gear]]&lt;br /&gt;
|?Clothing For Nudity&lt;br /&gt;
|sort=Clothing For Nudity&lt;br /&gt;
|limit = 500}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
There are lots of things that have CLothing for nudity yes, but don't affec.t Need to make [[Nudity]] page. &lt;br /&gt;
&lt;br /&gt;
* Installing a detoxifier lung might completely subsidise its creation material wise because you can sell the lung?&lt;br /&gt;
* manhunter pulse is excellent against fleshbeasts but only affects some types?? &lt;br /&gt;
* Add canTarget to psycasts.&lt;br /&gt;
* Check the patches in the DLC data to see what changes - some items have descriptions change for example e.g. go-juice description re: psycasters.&lt;br /&gt;
* Mech gestators have progress bars displayed on their sprites. add to page&lt;br /&gt;
* Verify blood feeder precept only affects pawns with bloodfeeder gene not  all  hemogenic pawns,  and then disessminate  to relevant pages.&lt;br /&gt;
* Verify thump cannons don't have quality any more - previously they'd spawn as poor, Normal, and Good quality&lt;br /&gt;
* Add what buildings turn a room into on the building pages - i.e. beds turn a room into a bedroom, or if set to medical a hospital, or if set to prisoners a prison, or if more than one a barracks/hospital/prison barracks.&lt;br /&gt;
* xenogerm is probably the ideal early game transhumanist pleaser.&lt;br /&gt;
* test cataphract against venom fangs at skill 10&lt;br /&gt;
* [https://rimworldwiki.com/index.php?title=Loyalty&amp;amp;action=edit&amp;amp;redlink=1]&lt;br /&gt;
* [[Version/0.8.671]] - existed, but not documented.&lt;br /&gt;
* [[Version/1.0.2059]] - Real version number of 1.0.0?&lt;br /&gt;
* [[Version/1.1.2554]] - Real version number of 1.1.0?&lt;br /&gt;
* [[Blasting charges (mod)]] and [[Blasting charge]] and [[shiv]] - remake into obsolete page?&lt;br /&gt;
* Bionics body weight effects&lt;br /&gt;
* Accele-potato plant&lt;br /&gt;
* Temperature genes affect slept-in-cold/heat temperatures.&lt;br /&gt;
* Do crypto chambers suspend the duration of negative mood buffs&lt;br /&gt;
* [[Lore#Xenotypes]] and [https://store.steampowered.com/news/app/294100/view/3319740412995643281 steam page]&lt;br /&gt;
* [[Shield belt]]s protect against all forms of antigrain - fire shell, warhead being damaged, and ied. Wb flame and bomb explosions? &lt;br /&gt;
* [[Template:Ticks]] and its family of subtemplates is convoluted. Simplify and combine.&lt;br /&gt;
* Add Polluted biome to infoboxmain?&lt;br /&gt;
* psycast page genes.&lt;br /&gt;
* Melee damage gene = less turret explosions. + high quality Breach axe = good?  &lt;br /&gt;
* &amp;quot;The mortars aren’t even the real benefit of the new mortar system. The benefit is being able to carpet your base with IEDs since they become positively dirt cheap and never miss&amp;quot;&lt;br /&gt;
* Meal analyses expansion.&lt;br /&gt;
* mechanoid melee verbs on pages. See mechanoid table row for example.&lt;br /&gt;
* https://twitter.com/LudeonStudios/status/1642197185373585408 ribworld. DLC name theory context etc.&lt;br /&gt;
* Bring all raw plant foods to [[raw fungus]] standard.&lt;br /&gt;
* Children can meditate at teh anima tree. Mention and strategy.&lt;br /&gt;
* What is the net total of stat effects of Focus psycasts.&lt;br /&gt;
* {{MTB}} - Mean time between = time/failures. Reliability (chance of run without failure for given time) = e ^ (-failure rate x time)&lt;br /&gt;
** Stolen from Khitrir and Bork e.g. Chance of death from go juice. Mtb of death while in major 3 days = 3days/1 failure. Average time in major from a random OD 0.17 days. Chance of death from random OD = (1 - e&amp;lt;sup&amp;gt;(-(1/3)*0.17)) * chance of overdose 0.5% = 0.0275% chance of death per dose of gojuice&lt;br /&gt;
** make into auto template similar to [[Template:Ticks]]&lt;br /&gt;
* Console edition UX UI: https://www.youtube.com/watch?v=Gr8AK3r9Z_8&lt;br /&gt;
* Anicent lmaps are moving to core in 1.4, as are capes kinda.&lt;br /&gt;
* Effectiveness of Manhunter Pulse and animal pusler on yttakin raids.&lt;br /&gt;
* &amp;quot;Edit: Alright! So! Fully clean vanilla game, a pawn with no arms CAN feed themselves, but they CANNOT haul items, clean, or equip weapons, alongside many other things.&amp;quot; - per reddit user Lord_Of_Coffee. Despite manipulation not affecting cleaning time. so 1% manip = fully leaning speed 0 = no cleaning at all.&lt;br /&gt;
* Who gets an archotech eye:&lt;br /&gt;
** Only the following get bonuses above 100%: Shooters, Melee, Cooks, Doctors, Researchers&lt;br /&gt;
** '''Shooters''': Full bonus.&lt;br /&gt;
** '''Melee''': Full bonus.&lt;br /&gt;
** '''Cooks''': Reach cap with at skill 15 with gastro analyser. 16 with 2x bionic arms. 12 with 2x archotech arms. Or 11 with gastro an bionics (add arm bonuses to [[cooking speed]]. &lt;br /&gt;
** '''Doctors''': Only need 1 and 1x bionic eye to cap, and even then the bionic is a small bonus&lt;br /&gt;
** '''Researchers''': Reach cap with 1x bionic eye&lt;br /&gt;
** Doctors and fighters of either type, but only 1 eye each at first. because of the weighting for the dominant eye&lt;br /&gt;
* Derp - royalty and ideology planets and moons are the same but rotated. Figure out what to do re them. &lt;br /&gt;
* [[:File:ChangeGameVersion.mp4]]&lt;br /&gt;
* Archotech towers emit negative mood in radius like psychic emitters. &lt;br /&gt;
* Cheapest chair type, quality and material to get comfort 1.0+&lt;br /&gt;
* [[:File:Deermale_east.png]] Old version is higher res. From art source? Crop to 128?&lt;br /&gt;
* Add a habitat counter for leather list? As in animals that drop this leather are available in the following biomes: blah.&lt;br /&gt;
* Psycaster apparel and Noble apparel summaries.&lt;br /&gt;
** [[title]] cloth requirement tags are sorted - need to create standardized template for use in Summary Sections of required clothes to replace the current :Up to the rank of blah this or an altenrative is needed&amp;quot; This should be placed in summaries as well anyway.&lt;br /&gt;
* Titles - rewrite the noble and eltex apparel pages to reflect the reality of title requirements per [[Titles#General_mechanics]] - e.g. cape is cost effective and proective as it works for the body slot for every rank up to Count, eltext shirt and a prestige cataphtract helmet can be worn by anyone etc.&lt;br /&gt;
* [[Mindscrew#Removal]] for the other unremovable implants?&lt;br /&gt;
* Buildings that need to be in the ideo to buidl - e.g. altars, need to be noted in acquisition&lt;br /&gt;
* Sandbags v Barricades&lt;br /&gt;
** Same cover. Same time to walk over each. Barricades are much slower to construct. &amp;quot;You can use sandbags in a pinch when attacking enemy installations. At only 3 work to make, you essentially have portable cover&amp;quot;. But permanent are better left to barricades - they're less uglgy and tend to have more HP. For this reason, Plasteel barricades are best for permanent defensive locations.  High teier leathers that compete with stone tend to be in hgh demands. The terrain affordance may sometimes be relevant tho. &lt;br /&gt;
* Table-ize factors on stats to allow sorting?&lt;br /&gt;
* destroyyield is nonstandard in infobox main, should be destroy yield&lt;br /&gt;
* AP of AoE weapons including grenades.&lt;br /&gt;
* Roof drop traps deal between 15 and 30 crush damage at 0 AP to the any of the following: Neck, Head, Eyes, Ears, Nose, Jaw for humans. Helmets and flak vests make for significantly reductions to the damage dealt. Construction helmets are relevant. Check efficacy on tribals vs pirates vs mechs vs bugs. Discuss roof traps on new [[Roof]] page when created. &lt;br /&gt;
* A place to host a combined table for both [[Floors]] and [[Terrain]]. &lt;br /&gt;
* Potatoes in hydroponics for deserts because of work efficiency per food&lt;br /&gt;
* [[Advanced Endgame Guide]] [[Quests]] [[Ending the game]] - all cover the same content and are somewhat redundant in doing so.&lt;br /&gt;
* All animals and sycthers have a hit chance of 62%, add to DPS calc? &lt;br /&gt;
* Trait analysis? Psychopath huamn butchers, wimp animal tamers, &lt;br /&gt;
* [[Ancient ruined tank]] - prevents moving over it, but does not prevent firing over it. Essentially a vanilla embrasure.&lt;br /&gt;
* [https://www.reddit.com/r/RimWorld/comments/sre5j7/do_you_know_that_shooting_at_a_hostile_target/ shooting at a hostile target will gain you more than 8 times the xp than a neutral target]&lt;br /&gt;
* All the pain effects have to be checked: Many are just written as -10%, when actually they're pain x90%, while some like [[smokeleaf joint]]s are actually offsets.&lt;br /&gt;
* Investigate the worth of [[Psychically deaf]] pawns as melee pawns, as they're immune to dropping blinding/berserk pulse/etc but their enemies arne't and will be bunched up around them. Neuroquake? If everyone is psy deaf though, you can do tactics like &amp;quot;leaving psychic drone ships intact, deliberately building a protective temple around them, and watch as enemies who show up have to eat -50 mood penalties&amp;quot; Anytime you're immune to something that everyone else isn't, you can intentionally make them all miserable by filling your environment with the thing wihch doesn't affect you.&lt;br /&gt;
* Given the vitals monitor acts as an offset, how do its effects stack with the hopsital bed? ARe they affectd by quality, do they need to be added to the automated tables like dresser/end table. etc.&lt;br /&gt;
* Finish Mortar Pits in [[Mortar#Mortar_pits]]&lt;br /&gt;
* Half cyclers for anima and guarantlen trees? +Slaves for cleaners&lt;br /&gt;
* [[Mental break#Manhunter]] - list of herd animals.&lt;br /&gt;
* [[Prisoner#Prison_breaks]], [[Prison break]]. [[Events#Prison break]] - detail and integration. Focus likely should be on the prisoner page, with the event page summarizing it and redirecting to it as main. Redirect should as well. &lt;br /&gt;
* [[Hypothermia]], [[Hypothermic slowdown]], [[Heatstroke]] cleanup and format standardization. &lt;br /&gt;
* only 40% of pawns will meditate for recreation, only 50% will pray.&lt;br /&gt;
* Do slaves make good gau pruners? Does pruning give recreation like meditating at anima? idt so? if not the base happiness boost and the lack of rec time need means that they spend more time pruning &lt;br /&gt;
* Stoves produce heat. need thing like other heat producers have.&lt;br /&gt;
* Which rec/priduction builds etc can be used with chairs. Place in summary&lt;br /&gt;
* All the [[Diseases]] need linking to the capacity pages as well as being put on the capacity pages themselves.&lt;br /&gt;
* add points/silver etc on to [[raid points]]&lt;br /&gt;
* list of animals does not have the products that the animals produce, nor their nutritional efficiency from being a dairy/hatchery animal (e.g. (cows milk per day * milk nutrition)/nutrition consumption per day&lt;br /&gt;
* Does comfort increase at a rate proportional to value, or just to a max proportional to the value? Wb under 100% and above?&lt;br /&gt;
* [[Mortar Miss Radius Multiplier]] it doesn't have capacity factors like normal, instead it has capacity offsets similar to the melee hit, melee dodge, and shooting accuracy. Afaik its the only non-post processed example. Should this replace the normal importance stats then?&lt;br /&gt;
* Do textiles have door speeds now with animal flap?&lt;br /&gt;
* [[Drug Crop Harvest Yield]]&lt;br /&gt;
* Work as a concept should be made into a page, see also [[Work To Make]], but that only applies to certain things. Work is consistent hwoeve e.g. work to mine.&lt;br /&gt;
* Can now jump pack with downed pawns. Page needs updating with strats.&lt;br /&gt;
* [[Terrain]] water has a extraDeteriorationFactor var of 3. Investigate and integrate.&lt;br /&gt;
* Tree connection and cocoa trees? DO they count&lt;br /&gt;
* [[Gunlink|Gunlinks]], see u/Hanif_Shakiba's very good post and update the analysis based on own findings and their post - key points, 1) Doubling of DPS of skill 0 pawn at combat relevant distances (12tiles)= Significant increase, check if HS's post agrees, 2) risk of headshot small, what weapons can 1 shot brain and does their ap invalidate most of the protection the simple helmet offers anyway? Lancer will basically ignore both so why not have better DPS? Once you upgrade to Marine/Cata then the eqn changes.&lt;br /&gt;
* Weapon testing - khit says that other discord users found that spear &amp;gt; longsword due to verb system changes fixing previous issue with spear. Needs new testing. Also need warhammer vs mace testing with steel and uranium. [[User: XeoNovaDan]] did previous mass testing. How? Mods? Dev Mode? Need to find out.&lt;br /&gt;
* [[Slavery]] and [[Human Resources]] need to be better integrated.&lt;br /&gt;
* style dominance.&lt;br /&gt;
* When 1.3 releases, use the list from the Goodwill folder to add to [[Factions]]&lt;br /&gt;
* Disfigurement needs to be on the injury page and linkt to from the social page, also the fact that it nullifies beauty traits but not ugly traits should be mentioned. &lt;br /&gt;
* Do animals get [[Food poisoning]] from raw foods? Its defined as &amp;quot;FoodPoisonChanceFixedHuman&amp;quot; which implies no and I've never seen it. Needs to be confirmed and integrated into the wiki. &lt;br /&gt;
* Effect of 1 strike from [[Venom fangs]] and [[venom talon]] - how much does 1 strike cause [[Toxic buildup]] and whats the effect on [[Consciousness]] i.e. how quickly does it debuff enemies. &lt;br /&gt;
* [[Wealth management]]&lt;br /&gt;
* [[User:Pangaea/Pawn test]]&lt;br /&gt;
* [[Circadian_half-cycler#Analysis]]&lt;br /&gt;
* [[Social]] - the opinion tables need updating&lt;br /&gt;
* harvestMinGrowth add to pages? - could be useful for production/time analysis if cutting down early produces more. check. &lt;br /&gt;
* [[Stat]] skills need to be defined like Capacities - with &amp;quot;Animals Base Value&amp;quot; and &amp;quot;Intellectual Bonus Per Level&amp;quot; as they can have more than one skill (e.g. hunting stealth). They ALL need to changed to fix this.&lt;br /&gt;
* stats should list allowed defect&lt;br /&gt;
* investigate if neural heat dump coma shortened by psy foil helmet&lt;br /&gt;
* Change stat table and others to templates to make use of Is Obsolete property (feed it to template, display if not obsolete property != True)&lt;br /&gt;
* [[Jade]] has different work to make and work to build stat factors&lt;br /&gt;
* Melee comparison page - add Maximum damage attack (or all attacks?), add cooldown, split material from quality (so you can look at only Plasteel weapons, or only Legendary Weapons).&lt;br /&gt;
*[[Diseases]] is a mess of non-standardization - with some information transcluded and other information not. The diseases should be standardized at least,. but really its likely that diseases shouldn't have the information and instead individual pages should be use with only a short summary of each disease on the Diseases page. &lt;br /&gt;
* Create attack animal comparison table? With health scale, DPS, training requirements&lt;br /&gt;
* [[Property:Small Volume]] exist but isn't displayed anywhere&lt;br /&gt;
* rewrite all the pages for the psyfocuses to properly reflect their use as such.&lt;br /&gt;
* Combat effectiveness of [[yayo]], adding [[overdose]] information&lt;br /&gt;
* [[Hospital_bed#Version_history]] is clean. Implement?&lt;br /&gt;
* Animals with wilderness above 10% (meaning all animals aside from farm animals) will have their tameness training degrade eventually&lt;br /&gt;
* Fix frag grenade and add to table.&lt;br /&gt;
* Tribal improved foraging vs outlander improved research and the effects on recruiting people of your tech level aren't anywhere I can find on the wiki&lt;br /&gt;
* [[Talk:Armor| Heat Armor]]&lt;br /&gt;
* Finish convert of [[Armor#Comparison table|Armor comparison table]] into row template ala ranged table on [[Weapons]], including steel and plasteel versions of material dependent metal items, include cloth, devilstrand, hyperweave and thrumbofur of cloth items? Maybe bloat. Put cloth items on clothing table only?&lt;br /&gt;
* [[Traits]] needs an overhaul. A lot of outdated info, a lot of subsidiary info. Investigate &amp;quot;Character Quality&amp;quot;  - beautiful adds 40% quality, staggeringly ugly reduces by 40%, wimp reduces by 15% etc&lt;br /&gt;
* [[Ice Sheet Guide]] - update, compare with previous edit-warred version&lt;br /&gt;
&lt;br /&gt;
==== 1.5 ====&lt;br /&gt;
Draykoth &lt;br /&gt;
Reading isn't just a learning activity, it's the best one, because it's the only one you can force a child to do. Instead of waiting for them to hit 90% learning and then do it on their own, if they have the reading learning need, you can just order them to go read&lt;br /&gt;
and they'll actually learn stuff if you have good books, not just get recreation &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reports that you can imprisone and study cult of horax membiers.&lt;br /&gt;
* [[mechanoid slag chunk]]&lt;br /&gt;
* [[Bionic jaw]]&lt;br /&gt;
* [[organ decay]] - scarless cures organ decay, affects heart, lungs and kidneys, one each only. Bioregeneration doesn't cure organ decay but does stop the counter. Mech serum cures it&lt;br /&gt;
&lt;br /&gt;
Anomaly&lt;br /&gt;
[[pit gate]]&lt;br /&gt;
[[cube sculpture]]&lt;br /&gt;
[[pit burrow]]&lt;br /&gt;
[[gray box]]&lt;br /&gt;
&lt;br /&gt;
New textures:&lt;br /&gt;
* Weapons&lt;br /&gt;
&lt;br /&gt;
Lore:&lt;br /&gt;
* research strings&lt;br /&gt;
* book rulestrings, planet descriptions - can also tell thingsa bout specific types of planet (e.g. toxworlds generally) not  specific planets&lt;br /&gt;
* Planet list of types.&lt;br /&gt;
&lt;br /&gt;
Unreported change&lt;br /&gt;
* Drill arms on the shoulder. &lt;br /&gt;
* Shelves don't have quality&lt;br /&gt;
* Smelt or destroy thing combined bill on smelter&lt;br /&gt;
* psy lances had warmup or cooldown chances changed?&lt;br /&gt;
* skulls are core&lt;br /&gt;
* trade price improvement now capped at 39.50%&lt;br /&gt;
 Cooking speed uncapped?&lt;br /&gt;
&lt;br /&gt;
Unrleated to 1.5 but to be implemented:&lt;br /&gt;
For example, Baby Infant Illness is NOT cured by the biosculptor -- but you can keep tossing in the baby until Grave Illness switches to Common&lt;br /&gt;
&lt;br /&gt;
After some quick tests - Looks like piercing spine is.. still behaving a little weird but this doesn't seem like a bug so much as a weird damage type thing.&lt;br /&gt;
It does 30 damage when hitting an external part (which is quite uncommon, possibly need to look at piercing spine specifically to see if it's got an abnormally high internal part hit chance).&lt;br /&gt;
When hitting an internal part it does 22.5 damage to the parent part and 12 damage to the internal part. Which is a little weird because regular stabs just do their full damage distributed evenly amongst the parts hit.. This is instead doing 75% damage to the parent and 40% to the internal for a *slight* damage increase.&lt;br /&gt;
There's no longer the armor interaction weirdness. Now if that internal part was targeted and the hit was mitigated by armor it would do 11 to the parent and 6 to the internal part.&lt;br /&gt;
The changes make piercing spine vastly less lethal, but probably more useful. You won't randomly poke someone's liver out and kill them immediately, but on the other hand you *will* do a bunch of torso damage and cause them to bleed if you hit something like a stomach, kidney ect. Previously you could just pop out someone's stomach with a piercing spine and they'd be literally unharmed minus the part.&lt;br /&gt;
&lt;br /&gt;
Yeah it's now incapable of removing an internal part without damaging the external part, which is how basically all other damage types work. It should be *vastly* more consistent, less spontaniously lethal (the damage done to internal parts has gone down substantially, below the threshold for 1-shots in most case), and better when contributing to damage done by other damage types&lt;br /&gt;
And now piercing spines won't do that annoying thing where they magically remove someone's stomach or kidney, which has no impact on their combat performance whatsoever. Now they'll have a substantially mangled torso and a damaged stomach/kidney instead&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Apparel !! Cold insulation !! Heat insulation !! Material Cost&lt;br /&gt;
|-&lt;br /&gt;
| Button-down shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Insulation Factor - Cold}} + {{Q|Button-down shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Insulation Factor - Heat}} + {{Q|Button-down shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|Button-down shirt|Resource 1 Amount}} + {{Q|Button-down shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| T-shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Insulation Factor - Cold}} + {{Q|T-shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Insulation Factor - Heat}} + {{Q|T-shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|T-shirt|Resource 1 Amount}} + {{Q|T-shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| Formal shirt&amp;lt;br&amp;gt;+Pants &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Insulation Factor - Cold}} + {{Q|Formal shirt|Insulation Factor - Cold}}}} &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Insulation Factor - Heat}} + {{Q|Formal shirt|Insulation Factor - Heat}}}} &lt;br /&gt;
| {{#expr: {{Q|Formal shirt|Resource 1 Amount}} + {{Q|Formal shirt|Resource 1 Amount}}}} &lt;br /&gt;
|-&lt;br /&gt;
| Tribalwear&lt;br /&gt;
| {{Q|Tribalwear|Insulation Factor - Cold}}&lt;br /&gt;
| {{Q|Tribalwear|Insulation Factor - Heat}}&lt;br /&gt;
| {{Q|Tribalwear|Resource 1 Amount}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Changelog&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
RimWorld update 1.5 public changelog&lt;br /&gt;
New stuff - base game&lt;br /&gt;
Books and bookcases&lt;br /&gt;
Added books. Colonists can acquire books and read them for recreation and for their unique bonuses: textbooks increase a specific skill, schematics progress a certain research project, and novels increase recreation faster.&lt;br /&gt;
Added bookcases. These are used to store books. Storing books in bookcases increases the beauty of a room, makes nearby research benches faster, and increases the XP and recreation gained from reading.&lt;br /&gt;
Books are obtained from traders or quest rewards.&lt;br /&gt;
Wall lamps, flood lights, hidden conduits, couches, and ornate doors&lt;br /&gt;
Added wall lamps and wall torches which are placed directly on walls. They provide slightly less light compared to their standing version.&lt;br /&gt;
Added flood lights. These are powerful and expensive outdoor lights that cover large areas.&lt;br /&gt;
Added hidden conduits. These are invisible unless the building or power UI is active. Hidden conduits are harder to damage from explosions or fire.&lt;br /&gt;
Added couches. They function like armchairs but have room for two colonists instead of one.&lt;br /&gt;
Added ornate doors. These are the first 2x1 doors in RimWorld and they suit prestigious buildings like throne rooms and temples.&lt;br /&gt;
Mechanoid water emergence and slag chunks&lt;br /&gt;
Mechanoids can now emerge from bodies of water to attack your colony.&lt;br /&gt;
Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)&lt;br /&gt;
Crawling&lt;br /&gt;
When downed, humans still capable of manipulation can now crawl on the ground instead of being fully incapacitated.&lt;br /&gt;
Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Enemies can crawl too.&lt;br /&gt;
New wanderers after a “game over”&lt;br /&gt;
When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony.&lt;br /&gt;
This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game.&lt;br /&gt;
This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.&lt;br /&gt;
UI and art&lt;br /&gt;
Added a search tool (default hotkey: Z) which allows searching visible areas on the map for items, buildings, plants, creatures, and more.&lt;br /&gt;
Added an option to make colonists’ moods on the colonist bar much more visible. They change color and glow when below mental break thresholds.&lt;br /&gt;
Added silhouette highlighting when the camera is zoomed out to make pawns more visible. This can be customized in the game’s settings.&lt;br /&gt;
Added a 12 / 24 hour clock option.&lt;br /&gt;
Added a zoom to mouse option where the game zooms in towards the position of your mouse, instead of the center of the screen.&lt;br /&gt;
Redesigned the prisoner tab.&lt;br /&gt;
Redesigned the health tab.&lt;br /&gt;
New and improved weapon art.&lt;br /&gt;
Improved plant art and added immature and leafless variants.&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Added “Clean room” command for colonists.&lt;br /&gt;
Added &amp;quot;Mine vein&amp;quot; designator. This command orders colonists to mine out all connected mineral of a single type with one click.&lt;br /&gt;
Added separate &amp;quot;smooth walls&amp;quot; and &amp;quot;smooth floors&amp;quot; designations to structure and floor architect tabs.&lt;br /&gt;
Added a bionic jaw prosthetic.&lt;br /&gt;
Added the organ decay disease.&lt;br /&gt;
Added auto rebuild option on firefoam poppers.&lt;br /&gt;
Added the ability to dismiss traders.&lt;br /&gt;
Added new options on the world map to easily send caravans.&lt;br /&gt;
Added new SFX for animals eating.&lt;br /&gt;
Added new jungle night ambience SFX. This removes the old high-pitched noises.&lt;br /&gt;
Added new warm up SFX for psychic shock lances, psychic insanity lances, psychic animal pulsers.&lt;br /&gt;
Added and updated SFX for melee &amp;amp; ranged hit impacts.&lt;br /&gt;
Improvements and adjustments - base game&lt;br /&gt;
Pawns&lt;br /&gt;
Ensure humanlikes are fed first in caravans.&lt;br /&gt;
Allowed capturing carried pawns.&lt;br /&gt;
Ascetics ignore &amp;quot;Ate without table&amp;quot; thought.&lt;br /&gt;
Improved construction hauling.&lt;br /&gt;
Ensure beggars never show up with the requested item in their inventory.&lt;br /&gt;
Confused wandering has a max duration of 2 days.&lt;br /&gt;
Non-player faction animals with no lord eventually leave the map.&lt;br /&gt;
Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and other equivalent equipment.&lt;br /&gt;
Increase target prone accuracy modifier from 20% to 50%.&lt;br /&gt;
Bionic stomachs reduce the chance of getting food poisoning by half.&lt;br /&gt;
Added north and south facing artwork for all dessicated animals.&lt;br /&gt;
Death-on-downed chance now applies to non damage health state changes.&lt;br /&gt;
Rebalance brawler trait to offset skill more than mood.&lt;br /&gt;
Tending to non-hostile factions improves goodwill.&lt;br /&gt;
Killed leavings are deterministic instead of random on death.&lt;br /&gt;
Invisible pawns no longer block hostiles from pathing through them.&lt;br /&gt;
Added “pyro used fire weapon” thought.&lt;br /&gt;
Improved firefighting so colonists prioritize putting out nearby fires.&lt;br /&gt;
Teetotaler vs chemical interest opinion now only applies to teetotaler trait, not idelogion.&lt;br /&gt;
Starting colonists have a chance to spawn with possessions related to their traits.&lt;br /&gt;
UI and art&lt;br /&gt;
Improved research UI.&lt;br /&gt;
Improved policy UI.&lt;br /&gt;
Changed visuals for tainted apparel&lt;br /&gt;
Added a corpse color modifier and changed rotting corpse colors.&lt;br /&gt;
Display progress on research projects in project tooltip.&lt;br /&gt;
Research benches display research speed factors on the inspect pane instead of work speed.&lt;br /&gt;
Clicking the &amp;quot;Need research&amp;quot; alert opens the research tab.&lt;br /&gt;
Draw the light radius of torches, braziers and lamps in yellow when placing or selected.&lt;br /&gt;
New pawns will always be placed to the right side of the colonist bar.&lt;br /&gt;
Allow targeting via the colonist bar.&lt;br /&gt;
Adjust stat names slightly so they fit better in tooltips.&lt;br /&gt;
Zones are renamed by the button on the inspect pane instead of by the gizmo.&lt;br /&gt;
Add thought title to thought tooltip in case it's too long for the needs card.&lt;br /&gt;
Food now shows its ingredients in the tooltip in caravan/trade dialogs.&lt;br /&gt;
Ingredients in menus are now sorted from highest quantity to lowest.&lt;br /&gt;
Added research project info to research bench inspect panes.&lt;br /&gt;
Egg box has a &amp;quot;select contained thing&amp;quot; gizmo.&lt;br /&gt;
Replaced X button texture with trash can for all &amp;quot;delete&amp;quot; instances.&lt;br /&gt;
List &amp;quot;efficiency&amp;quot; of added parts in point form like other hediff effects.&lt;br /&gt;
Relabel misc injury to &amp;quot;wound&amp;quot;.&lt;br /&gt;
Remove &amp;quot;shot by X&amp;quot; in tooltips if the pawn is player controlled and not drafted.&lt;br /&gt;
Draw subtle background over main menu links to prevent bright backgrounds rendering them invisible.&lt;br /&gt;
When using a techprof persona core, bring up the research completed window.&lt;br /&gt;
“Select contained thing” gizmo now displays the thing as the icon.&lt;br /&gt;
Update Ludeon logo on main menu links.&lt;br /&gt;
Reorganized some buildables on the furniture architect tab.&lt;br /&gt;
Hide meditation focus radius ring from torches and braziers.&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Allow creating storage groups for single shelves by clicking the &amp;quot;rename&amp;quot; button on the inspect pane.&lt;br /&gt;
Show message when various abilities' cooldown ends.&lt;br /&gt;
Undergrounder trait description mentions pawns will be unhappy outdoors.&lt;br /&gt;
Added an option to increase/decrease the number of autosaves the game will keep (1-25)&lt;br /&gt;
Lung rot moved from Biotech to Core.&lt;br /&gt;
Infestations now refund/minify any buildings they destroy.&lt;br /&gt;
Update bridges to be the same color as wood floors.&lt;br /&gt;
Moved natural hair ColorDefs to Core from Ideology.&lt;br /&gt;
Meteorite strikes will no longer hit monuments.&lt;br /&gt;
Fires produce light.&lt;br /&gt;
Things to load into transport pods can now be changed at any time.&lt;br /&gt;
Numpad enter can now be used in dialogs the same way that return can.&lt;br /&gt;
Scale damage to buildings from fire/burn damage by their flammability.&lt;br /&gt;
Removed some spot building exploits.&lt;br /&gt;
Foam turret activation cooldown is paused while repressurizing and unpowered.&lt;br /&gt;
Gas now dissipates slower in roofed areas.&lt;br /&gt;
Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.&lt;br /&gt;
Adjusted some backstories to align with universe canon.&lt;br /&gt;
Improve descriptions of hediffs for prosthetics.&lt;br /&gt;
Rephrased grid excess/stored inspect string for clarity. Now &amp;quot;Grid excess: X (Y stored)&amp;quot;.&lt;br /&gt;
Improved lighting for roof eaves.&lt;br /&gt;
Updated flame damage to scale with building flammability.&lt;br /&gt;
Added &amp;quot;resources to make&amp;quot; stat entry for buildables.&lt;br /&gt;
Created an &amp;quot;ingredients&amp;quot; stat entry for craftable ThingDefs.&lt;br /&gt;
Added a duplicate area button to the area management window.&lt;br /&gt;
Added new Core tips.&lt;br /&gt;
Tinctoria now has a lifespan of 12 days.&lt;br /&gt;
Improvements and adjustments - Royalty&lt;br /&gt;
Bestower and guards exit the map more quickly.&lt;br /&gt;
Increased work to build for braziers.&lt;br /&gt;
Improvements and adjustments - Ideology&lt;br /&gt;
Ideoligion pawn column is not drawn in Ideology disabled mode.&lt;br /&gt;
Styling stations now display favorite and ideoligion colors with a small icon.&lt;br /&gt;
Trader inventories try to use the styles available for their primary ideoligion.&lt;br /&gt;
Update drug policy records when pawn leaves biosculptor pods.&lt;br /&gt;
Moral guide abilities now wake up sleeping pawns.&lt;br /&gt;
&amp;quot;Unlocked by X&amp;quot; -&amp;gt; &amp;quot;Origin X&amp;quot; for building styles from memes in precept edit dialog.&lt;br /&gt;
Reliquary has a “select contained thing” gizmo.&lt;br /&gt;
Loudspeakers and lightballs can now be switched on and off.&lt;br /&gt;
Improvements and adjustments - Biotech&lt;br /&gt;
Adjusted wastepack incident to consider pollution.&lt;br /&gt;
Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.&lt;br /&gt;
Slightly reduce the mass of sashes.&lt;br /&gt;
Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.&lt;br /&gt;
Remove reference to damage over time in acid spray gene description.&lt;br /&gt;
Added toxalope corpse artwork.&lt;br /&gt;
Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
Displayed a stat entry for turrets attached to pawns, such as heavy mechs.&lt;br /&gt;
Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
Displayed when a mechanitor is required to start the next cycle in gestator inspect strings.&lt;br /&gt;
Updated fire spew LOS highlighting.&lt;br /&gt;
Berserk and similar psycasts no longer work on bosses.&lt;br /&gt;
Apocriton is ultraheavy weight class mech.&lt;br /&gt;
Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
Babies in caravans now ignore drug policies like they do on map.&lt;br /&gt;
Added float menu option to take baby to a safe location.&lt;br /&gt;
Dev tools&lt;br /&gt;
Added “Start game with dev palette on” settings option.&lt;br /&gt;
Only show names for official mods in incident chances debug output.&lt;br /&gt;
Added more columns to incident chances debug output.&lt;br /&gt;
Added tools for unfogging and refogging rects of the map.&lt;br /&gt;
Improvements to the &amp;quot;change style&amp;quot; tool. Allow changing colors of hair and apparel instantly in dev mode. Allow changing style of dead or otherwise unspawned pawns.&lt;br /&gt;
Added debug tool for spawning pawns of a specific lifestage.&lt;br /&gt;
Added tool for tending all bleeding hediffs.&lt;br /&gt;
Added &amp;quot;destroy part&amp;quot; option to apply damage dev tool.&lt;br /&gt;
Added pinnable &amp;quot;add hediff&amp;quot; debug action.&lt;br /&gt;
Dev palette entries no longer re-cache their labels.&lt;br /&gt;
Added &amp;quot;None&amp;quot; option for &amp;quot;Set faction&amp;quot; dev tool.&lt;br /&gt;
Added an editor window for authoring SimpleCurve objects.&lt;br /&gt;
Added contents in braces to &amp;quot;add hediff&amp;quot; debug table for hediffs with names shared by another.&lt;br /&gt;
Smooth surface applies instantly if in godmode.&lt;br /&gt;
Fires are now spawnable with the &amp;quot;Spawn thing&amp;quot; tool. Spawning fires on top of existing ones will increase the size.&lt;br /&gt;
Added &amp;quot;Recalculate threat points&amp;quot; debug action. &amp;quot;Current threat points&amp;quot; output recalculates before logging.&lt;br /&gt;
Added “Music debugger”&lt;br /&gt;
Technical&lt;br /&gt;
Rewrote pawn rendering to use a parent/child node system. This allows for animations and visual dynamic parts to be added/removed easily (technical document link).&lt;br /&gt;
Implemented asset hot-reload for developer/modder ease.&lt;br /&gt;
Added support for maps which don’t have a corresponding world tile.&lt;br /&gt;
Added new virtual relationship record system. Maintains relationship information without bloating save files.&lt;br /&gt;
Pawn rendering is now multithreaded.&lt;br /&gt;
Added a new super-fast dynamic thing culling system.&lt;br /&gt;
Added support for wall attached buildings.&lt;br /&gt;
Added infection pathway system. These allow for the easy tracking and explanation of infection for the purposes of hediffs and incidents. Only used for some Anomaly content, does not change how base game infection works. Infection pathways can optionally require a source pawn kind attached to them for extra detail.&lt;br /&gt;
Added a new music system which can change between songs based on current game state.&lt;br /&gt;
Optimizations to various alerts.&lt;br /&gt;
Small optimizations to beauty calculations.&lt;br /&gt;
Optimize food searching for animals in pens.&lt;br /&gt;
Minor performance improvements for tending WorkGivers.&lt;br /&gt;
Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map.&lt;br /&gt;
Decoupled AbilityDef.level from psylink to allow modders to create other leveled abilities.&lt;br /&gt;
Added timestamps and repetition count on log messages.&lt;br /&gt;
Replace MapMeshFlags enum with a Def.&lt;br /&gt;
Updated Russian language worker.&lt;br /&gt;
Add dev gizmo to manually toggle building power.&lt;br /&gt;
Added disableImpassableShotOverConfigError flag to ThingDef.&lt;br /&gt;
Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.&lt;br /&gt;
Damage effect pawn tinting is done in material property block instead of copying a new material.&lt;br /&gt;
Tick equipment on pawns.&lt;br /&gt;
Removed redundant burning stump spawn check.&lt;br /&gt;
Small optimization for gas section layer setup.&lt;br /&gt;
Unified import modes for building atlases.&lt;br /&gt;
Allow ThingComps to affect Thing stats like CompAffectedByFacilities.&lt;br /&gt;
Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.&lt;br /&gt;
Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.&lt;br /&gt;
Skill gains/possessions from traits and backstories have a custom xml loader which reduces xml config.&lt;br /&gt;
Replace BackstoryDef's &amp;quot;baseDesc&amp;quot; with Def's &amp;quot;description&amp;quot; field.&lt;br /&gt;
Made xpGainAmount from skilltrainers configurable.&lt;br /&gt;
Removed CompProperties_Neurotrainer and CompNeurotrainer, replaced them with existing skill/ability gaining comps.&lt;br /&gt;
Gas rendering now sends density values to the shader and color and texturing is resolved there.&lt;br /&gt;
Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.&lt;br /&gt;
Hediffs can now override the skin shader.&lt;br /&gt;
Disabled work types use a cached value instead of recalculating every call.&lt;br /&gt;
Changed steamAppId to uint.&lt;br /&gt;
More control over flecks/motes via XML.&lt;br /&gt;
Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().&lt;br /&gt;
Renamed classic -&amp;gt; classicExtraMode and hiddenIdeoMode -&amp;gt; classicMode.&lt;br /&gt;
Removed Biotech MayRequire from MeleeDamageFactor stat.&lt;br /&gt;
If a customizer is defined, rule selection for &amp;quot;p=&amp;quot; acts like priority instead of weight.&lt;br /&gt;
Increased float range serialization precision.&lt;br /&gt;
Allowed areas are now per map.&lt;br /&gt;
Reduce the base maxRemembered value of history events to alleviate some save file bloat.&lt;br /&gt;
Bugfixes&lt;br /&gt;
Fix: Meteorites leaving stone change terrain after save/load cycle.&lt;br /&gt;
Fix: Many pawns in a small space can cause heat to build up forever.&lt;br /&gt;
Fix: Checking/unchecking pregnant animal slaughter inconsistent with checking/unchecking slaughter bonded with animals total.&lt;br /&gt;
Fix: Auto-slaughter attempting to slaughter youngest animals and pregnant first.&lt;br /&gt;
Fix: Psychic suppressor constantly being reapplied at edge of range on world map.&lt;br /&gt;
Fix translation issue: Wrong surgery outcome texts without Biotech.&lt;br /&gt;
Fix: Lodgers can farskip and enter ancient complex shuttles.&lt;br /&gt;
Fix: Several issues with pollution clearing.&lt;br /&gt;
Fix: Neurotrainers not including aptitudes in message.&lt;br /&gt;
Fix: CompPollutionPump uses Find.CurrentMap for artificial building check.&lt;br /&gt;
Fix: Out of bounds error when looking for a meditation spot.&lt;br /&gt;
Fix: Mineable steel generation in tutorial.&lt;br /&gt;
Fix: Smeltable thing filter allowing wooden apparel to be smelted.&lt;br /&gt;
Fix: Unfogging working incorrectly for large buildings.&lt;br /&gt;
Fix: Ink black hair not rendering the correct color.&lt;br /&gt;
Fix: Nudists trigger “need warm clothes” alert.&lt;br /&gt;
Fix: Error getting null target for throne/bedroom requirements alert explantation.&lt;br /&gt;
Fix: Whitespace on claw injury label.&lt;br /&gt;
Fix: Gatherings could select invalid organizers.&lt;br /&gt;
Fix: Team skills showing disabled skills.&lt;br /&gt;
Fix: Duelists interacting while in ritual.&lt;br /&gt;
Fix: uint parsing failure.&lt;br /&gt;
Fix: Mech bosses can be called one after the other within a 2 second window.&lt;br /&gt;
Fix: Consumable items can appear as relics.&lt;br /&gt;
Fix: Installation blueprints render behind things.&lt;br /&gt;
Fix: Ancient fences and wire not deconstructible.&lt;br /&gt;
Fix: Hediff iteration not correctly accounting for hediff removal.&lt;br /&gt;
Fix: Targeting circle not displaying above some thing overlays.&lt;br /&gt;
Fix: Prevent wall raise from being used on indestructible things.&lt;br /&gt;
Fix: If a pawn dies while jumping, their corpse (and held item) is not spawned.&lt;br /&gt;
Fix: Melee trap damage/ap stats display as 5x as high, despite being spread over 5 hits.&lt;br /&gt;
Fix: Precept_Role.apparelRequirements potential NullReferenceException.&lt;br /&gt;
Fix: Organ traded/sold/installed thoughts have &amp;quot;organ harvested&amp;quot; label.&lt;br /&gt;
Fix: Drugs being considered with the fresh filter.&lt;br /&gt;
Fix: Don't send fuel node messages if the fuel node was destroyed.&lt;br /&gt;
Fix: Learning rate being applied on tech print XP bonus.&lt;br /&gt;
Fix: Error when looking for a spectate cell.&lt;br /&gt;
Fix: Error when mining smoothed wall for door blueprint.&lt;br /&gt;
Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.&lt;br /&gt;
Fix: Error when creating xenogerm in certain circumstances.&lt;br /&gt;
Fix: Potential scenario where an unspawned pawn could organize a gathering.&lt;br /&gt;
Fix: Incorrect stack count when looking for food to train animals&lt;br /&gt;
Fix: Ensure duelists drop their weapons if the duel is called off/canceled.&lt;br /&gt;
Fix: Remove wake up trigger if lord or pawns don't exist.&lt;br /&gt;
Fix: Exception getting growth points for dead pawn.&lt;br /&gt;
Fix: Saved references to destroyed relic/removed ideo/precept.&lt;br /&gt;
Fix: Spectators can reserve altar interaction spots during rituals.&lt;br /&gt;
Fix: Pawns no longer analyze items at unpowered research benches.&lt;br /&gt;
Fix: Duel not ending if a fighter starts a mental break.&lt;br /&gt;
Fix: Setting the drug policy of imperial troops makes them drop their drugs required for their xenotype.&lt;br /&gt;
Fix: Notifications are sent about guests that are leaving the map.&lt;br /&gt;
Fix: Trying to save discarded pawn reference in BattleLogEntry.&lt;br /&gt;
Fix: Rounding shows resistance at 0.0, but recruitment isn't available yet.&lt;br /&gt;
Fix: Slaves are unable to attack in duels without having an aggressive reaction set.&lt;br /&gt;
Fix: Gender specific apparel does not show gender in their info tab.&lt;br /&gt;
Fix: Ritual opportunity letters now prefer pointing to altars and ideograms before ritual spots.&lt;br /&gt;
Fix: Empty caskets aren’t claimable.&lt;br /&gt;
Fix: Research bench &amp;amp; techprints don't respect allowed area.&lt;br /&gt;
Fix: Ability cooldown text cutoff in windowed mode.&lt;br /&gt;
Fix: Deathresting pawns don't display life threatening hediff alerts.&lt;br /&gt;
Fix: Firefoam pop pack: Wrong stat name and description.&lt;br /&gt;
Fix: Mech rechargers don't count as artificial.&lt;br /&gt;
Fix: Colonist backstories getting generated on any pawns.&lt;br /&gt;
Fix: Pen marker nutrition calculation not working in some circumstances.&lt;br /&gt;
Fix: KillThirst persona weapon thought not translatable.&lt;br /&gt;
Fix: Column style variants are visually squished.&lt;br /&gt;
Fix: Pawns can hack even with hacking stat disabled.&lt;br /&gt;
Fix: Dates on history tab can be cut off if too long.&lt;br /&gt;
Fix: Multicell things beauty counted once per cell.&lt;br /&gt;
Fix: Float menu error if construction is blocked by trees marked for extraction.&lt;br /&gt;
Fix: Desired color not saved if apparel has not been colored before.&lt;br /&gt;
Fix: Goodwill from guest average mood not being applied.&lt;br /&gt;
Fix: JobDriver_Meditate.Notify_Starting doesn't check if the psychic entropy tracker exists.&lt;br /&gt;
Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.&lt;br /&gt;
Fix: Targeting gizmos now deselect any active designators.&lt;br /&gt;
Fix: Headgear apparel doesn't check canBeGeneratedToSatisfyWarmth flag.&lt;br /&gt;
Fix: Prisoners can start social fights with non-prisoners.&lt;br /&gt;
Fix: Unable to strip prisoners that were quest lodgers.&lt;br /&gt;
Fix: God Mode Toggle causing issues selecting Pawns in the Top Bar.&lt;br /&gt;
Fix: Simple meal gizmo doesn't display correct texture.&lt;br /&gt;
Fix: Pawn name changes spacing on biosculptor pod when zooming camera in and out.&lt;br /&gt;
Fix: Inconsistencies with random graphics when installing minified buildings&lt;br /&gt;
Fix: Empire hostile to beggar temp factions.&lt;br /&gt;
Fix: Exception feeding a baby which died during feeding.&lt;br /&gt;
Fix: Randomized graphics not maintained across blueprint -&amp;gt; frame -&amp;gt; building&lt;br /&gt;
Fix: Line color inconsistency between drum/campfire link and light ball/speaker link.&lt;br /&gt;
Fix: Art bench: The word &amp;quot;make&amp;quot; is missing for ideoligion sculptures.&lt;br /&gt;
Fix: Error trying to breastfeed a baby inside a gene extractor.&lt;br /&gt;
Fix: Mech cluster mortars can be roofed over without any penalty.&lt;br /&gt;
Fix: Sanguophage meetings sometimes skip implantation.&lt;br /&gt;
Fix: Red error attempting to plant held Gauranlen pod.&lt;br /&gt;
Fix: DeleteSpawnedPawns() in Autotests_ColonyMaker missing null check.&lt;br /&gt;
Fix: Gather for childbirth gizmo showing on beds when ritual has already started.&lt;br /&gt;
Fix: Sanguophages don't know how to react to hunters being captured.&lt;br /&gt;
Fix: Line connecting pawn under combat command goes off map.&lt;br /&gt;
Fix: Minor typo in ThreatReward_Manhunters_ItemPod.&lt;br /&gt;
Fix: Fixed pawns praying during labor interrupting the ritual.&lt;br /&gt;
Fix: 'Push heat' debug command doesn't do increments; all options do the maximum.&lt;br /&gt;
Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied.&lt;br /&gt;
Fix: Errors when social fight interrupts dyeing clothing.&lt;br /&gt;
Fix: Duplicate &amp;quot;respected if guilty&amp;quot; execution precept in inhuman meme.&lt;br /&gt;
Fix: Prevent colonists from eating at a fogged table.&lt;br /&gt;
Fix: Colony mechs ignore mortar shell settings.&lt;br /&gt;
Fix: Doctors now ignore medicine restrictions when draft tending with medicine from their inventory.&lt;br /&gt;
Fix: Hyperlinks on research screen drawn out of bounds, causing performance impact with larger unlock lists.&lt;br /&gt;
Fix: Lesson giving reservation bug.&lt;br /&gt;
Fix: Prisoner interaction mode is reset upon being released.&lt;br /&gt;
Fix: Traders spawn with incorrect food need value.&lt;br /&gt;
Fix: Collapsing from exhaustion no longer throws error if the pawn can't reserve the cell.&lt;br /&gt;
Fix: Berserk warcalled animals will not attack hostile turrets.&lt;br /&gt;
Fix: Fire spew can shoot through walls.&lt;br /&gt;
Fix: Error when recalculating ideoligion diversity on a save that had other expansions added after the start.&lt;br /&gt;
Fix: Filters not applied correctly on ingredients/products in recipe tooltip.&lt;br /&gt;
Fix: Invalid spectate cells can be picked when the ritual room is too small.&lt;br /&gt;
Fix: Recalculate product counts more reliably.&lt;br /&gt;
Fix: Fence gates now prefer to connect to fences.&lt;br /&gt;
Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed.&lt;br /&gt;
Fix: Shooting projectiles phase through walls if the distance to target is less than 5 tiles.&lt;br /&gt;
Fix: Perfect immunity doesn't block gut worms or muscle parasites.&lt;br /&gt;
Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
Fix: Favorite/ideoligion color thoughts not occuring with exactly 60% colored apparel.&lt;br /&gt;
Fix: Off loudspeakers are now counted correctly when determining ritual quality.&lt;br /&gt;
Fix: Blueprints now maintain the correct random graphic when being installed.&lt;br /&gt;
Fix: Error during archonexus quest.&lt;br /&gt;
Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.&lt;br /&gt;
Fix: Beckon ability doesn’t wake up dormant mechs.&lt;br /&gt;
Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.&lt;br /&gt;
Fix: Overlapping damage/death sounds caused by clamped value in ExecutionUtility.ExecutionInt().&lt;br /&gt;
Fix: Building_GrowthVat doesn't set itself as allowedNutritionSettings parent in ExposeData().&lt;br /&gt;
Fix: Error trying to execute colonists after banishing them.&lt;br /&gt;
Fix: Unstuffed gas mask doesn't have armor set up correctly.&lt;br /&gt;
Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.&lt;br /&gt;
Fix: Power conduit frames appear below walls.&lt;br /&gt;
Fix: Gene loss shock is healed before scars and injuries when using healing serum.&lt;br /&gt;
Fix: Cannot release wild man after arrest.&lt;br /&gt;
Fix: Various high tech research projects missing research bench requirements.&lt;br /&gt;
Fix: Prisoners who were former colonists still follow what was set on their schedule tab.&lt;br /&gt;
Fix: Ancient danger/ruins spawning positions were based on top left corner instead of center. Spawning these should be more consistent.&lt;br /&gt;
Fix: Auto selected caravan food not clamping to mass limit.&lt;br /&gt;
Fix: Some ThingDefs, including meals, didn't display correct &amp;quot;created at&amp;quot; stat entries. These ThingDefs also display ingredients stat entries now.&lt;br /&gt;
Fix: Error on pawn hatching from egg on caravan.&lt;br /&gt;
Fix: Breastfeeding not clearing idle tag.&lt;br /&gt;
Fix: Lines not being drawn between facilities. Caused by correcting red line drawn between potentially supplanted facilities.&lt;br /&gt;
Fix: Pawns other than the bestowing target can be set as the target. They are able to leave and cause the bestower to stay until they collapse.&lt;br /&gt;
Fix: Double checking for heat stroke and hypothermia in bestowing ceremony lord.&lt;br /&gt;
Fix: Spray attacks can't target open door cells.&lt;br /&gt;
Fix: Acid and foam spray affected cells don't take into account leaning past cover.&lt;br /&gt;
Fix: Colonist is given a random faction when carried and then Farskipped to the same map tile.&lt;br /&gt;
Fix: Making baby food at campfires ignores work restrictions.&lt;br /&gt;
Fix: Dessicated squirrel corpses have north/south graphics flipped.&lt;br /&gt;
Fix: Mechanoids on caravans may throw an &amp;quot;out of bounds&amp;quot; error when trying to automatically shutdown on arrival if the landing zone is crowded.&lt;br /&gt;
Fix: Draw quest info minimized in character card if it would stack to 3 lines.&lt;br /&gt;
Fix: Temporary factions not in map attack target cache.&lt;br /&gt;
Fix: Unrecruitable pawns from slave purchases can join as colonists.&lt;br /&gt;
Fix: Colonists unable to mine walls while standing on furniture. Inconsistent with other work givers.&lt;br /&gt;
Fix: Fix error when projectile tries to hit a pawn that has just changed map.&lt;br /&gt;
Fix: Wrong save mode for inSignalsRemovePawn.&lt;br /&gt;
Fix: Medicineless hemogen extraction recipe brings blood loss up to 65%.&lt;br /&gt;
Fix: Light mechs have sensors and arms described as &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;, even though they don't have multiples.&lt;br /&gt;
Fix: Priority work not clearing for hauling&lt;br /&gt;
Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
Fix: Pawns can die from going from extreme -&amp;gt; serious toxic buildup due to consciousness differences.&lt;br /&gt;
Fix: Exception while recalculating various thoughts for passing ship pawns.&lt;br /&gt;
Fix: Hemogen farm does not take into account brain damage consciousness reduction.&lt;br /&gt;
Fix: Hemogen extraction done without medicine has less blood loss than extraction done with industrial medicine.&lt;br /&gt;
Fix: Handle scenarios where items set to load are null&lt;br /&gt;
Fix: Seek safe temperature jobs don’t respect a pawn’s allowed area.&lt;br /&gt;
Fix: Rot stink gas doesn't cause lung rot without Biotech.&lt;br /&gt;
Fix: Uncaptured pawns now have the “No meds” medical care setting.&lt;br /&gt;
Fix: Dev quickstart adds factions that are supposed to be replaced by others. Eg pirates by pirate wasters.&lt;br /&gt;
Fix: Default faction type doesn't set faction if it was replaced by another. (eg. Pirate waster can replace pirate)&lt;br /&gt;
Fix: Waster pawn kinds default to normal pirate faction.&lt;br /&gt;
Fix: Frame version of shelves missing copy and paste settings.&lt;br /&gt;
Fix: Error when changing a sanguophage to a baby on scenario setup.&lt;br /&gt;
Fix: Pawns can be rescued in rituals.&lt;br /&gt;
Fix: Required roles can leave rituals.&lt;br /&gt;
Fix: Mech slag not maintaining graphic index over saves.&lt;br /&gt;
Fix: Public Execution Ritual error.&lt;br /&gt;
Fix: Incorrect execution part selected. Deathless pawns have their brains targeted.&lt;br /&gt;
Fix: Abilities are used during duels.&lt;br /&gt;
Fix: Error when trying to generate a quest with no colony.&lt;br /&gt;
Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.&lt;br /&gt;
Fix: Can tend to temporarily hostile refugees.&lt;br /&gt;
Fix: Caravan errors if pawn can path but animal cannot.&lt;br /&gt;
Fix: &amp;quot;Herder&amp;quot; childhood backstory doesn't have any animal skill.&lt;br /&gt;
Fix: Animal pen auto cut not working in some circumstances.&lt;br /&gt;
Fix: ShootBeam was updating the current path when trying to draw highlights, which would cause a beam ability to change direction mid-fire.&lt;br /&gt;
Fix: Dev palette error with mental breaks on the bar and no colony.&lt;br /&gt;
Fix: Non optional materials selectable in bill details. Eg. components.&lt;br /&gt;
Fix: The &amp;quot;run wild&amp;quot; mental break can occur on unwaveringly loyal pawns, causing them to be tameable.&lt;br /&gt;
Fix: Error with custom mechanoids with talking ability attempting to give/receive lessons without skills component.&lt;br /&gt;
Fix: Shuttle fly distance inconsistent between calling from caravan vs calling from map.&lt;br /&gt;
Fix: Pawns participating in duels can equip weapons they are otherwise unable to do so (bladelinked, biocoded, bonded, etc).&lt;br /&gt;
Fix: Charged abilities can be cast via queuing into negative charges.&lt;br /&gt;
Fix: Error with mechanitor corpses causing gizmos to be hidden.&lt;br /&gt;
Fix: Secondary use item targets are reserved when first ordering usage.&lt;br /&gt;
Fix: Herd migration ignoring pollution.&lt;br /&gt;
Fix: Wardens with nil suppress rate get stuck suppressing.&lt;br /&gt;
Fix: Can't force target mortar without shell.&lt;br /&gt;
Fix: Pawn duty being cleared during childbirth.&lt;br /&gt;
Fix: Add appropriate work to make tox packs.&lt;br /&gt;
Fix: Fire spew ability not leaning like other ranged attacks.&lt;br /&gt;
Fix: Required hediffs and traits of thoughts not working together causing thought to not be present when it should be.&lt;br /&gt;
Fix: Wearing human leather apparel thought not properly nullified by ideoligion precepts.&lt;br /&gt;
Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
Fix: Error when trying to construct a watermill generator with water check cells out of bounds of map in god mode.&lt;br /&gt;
Fix: Drafted pawns now respect forbidden doors.&lt;br /&gt;
Fix: Disallowed filters are now checked before allowed filters.&lt;br /&gt;
Fix: Hostile pawns can no longer be placed in beds.&lt;br /&gt;
Fix: Speakers now show connection lines to lightballs.&lt;br /&gt;
Fix: Faction goodwill not giving full reward.&lt;br /&gt;
Fix: Name of Ideo ritual room keeps randomly changing from default to ideo worship room name.&lt;br /&gt;
Fix: Hungry pawn undrafted on map edge can throw out of bounds error for ingest job.&lt;br /&gt;
Fix: Non-fresh corpses no longer count towards days of food calculation in caravan dialog.&lt;br /&gt;
Fix: Cast ability job fails if ability goes on cooldown.&lt;br /&gt;
Fix: Potential error during throne speech.&lt;br /&gt;
Fix: Stone bill menu text cutoff.&lt;br /&gt;
Fix: Resurrected stillbirth thought remaining.&lt;br /&gt;
Fix: Error placing hostile baby in bed.&lt;br /&gt;
Fix: Extract skull job isn’t ended if designation is removed.&lt;br /&gt;
Fix: Show disabled option if pawn is incapable of hauling to shuttle.&lt;br /&gt;
Fix: The “leader” role for ideoligion in the “ideoligion system inactive” playthrough is not capitalized in the bio.&lt;br /&gt;
Fix: Duplication of &amp;quot;sold slave&amp;quot; opinion offset if Ideology is active.&lt;br /&gt;
Fix: Warcall animals not hostile to all threats.&lt;br /&gt;
Fix: Error when placing a blueprint near the edge of the map.&lt;br /&gt;
Fix: An animal being rescued / carried by a pawn cannot be assigned to a bed.&lt;br /&gt;
Fix: Pawns cause 10 jobs in one tick when recovering from downed and trying to recover a dropped weapon that's currently on fire.&lt;br /&gt;
Fix: Error when apocritons jump.&lt;br /&gt;
Fix: Issues reserving spots for gatherings.&lt;br /&gt;
Fix: Vitals monitor blueprint rotates backwards.&lt;br /&gt;
Fix: Fences on the edge of the map cause an error when attempting to link out of bounds.&lt;br /&gt;
Fix: Warning when reserving stack of food.&lt;br /&gt;
Fix: Duels and misc ritual saving/loading.&lt;br /&gt;
Fix: When a pawn that’s incapable of fire fighting is ordered to extinguish a fire, no right-click option shows up.&lt;br /&gt;
Fix: Deliver food causing reservation errors rarely.&lt;br /&gt;
Fix: Designations on minified things are maintained once they have been installed.&lt;br /&gt;
Fix: Need meditation spot notification typo.&lt;br /&gt;
Fix: Temporary factions can be selected for some quests.&lt;br /&gt;
Fix: Mechs are able to open hermetic crates if multiple pawns are selected.&lt;br /&gt;
Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
Fix: Missing Ideology check for Beggars PawnKindDef.&lt;br /&gt;
Fix: If there is no storage space for eggs in an egg box, there's no 'empty' option on the float menu at all.&lt;br /&gt;
Fix: Empire hussar cataphracts for quests come with no go juice.&lt;br /&gt;
Fix: Trader Kind things debug output appears incorrect.&lt;br /&gt;
Fix: Springer of trap counts as instigator of explosion.&lt;br /&gt;
Fix: Hide stack count warning when creating a caravan.&lt;br /&gt;
Fix: Allow players to order colonists to take medical drugs from their inventory.&lt;br /&gt;
Fix: Needs power overlay now respects draw offset.&lt;br /&gt;
Fix: Assigned pawn is maintained on throne reinstall.&lt;br /&gt;
Fix: Ideoligion presets with a single &amp;quot;random&amp;quot; style option don't adhere to normal style selection rules.&lt;br /&gt;
Fix: Quest lodgers don't have their apparel locked properly.&lt;br /&gt;
Fix: Disable work and add On Duty thought to helpers for raid reward quest.&lt;br /&gt;
Fix: Blood loss hediff applying death on downed chance.&lt;br /&gt;
Fix: Pawns aren't dropped when TakeToBed job is interrupted.&lt;br /&gt;
Fix: Error when an animal gives birth on a caravan.&lt;br /&gt;
Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held.&lt;br /&gt;
Fix: Pawn can't reserve bench next to another.&lt;br /&gt;
Fix: NRE uninstalling loudspeaker.&lt;br /&gt;
Fix: Pawns sometimes ignore manual work priorities, and will switch to lower-priority work mid-job.&lt;br /&gt;
Fix: Pawns sharing seats on interaction cells.&lt;br /&gt;
Fix: Clear designator selected area when changing map.&lt;br /&gt;
Fix: Caravans set to rest are considered idle.&lt;br /&gt;
Fix: Prisoner is forbidden after ritual finished and captured again.&lt;br /&gt;
Fix: NullReferenceException when trying to print replant blueprint.&lt;br /&gt;
Fix: Quest states 'the pigs will not do any work'. Pigs here referred to members of the pigskin faction.&lt;br /&gt;
Fix: Hide the “tend without medicine” float menu option if the pawn is being carried.&lt;br /&gt;
Fix: Teaching not giving passion thought.&lt;br /&gt;
Fix: Hide allow fresh on butcher config.&lt;br /&gt;
Fix: Stacking red error on bugged birth that won't end.&lt;br /&gt;
Fix: Huge lag spikes due to skygazing.&lt;br /&gt;
Fix: Transport pod crash refugees sometimes aren't downed.&lt;br /&gt;
Fix: Prevent colony faction prisoners from participating in childbirth.&lt;br /&gt;
Fix: Outdoor lighting in base generation doesn't follow the faction’s ideoligious style.&lt;br /&gt;
Fix: If a pack animal's inventory is emptied when it's asleep, its sprite doesn't update until it wakes up.&lt;br /&gt;
Fix: GenDrop trying to place things on filled cells.&lt;br /&gt;
Fix: Shadows not affecting trees.&lt;br /&gt;
Fix: 'Conversion resentment' gives separate instances instead of stacking.&lt;br /&gt;
Fix: You can influence pawns during mental breaks by changing how they react to nearby enemies.&lt;br /&gt;
Fix: Potential error while using comms console.&lt;br /&gt;
Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.&lt;br /&gt;
Fix: Slaves in mental states (not rebelling) display &amp;quot;X is rebelling&amp;quot; on ideoligion ritual dialog.&lt;br /&gt;
Fix: lastSleepDisturbedTick not saved.&lt;br /&gt;
Fix: Generic work giver labels.&lt;br /&gt;
Fix: Missing Steam app id for Biotech.&lt;br /&gt;
Fix: Cancel jobs upon load if item forbidden.&lt;br /&gt;
Fix: Rare music error when choosing a new song.&lt;br /&gt;
Fix: Prisoners getting unsafe hemogen bill.&lt;br /&gt;
Fix: End wick if explosive thing is despawned.&lt;br /&gt;
Fix: Quest lodgers no longer count towards idle colonist count.&lt;br /&gt;
Fix: Dev toggles on pawn log ITab display in large font.&lt;br /&gt;
Fix: Beggar tense incorrect for &amp;quot;have accepted&amp;quot; gift.&lt;br /&gt;
Fix: “Reduce will” not using the correct interaction.&lt;br /&gt;
Fix: Mech gestators spawning mechs early.&lt;br /&gt;
Fix: Blood loss doesn't show up in a colonist's health tab when viewed from the caravan embark setup.&lt;br /&gt;
Fix: Marking carried animals for slaughter throws an error.&lt;br /&gt;
Fix: Float rounding pawn generation error.&lt;br /&gt;
Fix: Hediff_ChemicalDependency doesn't override CopyFrom().&lt;br /&gt;
Fix: Boomalope struck by lightning causes several errors as a corpse.&lt;br /&gt;
Fix: Pawn doesn't get interrupted to join the marriage ceremony.&lt;br /&gt;
Fix: Cleansweeper pathing to destroyed things on load.&lt;br /&gt;
Fix: Skull and deathrest capacity serum have duplicate CompForbiddable.&lt;br /&gt;
Fix: Fix death acidifier applying chemical burn to missing part.&lt;br /&gt;
Fix: Torch blueprint fire size incorrect.&lt;br /&gt;
Fix: Error on tox gas death.&lt;br /&gt;
Fix: Can order pawns to consume food that's outside their allowed area.&lt;br /&gt;
Fix: Option is given to have a pawn haul corpses reserved by wild animals for eating; clicking it does nothing.&lt;br /&gt;
Fix: Arrested refugee joins faction upon release.&lt;br /&gt;
Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
Fix: Pawns with royal permits can't trade/complete trade requests.&lt;br /&gt;
Fix: Complexes not spawning terminals.&lt;br /&gt;
Fix: Ideoligion persona weapon relics misnamed on thought label/description.&lt;br /&gt;
Fix: Ship part crash incidents will still attempt to fire, causing error, if the mechanoid faction has been removed from the world.&lt;br /&gt;
Fix: Errors on beginning conversion ritual.&lt;br /&gt;
Fix: Animal flaps have a faint line in the center when open.&lt;br /&gt;
Fix: &amp;quot;Traits sampled&amp;quot; debug output not discarding generated pawns, causing warning spam on save/load.&lt;br /&gt;
Fix: Beards don't layer properly on thin head shapes.&lt;br /&gt;
Fix: Ideoligion relic installation quest generated with errors.&lt;br /&gt;
Fix: Monument building quest spawned with several red errors and broken details.&lt;br /&gt;
Fix: NREs from colonists who don't need to eat.&lt;br /&gt;
Fix: PawnFlyers disappear on load.&lt;br /&gt;
Fix: Sandbags have a small pixelated border around them.&lt;br /&gt;
Fix: Sunlamps do not have perfect area of effect leading to rotting crops.&lt;br /&gt;
Fix: Direction arrow is on the wrong layer, gets covered by shadows, zones, and fog.&lt;br /&gt;
Fix: Unfinished power line blueprints under walls go invisible once materials are delivered.&lt;br /&gt;
Fix: Missing &amp;quot;create fluid&amp;quot; translation key.&lt;br /&gt;
Fix: Prison breaking prisoners can be selected to be carried to biosculpters.&lt;br /&gt;
Fix: Error when trying to reserve the same bed for resting.&lt;br /&gt;
Fix: 'Destination' line is visible connecting to the bed of sleeping pawns.&lt;br /&gt;
Fix: Paramedic mechs cannot tend to colonists in caravans.&lt;br /&gt;
Fix: Adding temperature-specific clothes to a pawn does not check age, so modded child warm apparel can be given to adults, causing an error.&lt;br /&gt;
Fix: Hidden faction information visible on inspect pane.&lt;br /&gt;
Fix: Loading a save during public execution causes an error, ritual never completes.&lt;br /&gt;
Fix: Pawns incapable of firefighting can be prioritized to fight fires.&lt;br /&gt;
Fix: Reference collection not scribing nulls.&lt;br /&gt;
Fix: Psycast meditation ending abruptly.&lt;br /&gt;
Fix: Chemical dependency hediff severity cannot be edited via dev tools.&lt;br /&gt;
Fix: Hair is partially layered beneath stockpiles.&lt;br /&gt;
Fix: Gene extraction can be exploited via save/load.&lt;br /&gt;
Fix: No PawnKinds example for raid quests.&lt;br /&gt;
Fix: Bestowing quest broken if pawn unspawned.&lt;br /&gt;
Fix: Hemogen packs trigger 'ate non-cannibal food' for sanguophage with cannibal precept.&lt;br /&gt;
Fix: Bestower Ceremony Error - tried to add pawn to lord but this pawn is already a member of another.&lt;br /&gt;
Fix: Error when a pawn is playing with a baby in some circumstances.&lt;br /&gt;
Fix: Blackboard facility should have only three allowed max connections as learning logic allows only three blackboards to boost a school desk.&lt;br /&gt;
Fix: Cannot search for creative reward names with spaces in them.&lt;br /&gt;
Fix: &amp;quot;DEV: Complete&amp;quot; command doesn't work on unfinished things in some scenarios.&lt;br /&gt;
Fix: Pawns digging out of map when they should not during kidnap duty.&lt;br /&gt;
Fix: Interceptor shields break, causing long recharge, when hit by EMP damage instead of stunning them.&lt;br /&gt;
Fix: Apparel covering just eyes does not count as &amp;quot;headgear&amp;quot; for pawn generation purposes.&lt;br /&gt;
Fix: Hoopstone and horseshoe differ in sight capacity requirement.&lt;br /&gt;
Fix: Sudden light level change at midnight at north pole colonies.&lt;br /&gt;
Fix: Pawns may meditate with max joy and no psylink.&lt;br /&gt;
Fix: Installing an archotech eye is seen as a surgical violation.&lt;br /&gt;
Fix: Group loading horses into drop pods will assign more weight to one drop pod.&lt;br /&gt;
Fix: “Take to stockpile” bill option resetting in certain circumstances.&lt;br /&gt;
Fix: GauranlenPodSpawn incident uses OnOffCycle, which does not work properly if onDays or offDays changes.&lt;br /&gt;
Fix: Constructing buildings sometimes has pawns facing the wrong direction.&lt;br /&gt;
Fix: Stacked animals loaded into transport pod trigger error and won't be loaded.&lt;br /&gt;
Fix: Downed mech can cause a mech raid site to stay active.&lt;br /&gt;
Fix: BabyTalk not generated correctly for text with non-ASCII characters.&lt;br /&gt;
Fix: Exception when trying to validate the “give birth” ritual gizmo with no beds present.&lt;br /&gt;
Fix: Pawns at the map edge who get hit and tween towards the view rect edge disappear for a small duration.&lt;br /&gt;
Fix: Increment time debug action causes errors for ended sustainer.&lt;br /&gt;
Fix: Gibbet cage description mentions they are made of &amp;quot;steel&amp;quot; but can actually be made of any metal.&lt;br /&gt;
Fix: Text size not reset after drawing inspect pane title for pawns with no inspect pane elements.&lt;br /&gt;
Fix: Load stack count is incorrect for caravan ITab when there is only one thing in the transferable and the player isn't taking the whole stack.&lt;br /&gt;
Fix: Error on corpse destruction when completedObligations is null.&lt;br /&gt;
Fix: Pawns are able to take drugs from inventory if they have an ideoligion which prevents it.&lt;br /&gt;
Fix: Plants dying to polluted terrain induce &amp;quot;died due rotting due to being left unharvested&amp;quot; message.&lt;br /&gt;
Fix: Missing graphic in “begin ritual” window without ideology active.&lt;br /&gt;
Fix: Firespew ability can't target walls.&lt;br /&gt;
Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
Fix: Refugee pod quests don't affect charity-loving ideoligion members.&lt;br /&gt;
Fix: Removed wastepack incident from occurring randomly.&lt;br /&gt;
Fix: Prevent duplicate entries in precept tooltip.&lt;br /&gt;
Fix: Hide &amp;quot;max satisfied title&amp;quot; on drugs without nutrition.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
RimWorld's Node-Based Pawn Rendering&lt;br /&gt;
&lt;br /&gt;
Overview&lt;br /&gt;
This contains a brief overview of the node rendering system. Including the core types which make up the node render system&lt;br /&gt;
&lt;br /&gt;
Render Node Properties (PawnRenderNodeProperties)&lt;br /&gt;
Data only.&lt;br /&gt;
Used inside of xml to describe how something should render and can contain extra details specific to certain nodes. Can also be created dynamically in code.&lt;br /&gt;
&lt;br /&gt;
Render Tree Def (PawnRenderTreeDef)&lt;br /&gt;
Data only.&lt;br /&gt;
Defines how a specific race of pawns should be drawn. Contains a “root” node properties and its children, recursively.&lt;br /&gt;
Render Node (PawnRenderNode)&lt;br /&gt;
Most functions are called once when a pawn's graphics are dirtied.&lt;br /&gt;
Some specific functions are called frequently by the render node worker.&lt;br /&gt;
Creates the meshes and materials required to render a single piece of a pawn at any given time.&lt;br /&gt;
Can have child Render Nodes, which inherit state. (Offset, rotation, scale, active, etc…)&lt;br /&gt;
Core features&lt;br /&gt;
Initializing meshes and materials for parallel rendering.&lt;br /&gt;
Shortcuts to access data from the attached render node worker.&lt;br /&gt;
Getting the color, shader, texture, mesh, given the render node properties and pawns state.&lt;br /&gt;
Creating the graphic used by the worker to render the node.&lt;br /&gt;
Notes&lt;br /&gt;
While the render node typically uses one or zero graphics per node, you can create a node with as many graphics as you need, and then override AppendDrawRequests in the render node worker to add as many draw requests as you require.&lt;br /&gt;
&lt;br /&gt;
Render Node Worker (PawnRenderNodeWorker)&lt;br /&gt;
Functions are called each time a pawn is drawn.&lt;br /&gt;
Holds no data. All code inside is written to be performant and run each frame.&lt;br /&gt;
Workers act on render nodes given the draw parameters of the pawn.&lt;br /&gt;
Only one instance of each type of worker.&lt;br /&gt;
Core features&lt;br /&gt;
Decides if the node should be drawn.&lt;br /&gt;
Pre and Post drawn events.&lt;br /&gt;
Gets the offset, rotation, scale, pivot, and layer for the node to be drawn with.&lt;br /&gt;
Gets the final material to render from the render node&lt;br /&gt;
Appends the required draw requests onto the final list, using data and graphic/s within the render node and the pawn's current draw parameters.&lt;br /&gt;
&lt;br /&gt;
Render Sub Worker (PawnRenderSubWorker)&lt;br /&gt;
Additive workers used to prevent mods from colliding with each other. Has similar functionality to Render Node Workers. These would be used if you want to change the position of a modded PawnRenderNodeProperties somewhere, for example.&lt;br /&gt;
Animations&lt;br /&gt;
Pawn animations can be defined in an AnimationDef. These define a dictionary of render node tags to animation parts along with several other properties.&lt;br /&gt;
AnimationParts&lt;br /&gt;
Can either define a list of keyframes or a custom worker class:&lt;br /&gt;
Keyframes&lt;br /&gt;
Define an offset, angle, scale, and tick offset from start.&lt;br /&gt;
Values are then interpolated across the duration of the animation.&lt;br /&gt;
AnimationWorker class&lt;br /&gt;
Contain methods for getting the offset, angle &amp;amp; scale at the current tick, as well as a Draw method for any additional required graphics.&lt;br /&gt;
Animation parts can also define a pivot to be rotated around.&lt;br /&gt;
Animations can be started using the SetAnimation method in the pawn renderer. Nodes will then access the current animation and update their position/rotation/scale accordingly.&lt;br /&gt;
Note: Animations disable pawn graphic caching, which can affect performance when many pawns are being animated while zoomed out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dynamic Render Nodes&lt;br /&gt;
Render trees don’t need to be entirely set up ahead of time. You can tag nodes to access them in code and act upon them. For example, apparel has a root node which gets dynamically created child nodes added onto it for each piece of apparel which needs to be drawn on the pawn. Hediffs, traits and genes can also add nodes to a pawn. Using PawnRenderNodeTagDefs, you can more easily reference a specific part, and set up a parent/child relationship between two nodes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parallel Drawing &amp;amp; Dynamic Draw Phases&lt;br /&gt;
To simplify parallel rendering, it has been broken up into three distinct stages, the main reason for this is to separate main thread code from code which can run in parallel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To accommodate this the draw function signatures on things have changed slightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Previous&lt;br /&gt;
&lt;br /&gt;
New&lt;br /&gt;
&lt;br /&gt;
DrawAt(drawLoc)&lt;br /&gt;
Draw()&lt;br /&gt;
DrawAt(drawLoc, flip)&lt;br /&gt;
DrawAtNow(drawLoc, flip)&lt;br /&gt;
DynamicDrawPhaseAt(phase, drawLoc, flip)&lt;br /&gt;
&lt;br /&gt;
The first thing to note is that Draw() has been merged into DrawAt(). Any code which previously used Draw() to draw extra elements on things now needs to be put into DrawAt(). It behaves the same way, however you will be passed the drawLoc instead of using DrawPos to draw extra graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to prevent the underlying thing from drawing, override the DrawAt() method without calling its base function. If your thing class extends ThingWithComps and doesn’t call the base method don’t forget you need to fire the Comps_PostDraw() event at the end of the function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting a pawn to render immediately still works, however you won’t be taking advantage of parallelism. To do this you need to use the new DynamicDrawPhaseAt() function. Every dynamically drawn thing in the game will have this function called if it’s being drawn on screen, you can override the event and route the event onto contained pawns (i.e. giblet cages). The function will be called in three DrawPhase stages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The three stages are:&lt;br /&gt;
&lt;br /&gt;
EnsureInitialized - This is the first phase, it is called on the main thread to allow render node trees to prepare their nodes for parallel rendering, this is where nodes ensure that the materials and meshes they might need are created. Most node initialization code only runs once each time it’s dirtied, however you can override the methods or properties to change this and decide for yourself.&lt;br /&gt;
ParallelPreDraw - This phase happens off the main thread. All the most expensive work for drawing is done here, calculating offsets, matrices, ect. The game state won’t change while this is occurring, so you can write code pretty much as you normally would, however you can’t do certain things like creating/accessing materials and meshes, so you need to do those beforehand in the previous stage.&lt;br /&gt;
Draw - The final phase on the main thread. This is where we iterate over the previously created draw requests and draw the final graphics on screen accordingly. This is also where events will be called from appropriately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ideology====&lt;br /&gt;
=====Post 1.3.3066=====&lt;br /&gt;
[[Version/1.3.3101]] for ancients?&lt;br /&gt;
* [[dryad healing pod]]&lt;br /&gt;
* [[ancient military crate]]&lt;br /&gt;
* [[ancient spacer crate]]&lt;br /&gt;
* [[ancient centipede shell]]&lt;br /&gt;
&lt;br /&gt;
=====1.3.3066=====&lt;br /&gt;
* Faction ideologies&lt;br /&gt;
[[Beggars]]&lt;br /&gt;
&lt;br /&gt;
====Psycaster outfits====&lt;br /&gt;
COuld use a deep dive given the depth now with biofferite stacking and eltex. Torture crowns and helmets and plate armor ofering decent preootection and good psycasting. and NH and psysence being separate. &lt;br /&gt;
&lt;br /&gt;
A comparison of differnent builds with psysense, NH, protection charts, etc &lt;br /&gt;
&lt;br /&gt;
nees to be reflext on the idnividual oages as well in both the analysis and summary with a standardized possibly templatized summary.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Head !! Body !! Utility !! Weapon&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Bioferrite|16}} {{Icon Small|Torture crown|64}}&lt;br /&gt;
| {{Icon Small|Plate armor|64}} + {{Icon Small|Slave collar|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}} &lt;br /&gt;
| {{Icon Small|Shield belt|64}} &lt;br /&gt;
| {{Icon Small|Eltex staff|64}} / {{Icon Small|Bioferrite|16}} {{Icon Small|Longsword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Eltex skullcap|64}}&lt;br /&gt;
| {{Icon Small|Eltex robe|64}} + {{Icon Small|Eltex vest|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}} &lt;br /&gt;
| {{Icon Small|Shield belt|64}} &lt;br /&gt;
| {{Icon Small|Eltex staff|64}} &lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Eltex robe|64}} + {{Icon Small|Flak vest|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}/{{Icon Small|Jump pack|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Prestige cataphract armor|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}/{{Icon Small|Jump pack|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Prestige cataphract helmet|64}}&lt;br /&gt;
| {{Icon Small|Locust armor|64}} + {{Icon Small|Eltex shirt|64}} + {{Icon Small|pants|64}}&lt;br /&gt;
| {{Icon Small|Shield belt|64}}&lt;br /&gt;
| {{Icon Small|Eltex staff|64}}/{{Icon Small|Charge rifle|64}}/{{Icon Small|Persona monosword|64}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4';| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== lore ===&lt;br /&gt;
titles have lore in their descriptions&lt;br /&gt;
finish books&lt;br /&gt;
item overhaul&lt;br /&gt;
* misconceptions about the the empire and STL travel and stellarchs. mention density of star clusters per Khits suggestion. hub and spoke and number of spokes leading to stellarch description.&lt;br /&gt;
&lt;br /&gt;
* lownshield pack - Many ultratech combat squads owe their lives to a shield pack deployed at just the right time.&lt;br /&gt;
==== Psylink lore ====&lt;br /&gt;
Idk if it'll be useful, but its an interesting distilation of the lore on psycasts. Might bear sourcing and inserting an cut down version into [[lore]] &lt;br /&gt;
Psylink desc since upated see [[psycasts#lore]]&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/RimWorld/comments/w34coa/lore_question_where_did_psylink_come_from/&lt;br /&gt;
{{Collapse|&lt;br /&gt;
As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Did archotech AIs invented psychic powers in the rimworld universe? Or Did it always exist in it? Is this a reference to the shroud or warp since it can't be understood by normal scientist?&lt;br /&gt;
What are your theories or thoughts on it?&lt;br /&gt;
&lt;br /&gt;
It is deliberately left vague. Per the lore document, some believe that archotechs have discovered a method to manipulate quantum interactions from a distance and use this as the basis for their seemingly fantastical abilities. Others believe that they manipulate the noosphere, but that's not a particularly useful theory for teleporting rocks so we'll ignore it here.&lt;br /&gt;
&lt;br /&gt;
So of these abilities, vanometric (i.e. above unity) energy and psychic abilities are the big ones. Prior to Royalty, the psychic effects were only mental/telepathic abilities but if the process is achieved by mechanically changing the structure of a brain rather than &amp;quot;manipulating consciousness itself&amp;quot; then that limitation is arbitrary and applying the same technology to extracting energy from the quantum foam makes more sense if its all from the same source.&lt;br /&gt;
&lt;br /&gt;
Psylink apparently lets you access this mechanism. Whether psylink is just an access card into their &amp;quot;quantum manipulator&amp;quot; like borrowing someones tools, or it requires some deeper connection to the archotechs themselves/their consciousness and not just their tools is up in the air.&lt;br /&gt;
&lt;br /&gt;
So:&lt;br /&gt;
&lt;br /&gt;
    Did archotech AIs invented psychic powers in the rimworld universe? Or Did it always exist in it?&lt;br /&gt;
&lt;br /&gt;
Yes to both. They invented psychic powers in the same way that Yukawa &amp;quot;invented&amp;quot; the strong nuclear force or Newton &amp;quot;invented&amp;quot; gravity. Or maybe its closer to how Marconi/Hertz/Hughes/Whoever invented the radio. They discovered a physical reality of the universe and how it works and then built a system/mechanism/process to exploit that reality to do something useful with it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages in need of integration===&lt;br /&gt;
* [[Banish]]&lt;br /&gt;
* [[:Category:Status Level]] - integration into drugs, beds, chairs, sculptures, etc, as well as nav box for them.&lt;br /&gt;
* [[Collapsed_rocks]]&lt;br /&gt;
* [[Blindsight]]&lt;br /&gt;
* [[Saturation]]&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Training]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* [[Blight]]&lt;br /&gt;
* [[Insectoids]]/[[Infestation]]/[[Raids]]&lt;br /&gt;
* Integrate [[Caravan]] into teh nav menu and wiki at large.&lt;br /&gt;
* [[Doctoring]] needs to be better integrated into the rest of rest of the wiki, maybe even added to the nav box.&lt;br /&gt;
* Merge/interlink this unholy mess of pages: &lt;br /&gt;
*# [[Factions]]&lt;br /&gt;
*# [[Empire]]&lt;br /&gt;
*# [[Raiders]]&lt;br /&gt;
*# [[Visitor]]&lt;br /&gt;
*# [[Character Types]] &lt;br /&gt;
*# [[Pawns]] &lt;br /&gt;
*# [[People]]&lt;br /&gt;
*# [[Guest]]&lt;br /&gt;
*# [[Colonists]]&lt;br /&gt;
*# [[Traveler]]&lt;br /&gt;
*Updated [[Faction base]] and link it better into the rest of the wiki&lt;br /&gt;
*[[Stone chunk]] and [[Steel slag chunk]]&lt;br /&gt;
*[[:Category:Status Level]] and its subsidaries&lt;br /&gt;
*[[Glow pod]]&lt;br /&gt;
*[[Overdose]]&lt;br /&gt;
* [[Corpse]]&lt;br /&gt;
* The fact that PlantHarvestYield stat above 100% gives a bonus to yield needs to be mentioned in relevant places. e.g. in anaylses sayting that hihg skill planters should do the harvesting.&lt;br /&gt;
* [[Hunt]] and [[Animals#Hunting]] and [[Manhunter]] and wb the distance to the target and hunting stealth?&lt;br /&gt;
&lt;br /&gt;
===Investigation TODO===&lt;br /&gt;
&amp;lt;big&amp;gt;'''IF YOU HAVE ANSWERS TO THE FOLLOW PLEASE LEAVE THEM ON MY TALK PAGE'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Would it be worth it to swap the ranged weapon quality table on the pages with the one from the comparison tables, just with the page's weapon already enabled. This would let you just add the weapons you want to compare to the tool already on the page? IF YOU READ THIS PLEASE WEIGH IN.&amp;lt;/big&amp;gt;&lt;br /&gt;
: I think that the boxes for ''selecting'' all the weapons is very large and/or distracting. Unless you make use of horizonal space, I wouldn't agree with doing it (and even then).  [[User:Hordes|Hordes]] ([[User talk:Hordes|talk]]) 01:34, 30 January 2023 (UTC)&lt;br /&gt;
: The current size of the control panel is only as it is because theres no real reason to fix it for whats nominally my personal use, but it can be shrunk down. As a quick and very rough proof of concept:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Select weapons to compare&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Assault rifle|24}}&lt;br /&gt;
| {{Icon Small|Autopistol|24}}&lt;br /&gt;
| {{Icon Small|Bolt-action rifle|24}}&lt;br /&gt;
| {{Icon Small|Chain shotgun|24}}&lt;br /&gt;
| {{Icon Small|Charge lance|24}}&lt;br /&gt;
| {{Icon Small|Charge rifle|24}}&lt;br /&gt;
| {{Icon Small|Great bow|24}}&lt;br /&gt;
| {{Icon Small|Heavy SMG|24}}&lt;br /&gt;
| {{Icon Small|LMG|24}}&lt;br /&gt;
| {{Icon Small|Machine pistol|24}}&lt;br /&gt;
| {{Icon Small|Minigun|24}}&lt;br /&gt;
| {{Icon Small|Pila|24}}&lt;br /&gt;
| {{Icon Small|Pump shotgun|24}}&lt;br /&gt;
| {{Icon Small|Recurve bow|24}}&lt;br /&gt;
| {{Icon Small|Revolver|24}}&lt;br /&gt;
| {{Icon Small|Short bow|24}}&lt;br /&gt;
| {{Icon Small|Sniper rifle|24}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
|}&lt;br /&gt;
:: Things like icon size, intro text, control size, orientation, positioning etc can all be tweaked. Heck it can be integrated directly into the main table. The question is more whether the functionality itself is useful. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:45, 30 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Mortals:''' Is there anything anywhere about drugging children and their safe dose intervals? '''Khitrir:''' Nah Har and I have been talking about that - theres only the bit on tolerance being inverse proportional to body size. We wanna do a full thing on body size inc severity changes, tolerance, dosage times, but its being put off until all the biotech stuff is up&lt;br /&gt;
&lt;br /&gt;
* Purpose of: &lt;br /&gt;
** [[:Category: Bows]]&lt;br /&gt;
** [[:Category: Launchers]]&lt;br /&gt;
** [[:Category: Rifles]]&lt;br /&gt;
** [[:Category: Shotguns]]&lt;br /&gt;
** [[:Category: Grenades]]&lt;br /&gt;
** [[:Category: Axes]]&lt;br /&gt;
** [[:Category: Swords]]&lt;br /&gt;
** [[:Category: Knives]]&lt;br /&gt;
** [[:Category: Clubs]]&lt;br /&gt;
** [[:Category: Hammers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Khitrir's suggestions:&lt;br /&gt;
** Damage types maybe? I know there was some progress on that but idk how complete it is.&lt;br /&gt;
** How heat mechanics work, generally and with heat pushers. There are some numbers so you can go &amp;quot;x is better than  y&amp;quot; but no way to convert that to &amp;quot;how many to heat a room&amp;quot;&lt;br /&gt;
** There's a bunch of questions about how ideoligion conversions work - the different weights for different traits and things for both conversion and for the mental break.&lt;br /&gt;
** How wind and weather correlate, and how weather is selected&lt;br /&gt;
** Food foraging on caravans maybe? &lt;br /&gt;
&lt;br /&gt;
* Can you extract a hemogen pack from someone in a deathless coma, do they regen bloodloss when they're malnourished, and does malnourishment kill deathless pawns? A juice box you don't have to feed?&lt;br /&gt;
* Does nutrifungus grow at the same rate as a normal light using plant - other low light plants grow wierd &lt;br /&gt;
* You used to be able to use beckon to move sleeping mechanoids - they'd move, an then go back to sleep. Is this still the case?&lt;br /&gt;
* age does affect with body part health. Young pawns have less hp &lt;br /&gt;
* Robust digestion gene and insect jelly synergy.&lt;br /&gt;
* &amp;quot;does this mean chem int slaves don't take drugs because they don't recreate?&amp;quot;&lt;br /&gt;
* Reports that [[Tough]] and Robust [[gene]] affects damage taken by shields? &lt;br /&gt;
* [[:Category:Images - Background]]&lt;br /&gt;
* https://rim-armor.com/&lt;br /&gt;
* https://www.reddit.com/r/RimWorld/comments/om0txm/analysis_how_effective_are_turrets_against/&lt;br /&gt;
* https://www.reddit.com/r/RimWorld/comments/oi2l8b/how_dangerous_is_the_new_13_termite_mechanoid/&lt;br /&gt;
* https://www.semantic-mediawiki.org/wiki/Help:Custom_units&lt;br /&gt;
* How do [[siege]] [[mortar]]s and [[auto mortar]]s target and prosecute their firing?&lt;br /&gt;
* Investigate [[Pain shock threshold]] items for psycasters - use it to get nueral heat loss but reduce the penalty from pain. &lt;br /&gt;
* Investigate the Ideology polyamory/polycule bedroom mechanics and put on page. Is it a change in the DLC or is it in Core to support the DLC like other systems? In etiher case, does it now mean that you don't need a two person bed and can move two singles in?  &lt;br /&gt;
** Based on a reddit post: If an Ideoligion forbids unmarried lovers you can use this mechanic and place two single beds in a room to avoid the &amp;quot;Want to sleep together&amp;quot; moodlet without having them do lovin', and they won't get the barracks mod.&lt;br /&gt;
** My understanding is that pawns with an ideoligion that forbids unmarried lovers won't have the &amp;quot;want to sleep together moodlet&amp;quot;.&lt;br /&gt;
** This seems to happen when one pawn's ideoligion allows premarital relations and the other doesn't.&lt;br /&gt;
* Investigate the bonus from dark combat ideo - if it is post all other factors, it could redeem the LMGdue to its high optimal DPS.&lt;br /&gt;
* Difference/exact relationship between Hunger Rate Multiplier, hungerRateFactor,  and Hunger Rate Factor Offset, and clarification of which affects what. Malnutrition is HRFO, gourmand is HRF etc.   &lt;br /&gt;
* Risk of going manhunter on hunting. It is based on distance afaik but it should be confirmed. See also [[hunting stealth]]&lt;br /&gt;
* Random breakdowns/maintenance where the item needs a component to fix it. Is this detailed anywhere? [[Broken down]] links to repair chance. [[Events#Breakdown:_.28Machine.29]] also exists. Should have identify what can break down, how the mechanics works, create a template for addition to summary on the pages of the affected items to detail the effects. Rate of incidence needed &lt;br /&gt;
* As part of their category reform project, Ickputzdirwech has removed the [[:Category:Buildings]] from all pages. Investigate whether this will cause issues with future #ask requirements&lt;br /&gt;
* [[Plants#Types_of_plants]] - I thought that domesticated/decorative/etc came from the game. Where are they? Or has that been removed? Check.&lt;br /&gt;
* [[User:Crystalline Cat]] very pretty display&lt;br /&gt;
* Investigate (Slave) Rebellion mental break? Separate to other rebellion mechanics?&lt;br /&gt;
* Does removing the tongue of an abrasive pawn a neutralize all penalties in exchange for the mood debuff? Is removing the jaw a viable alternative?&lt;br /&gt;
* Whether sacrificing sharp armor of thrumbo shirt and pants is worth it to get the better heat armor of devilstrand when wearing something like cataphract - does the fact you're only still getting hit by a a small fraction of the sharp DPS make up for the loss. &lt;br /&gt;
* Prisoners can use insanity lances and orbital targetters - investigate their use by enemies and other NPCs&lt;br /&gt;
*  Bonasai trees seem to be better than fibercorn in basically every way you'd use fibercorn. More wood in pots than even fibercorn in hydro, less mats to make pots than a hydro and no power, same light requiremnts. etc.&lt;br /&gt;
* [[Hay]] and [[kibble]] seems to be trash - hay stacks to 200 rather than 75 and can't e used for meals, but otherwise is identical to corn, but corn plants require the same work to sow and harvest but provide a better yeild (22 vs 18), making them more work efficient. They grow less per day so size limitation has some merit. FERTILITY SENSITIVITY NEEDS TO BE CONSIDERED FOR THE PRIOR TWO ISSUES MAYBE REDEMPTION IS FOUND THERE. Kibble doesn't spoil but if you have the power, just give animals an animal flap fridge and nutrient paste. Even feeding ducks with their overflow is probably more efficient with NP over expensive low efficiency kibble (check tho)&lt;br /&gt;
* [[User:Gottoni/User_guide/Optimal_bedroom_size_study]]&lt;br /&gt;
* [[Social impact]] effect on conversion.&lt;br /&gt;
* megascarabs ignoring melee blocking?&lt;br /&gt;
* How does recreation power convert to recreation time?&lt;br /&gt;
* [[Slavery]] - use capes as alternative to dusters where they're necessary for temp resist as capes apparently don't have suppression loss rate increase?&lt;br /&gt;
* Investigate effect of tongue removal on annoying voice, abrasive, kind, misogynyst and misandrist traits. Should definitely negate social effects of all but the first by disabling kind and insulting words, but may not be coded to remove penalty from the first.&lt;br /&gt;
* Investigate AutoWikiBrowser and MsUpload&lt;br /&gt;
* Investigate [[Template:RNG]]&lt;br /&gt;
* Investigate Base Hunger Rate is multiplied by 1.6 for animals for some reason?&lt;br /&gt;
* Investigate [[Template: Version]]&lt;br /&gt;
* Investigate Sculptures giving solitary recreation - it is claimed that &amp;quot;legendary sculpture will fill rec meter almost instantly.&amp;quot; Needs confirmation.&lt;br /&gt;
* Investigate better tomb rooms for the sarcophagus giving better solitary recreation. Needs confirmation.&lt;br /&gt;
* Investigate [[sarcophagus]] giving a [[Thoughts|mood boost]]&lt;br /&gt;
* Investigate if pawns with 0% [[Hearing]] can be insulted. Could it be a way to negate the downside of bloodlust on non-social pawns?&lt;br /&gt;
* field hand + elbow blade?&lt;br /&gt;
* Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns &lt;br /&gt;
* Investigate animal haulers not triggering proximity activators for mortar shell plant&lt;br /&gt;
* Investigate effect of emp and mortars (on top of and next to) on broadshield packs&lt;br /&gt;
* Investigate Using [[Psycasts|beckon]] not waking mech clusters.&lt;br /&gt;
* Investigate if beautiful colonists get better trade prices, and ugly colonists get bad trade prices.&lt;br /&gt;
* Investigate why [[End table]]s don't inherit the ability to eat on them from TableBase, is it because they lack the &amp;lt;compClass&amp;gt;CompGatherSpot&amp;lt;/compClass&amp;gt;?&lt;br /&gt;
* Investigate [[Injury]] implies that beds add heal rate, This needs better investigation and integration with pages such as [[Hospital bed]]. It also implies a use for [[Animal bed]]s - namely that it helps animals heal faster. &lt;br /&gt;
* Investigate if the table on [[Long range mineral scanner]] is incorrect - the code at RimWorld\Data\Core\Defs\Sites\Parts\PreciousLump.xml seems to imply that the the produce should have a totalValueRange between 3500 silver and 5000 silver. If that is the case, the values for several BUT NOT ALL of the entries are currently wrong.&lt;br /&gt;
* Investigate [https://www.reddit.com/r/RimWorld/comments/bvq2qp/inspiration_frequency_vs_mood_graph/ inspiration freq vs mood graph]&lt;br /&gt;
&lt;br /&gt;
*FixSomeBugs reported this issue:&lt;br /&gt;
NOTE: Currently, the display of these stats is broken on the wiki. There are two properties here: [[Property:Insulation_-_Cold_Base]], the base temperature offset, and [[Property:Insulation_-_Cold_Factor]], the % by which we scale the base offset to get the final value for a clothing item.&lt;br /&gt;
Unfortunately, prior to B19 (I think that's when it changed), ''clothing'' had the base value (e.g. 15&amp;amp;deg;C) while ''textiles'' had the factor (e.g. 0.75).&lt;br /&gt;
As of 1.0, ''textiles'' have the offset (e.g. Hyperweave has 26&amp;amp;deg;C), while ''clothing'' has the factor (e.g. tuques have 0.5).  Thus, a normal hyperweave tuque has a cold insulation of 13&amp;amp;deg;C.&lt;br /&gt;
We should find a way to either fix the display of the relevant stats, or flip the actual semantic properties between the items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The places where the [[Saturation]] levels are placed seems to be determined by the diet of the animal in question, however there are inconsistencies that can't be explained. Why are sheep and horses different? Why are juvenlies different? There is info commented out, edit to see &amp;lt;!--&lt;br /&gt;
The placement of these thresholds depends on the diet of the pawn in question.  &lt;br /&gt;
0% is always Malnourished,&lt;br /&gt;
FoodLevelPercentageWantEat * 0.4f is Ravenously Hungry&lt;br /&gt;
FoodLevelPercentageWantEat * 0.8f is Hungry&lt;br /&gt;
Over is fed.&lt;br /&gt;
&lt;br /&gt;
case DietCategory.NeverEats:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
				case DietCategory.Herbivorous:&lt;br /&gt;
					return 0.45f;&lt;br /&gt;
				case DietCategory.Dendrovorous:&lt;br /&gt;
					return 0.45f;&lt;br /&gt;
				case DietCategory.Ovivorous:&lt;br /&gt;
					return 0.4f;&lt;br /&gt;
				case DietCategory.Omnivorous:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
				case DietCategory.Carnivorous:&lt;br /&gt;
					return 0.3f;&lt;br /&gt;
&lt;br /&gt;
Diet is determined in a peculiar way. Types are assigned in this order: Dendrovorous, Omnivorous, Carnivorous, Ovivorous, Herbivorous. That is, if a pawn eats trees, it is considered dendrovorous even if it also eats meat.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== EVENTUAL TODO === &lt;br /&gt;
* [[User:LaMizzy/Category Overhaul]]&lt;br /&gt;
* Pawn lists need updating - a lot have BeltDefensePop added now to get the firefoam pop now. &lt;br /&gt;
* Factions - xenotype breakdowns&lt;br /&gt;
* &amp;lt;weaponClasses&amp;gt;&lt;br /&gt;
* xenotype pawn and faciton name generation. &lt;br /&gt;
* [[Clothing]] comparison table:&lt;br /&gt;
*# Several entries have set values because they're not stuffable, others have multipliers beccause they are. Put a range for each of the values? E.g. T shirt hot insulation = 0.1x (+0.9 °C - +2.6 °C). The indetification of the best for each stat for each item can be automated. &lt;br /&gt;
*# Value/x entries have no context and do a poor job of explaining what the specific values mean. Previously there was a Profitiablity table. Perhaps this should be resurrected and seperated out from the main table? Either way context is needed&lt;br /&gt;
* How apparel is chosen by pawns automatically - JobGiver_OptimizeApparel maybe ?&lt;br /&gt;
* Psycasters aiming time build and references. Trigger happy + Hypersensitive is probably the best trait build combined with what? Shoot spec?&lt;br /&gt;
* Nav template reform: turn [[Template: Nav]] into callable template and have the different nav types call it. WOuld make it mcuh easier to add new ones, and edit existing ones.&lt;br /&gt;
* In the wiki for autodoors it mentions speed, and has a little video for it. It makes me wonder what the top speed is for a pawn before the door speed slows you down.&lt;br /&gt;
* [[Health]] has detail that should be migrated to its subsidary pages.&lt;br /&gt;
* a pawn's skin armor rating(e.g. turtle or from the gland implants) still protects body parts replaced by [[artificial body parts]], even if they would not logically have skin. This is likely to prevent them from being a detriment to survivability. This is on the gland pages, but currently there are no artificial body parts for animals, so should it be on those pages? Is it relelvant?&lt;br /&gt;
* Animal nutritional calcs depend on the difficulty. On losing is fun, meat yield is reduced to 80%,  milk is not. This means cows are significantly better on higher difficulties. CHECK CONCLUSION.&lt;br /&gt;
* a bad quality piano still sounds nice for those listening, and pawns play it longer due to slow rectime&lt;br /&gt;
* Doomdropping - drop pod emergency doomsday&lt;br /&gt;
* Sounds see [[dromedary]]&lt;br /&gt;
* Rest fall rate page and integration into [[Rest]]&lt;br /&gt;
* Add the green and red templates to the moodlet pages&lt;br /&gt;
* It takes {{ticks|6500}} of work to smooht stone walls &lt;br /&gt;
&lt;br /&gt;
* [[Brazier]] has some info on wood/day, heat push, heat max, light. Should be on torch lamp, campfire, heater, etc.&lt;br /&gt;
&lt;br /&gt;
*[[Weather]] table, and [[Wind turbine]]'s subset, might need updating. Find exact mechanics of windSpeedFactor and windSpeedOffset&lt;br /&gt;
* Version history up to [[Version/0.14.1234]]&lt;br /&gt;
[[Version/0.7.581]]&lt;br /&gt;
[[Version/0.14.1234]]&lt;br /&gt;
[[Version/0.15.1279]]&lt;br /&gt;
[[Version/0.15.1284]]&lt;br /&gt;
[[Version/0.16.1393]]&lt;br /&gt;
[[Version/0.17.1546]]&lt;br /&gt;
[[Version/0.18.1722]]&lt;br /&gt;
[[Version/0.19.2009]]&lt;br /&gt;
[[Version/1.0.0]]   &lt;br /&gt;
[[Version/1.1.0]]&lt;br /&gt;
[[Version/1.1.2257]]&lt;br /&gt;
[[Version/1.1.2258]]&lt;br /&gt;
[[Version/1.1.2559]] &lt;br /&gt;
[[Version/1.1.2562]]&lt;br /&gt;
[[Version/1.1.2564]]&lt;br /&gt;
[[Version/1.1.2565]]&lt;br /&gt;
[[Version/1.1.2566]]&lt;br /&gt;
[[Version/1.1.2567]]&lt;br /&gt;
[[Version/1.1.2571]]&lt;br /&gt;
[[Version/1.1.2575]]&lt;br /&gt;
[[Version/1.1.2579]]&lt;br /&gt;
[[Version/1.1.2589]]&lt;br /&gt;
[[Version/1.1.2598]]&lt;br /&gt;
[[Version/1.1.2610]]&lt;br /&gt;
[[Version/1.1.2618]]&lt;br /&gt;
[[Version/1.1.2624]]&lt;br /&gt;
[[Version/1.1.2647]]&lt;br /&gt;
[[Version/1.1.2654]]&lt;br /&gt;
[[Version/1.2.2719]]&lt;br /&gt;
[[Version/1.2.2753]]&lt;br /&gt;
[[Version/1.2.2900]]&lt;br /&gt;
[[Version/1.2.3005]]&lt;br /&gt;
[[Version/1.3.3066]]&lt;br /&gt;
[[Version/1.3.3067]]&lt;br /&gt;
[[Version/1.3.3069]]&lt;br /&gt;
[[Version/1.3.3072]]&lt;br /&gt;
[[Version/1.3.3074]]&lt;br /&gt;
[[Version/1.3.3076]]&lt;br /&gt;
[[Version/1.3.3080]]&lt;br /&gt;
[[Version/1.3.3087]]&lt;br /&gt;
[[Version/1.3.3101]]&lt;br /&gt;
[[Version/1.3.3117]]&lt;br /&gt;
&lt;br /&gt;
* Redo the rigger happy vs normal vs careful shooter DPS analyses. From reddit: a &amp;quot;skill 10 user [with a chain shotgun] at max range (where the penalty from TH is at its absolute highest) has 90% the single target DPS vs a untraited pawn but still has 125% of the crowd DPS. By skill 14, a trigger happy pawn is flat superior with the chain shotgun at every range.&amp;quot; i.e. e.g. is (shooting accuracy with TH^max range)/(shooting accuracy^max range) * {Cooldown + Warmup with TH)/{Cooldown + Warmup) &amp;gt; 1 for skill level X. Tables maybe? And only at max range? Can't generalize it as easy as &amp;quot;its always better at X skill&amp;quot; as it's been used previously.&lt;br /&gt;
&lt;br /&gt;
* once [[Field hand]] and [[Plant work speed]] have their math sussed out, analyse effect of archotech arms (manip affects both PWS and [[Plant Harvest Yield]]) vs field hands. Likely always better to just sow a larger field of crops with the extra work time to make up for smaller yield, but for some plants (e.g. trees) at some skill levels, may be beneficial to have field handed planter sow, and arhcotech armed harvest harvest? Investigate.&lt;br /&gt;
&lt;br /&gt;
* [[Apparel#Suggested_Apparel_Combos]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The odd ones out have known numbers; verify and reset. &lt;br /&gt;
* https://rimworldwiki.com/index.php?title=Version/1.0.2059&amp;amp;diff=prev&amp;amp;oldid=70686&lt;br /&gt;
* https://rimworldwiki.com/index.php?title=Version/1.1.2554&amp;amp;diff=prev&amp;amp;oldid=70687&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_03 align-right}}&lt;br /&gt;
! Release Type !! Version Number !! Version Type !! Release Date !! Additional Comment&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/1.0.2059|1.0.2059]] || Release || 2018.10.17 || Release 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.19.2009|0.19.2009]] || Beta || 2018.08.28 || Beta 19&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.18.1722|0.18.1722]] || Beta || 2017.11.18 || Beta 18&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.17.1557|0.17.1557]] || Alpha || 2017.06.03 || Alpha 17B&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.17.1546|0.17.1546]] || Alpha || 2017.05.24 || Alpha 17&lt;br /&gt;
|-&lt;br /&gt;
| Public ||  [[Version/0.16.1393|0.16.1393]] || Alpha || 2016.12.20 || Alpha 16&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1284|0.15.1284]] || Alpha || 2016.09.02 || Alpha 15C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1280|0.15.1280]] || Alpha || 2016.08.29 || Alpha 15B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.15.1279|0.15.1279]] || Alpha || 2016.08.28 || Alpha 15&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1249|0.14.1249]] || Alpha || 2016.07.29 || Alpha 14E&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1241|0.14.1241]] || Alpha || 2016.07.21 || Alpha 14D&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1238|0.14.1238]] || Alpha || 2016.07.19 || Alpha 14C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1236|0.14.1236]] || Alpha || 2016.07.18 || Alpha 14B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.14.1234|0.14.1234]] || Alpha || 2016.07.15 || Alpha 14&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.13.1135|0.13.1135]] || Alpha || 2016.04.06 || Alpha 13&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.12.906|0.12.906]] || Alpha || 2015.08.21 || Alpha 12&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.11.877|0.11.877]] || Alpha || 2015.06.10 || Alpha 11&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.10.785|0.10.785]] || Alpha || 2015.04.15 || Alpha 10&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.9.722|0.9.722]] || Alpha || 2015.02.18 || Alpha 9&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.8.657|0.8.657]] || Alpha || 2014.12.15 || Alpha 8&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.7.581|0.7.581]] || Alpha || 2014.10.01 || Alpha 7&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.6.532|0.6.532]] || Alpha || 2014.08.13 || Alpha 6&lt;br /&gt;
|-&lt;br /&gt;
| Silent || [[Version/0.5.496B|0.5.496B]] || Alpha || 2014.07.14 || Alpha 5D&lt;br /&gt;
|-&lt;br /&gt;
| Quiet || [[Version/0.5.496|0.5.496]] || Alpha || 2014.07.07 || Alpha 5C&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.5.492B|0.5.492B]] || Alpha || 2014.07.06 || Alpha 5B&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.5.492|0.5.492]] || Alpha || 2014.07.04 || Alpha 5&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.4.460|0.4.460]] || Alpha || 2014.06.01 || Alpha 4&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.3.410|0.3.410]] || Alpha || 2014.04.11 || Alpha 3&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.2.363|0.2.363]] || Alpha || 2014.02.26  || Alpha 2&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.1.334|0.1.334]] || Alpha || 2014.01.27 || Alpha 1&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.334|Internal 0.1.334]] || Alpha || 2014.01.26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.333|Internal 0.1.333]] || Alpha || 2014.01.25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.332|Internal 0.1.332]] || Alpha || 2014.01.24 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.1.331|Internal 0.1.331]] || Alpha || 2014.01.23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.330B|Internal 0.0.330B]] || Pre-Alpha || 2014.01.22 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.330|Internal 0.0.330]] || Pre-Alpha || 2014.01.22 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.329|Internal 0.0.329]] || Pre-Alpha || 2014.01.21 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.328|Internal 0.0.328]] || Pre-Alpha || 2014.01.20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.327|Internal 0.0.327]] || Pre-Alpha || 2014.01.19 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.325|Internal 0.0.325]] || Pre-Alpha || 2014.01.17 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.324|Internal 0.0.324]] || Pre-Alpha || 2014.01.16 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.323|Internal 0.0.323]] || Pre-Alpha || 2014.01.15 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.322|Internal 0.0.322]] || Pre-Alpha || 2014.01.14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.321|Internal 0.0.321]] || Pre-Alpha || 2014.01.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.320|Internal 0.0.320]] || Pre-Alpha || 2014.01.12 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.318|Internal 0.0.318]] || Pre-Alpha || 2014.01.10 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.317B|Internal 0.0.317B]] || Pre-Alpha || 2014.01.09 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.317|Internal 0.0.317]] || Pre-Alpha || 2014.01.08 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.314|Internal 0.0.314]] || Pre-Alpha || 2014.01.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.294|Internal 0.0.294]] || Pre-Alpha || 2013.12.17 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.254B|0.0.254B]] || Pre-Alpha || 2013.11.07 || Pre-Alpha Backer 2&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.254|Internal 0.0.254]] || Pre-Alpha || 2013.11.07 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253c|Internal 0.0.253c]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253b|Internal 0.0.253b]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.253|Internal 0.0.253]] || Pre-Alpha || 2013.11.06 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.250|0.0.250]] || Pre-Alpha || 2013.11.03 || Pre-Alpha Backer 1&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.250|Internal 0.0.250]] || Pre-Alpha || 2013.11.03 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.249a|Internal 0.0.249a]] || Pre-Alpha || 2013.11.02 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.248|Internal 0.0.248]] || Pre-Alpha || 2013.11.01 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.247|Internal 0.0.247]] || Pre-Alpha || 2013.10.31 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.245|0.0.245]] || Pre-Alpha || 2013.10.29 || Pre-Alpha Press Release 2&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.245|Internal 0.0.245]] || Pre-Alpha || 2013.10.29 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.243|Internal 0.0.243]] || Pre-Alpha || 2013.10.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.241|Internal 0.0.241]] || Pre-Alpha || 2013.10.25 ||&lt;br /&gt;
|-&lt;br /&gt;
| Internal || [[Internal version/0.0.240|Internal 0.0.240]] || Pre-Alpha || 2013.10.24 ||&lt;br /&gt;
|-&lt;br /&gt;
| Public || [[Version/0.0.232|0.0.232]] || Pre-Alpha || 2013.10.16 || Pre-Alpha Press Release 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====New seats projects====&lt;br /&gt;
* Kneel pillow&lt;br /&gt;
* Kneel sheet (tiny cover - cover baiting?)&lt;br /&gt;
* Pew&lt;br /&gt;
&lt;br /&gt;
====Mental breaks====&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Food binge]]&lt;br /&gt;
* [[Mental break#Insulting spree]]&lt;br /&gt;
* [[Mental break#Targeted insulting spree]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Social drug binge]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze)]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze) Short]]&lt;br /&gt;
* [[Mental break#Tantrum]]&lt;br /&gt;
** [[Mental break#Targeted tantrum]]&lt;br /&gt;
** [[Mental break#Bedroom tantrum]]&lt;br /&gt;
* [[Mental break#Sadistic rage]]&lt;br /&gt;
* [[Mental break#Corpse obsession]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Fire starting spree]]&lt;br /&gt;
* [[Mental break#Hard drug binge]]&lt;br /&gt;
* [[Mental break#Jailbreaker]]&lt;br /&gt;
* [[Mental break#Slaughterer]]&lt;br /&gt;
* [[Mental break#Murderous rage]]&lt;br /&gt;
* [[Mental break#Run wild]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Confusion]]&lt;br /&gt;
* [[Mental break#Social fighting]]&lt;br /&gt;
* [[Mental break#Fleeing in panic]]&lt;br /&gt;
* [[Mental break#Manhunter]]&lt;br /&gt;
&lt;br /&gt;
====Old sprites====&lt;br /&gt;
*[[:File:TableTailor.png]] &lt;br /&gt;
*[[:File:Cecropia tree.png]] &lt;br /&gt;
*[[:File:Herbal medicine.png]]&lt;br /&gt;
*[[:File:Glitterworld medicine.png]]&lt;br /&gt;
*[[:File:Club.png]] &lt;br /&gt;
*[[:File:GreatBow.png]]&lt;br /&gt;
*[[:File:FragGrenades.png]]&lt;br /&gt;
*[[:File:Molotov.png]]&lt;br /&gt;
*[[:File:Elephant tusk.png]]&lt;br /&gt;
*[[:File:High-explosive shell.png]]&lt;br /&gt;
*[[:File:Ship computer core.png]]&lt;br /&gt;
*[[:File:EquipmentRack.png]]&lt;br /&gt;
*[[:File:Equipment rack.png]]&lt;br /&gt;
*[[:File:Fueled_Stove.jpg]]&lt;br /&gt;
&lt;br /&gt;
====Textiles====&lt;br /&gt;
*Finish updating textiles:&lt;br /&gt;
**[[Cloth]]&lt;br /&gt;
&lt;br /&gt;
====Thoughts====&lt;br /&gt;
* Update: &lt;br /&gt;
**[[Thoughts/Memory Death]]&lt;br /&gt;
**[[Thoughts/Exotic]]&lt;br /&gt;
**[[Thoughts/Drugs]]&lt;br /&gt;
* Add: &lt;br /&gt;
**[[Thoughts/Anesthetic]]&lt;br /&gt;
**[[Thoughts/Memory Lost]]&lt;br /&gt;
**[[Thoughts/Memory Special]]&lt;br /&gt;
&lt;br /&gt;
**[[Thoughts/Memory Special (Royalty)]]&lt;br /&gt;
**[[Thoughts/Situation MusicalInstruments (Royalty)]]&lt;br /&gt;
**[[Thoughts/RoyalTitles]]&lt;br /&gt;
&lt;br /&gt;
**[[Thoughts/IdeoBuilding (Ideology)]]&lt;br /&gt;
**[[Thoughts/IdeoRaiding (Ideology)]]&lt;br /&gt;
**[[Thoughts/IdeoRole (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Misc (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Social (Ideology)]]&lt;br /&gt;
**[[Thoughts/Memory Terror (Ideology)]]&lt;br /&gt;
**[[Thoughts/Ritual (Ideology)]]&lt;br /&gt;
**[[Thoughts/Ritual Quality (Ideology)]]&lt;br /&gt;
**[[Thoughts/Situation Social (Ideology)]]&lt;br /&gt;
**[[Thoughts/Situational (Ideology)]]&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Assets]]&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
* [[Persona weapon#Psychic hypersensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic sensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic quiet]]&lt;br /&gt;
* [[Persona weapon#Psychic fog]]&lt;br /&gt;
* [[Persona weapon#Kind thoughts]]&lt;br /&gt;
* [[Persona weapon#Calm thoughts]]&lt;br /&gt;
* [[Persona weapon#Mad muttering]]&lt;br /&gt;
* [[Persona weapon#Mad wailing]]&lt;br /&gt;
* [[Persona weapon#Kill-happy]]&lt;br /&gt;
* [[Persona weapon#Kill-sorrow]]&lt;br /&gt;
* [[Persona weapon#Kill thirst]]&lt;br /&gt;
* [[Persona weapon#Psy-meditative]]&lt;br /&gt;
* [[Persona weapon#Painless]] &lt;br /&gt;
* [[Persona weapon#Neural cooling]]&lt;br /&gt;
* [[Persona weapon#Freewielder]]&lt;br /&gt;
&lt;br /&gt;
==== Standardize ====&lt;br /&gt;
Standardize to [[:File:Friendly_Fire_Radii.png]]. Mostly contrast and lighting is the issue.&lt;br /&gt;
* [[:File:Frag_grenade_range.png]]&lt;br /&gt;
* [[:File:Gauranlen_tree_exclusion_radius.png]]&lt;br /&gt;
* [[:File:Roof_rimworld.jpg]] &lt;br /&gt;
* [[:File:PhoenixArmorAOE.png]]&lt;br /&gt;
* [[:File:Grenades melee block.png]]&lt;br /&gt;
* [[:File:Grenades corridor.png]]&lt;br /&gt;
* [[:File:Molotov cocktails.png]]&lt;br /&gt;
* [[:File:Rocketswarm_blast.png]]&lt;br /&gt;
* [[:File:Melee block door.png]]&lt;br /&gt;
&lt;br /&gt;
Use styling station to get nice images of all pawnkinds.&lt;br /&gt;
&lt;br /&gt;
==== Lore ====&lt;br /&gt;
{{Main|Lore}}&lt;br /&gt;
* Extract [[crashed ship parts]] for [[Lore]] page and sections. Add Charlton Whitestone to the lore page. [[Ancient warspider remains]], Ancient warsprinter remains, &lt;br /&gt;
** Ancient warwalker claw &lt;br /&gt;
** Ancient warwalker foot &lt;br /&gt;
** Ancient warwalker leg &lt;br /&gt;
** Ancient warwalker shell &lt;br /&gt;
** Ancient warwalker torso, &lt;br /&gt;
* [[Lore]] from the Abasia and Blood Rot cure descriptions, from the [[Fibrous mechanites]] and [[Sensory mechanites]] descriptions&lt;br /&gt;
* [[Archotech]] lore page inc archotech body parts.&lt;br /&gt;
* [https://www.reddit.com/r/RimWorld/comments/w939q7/i_didnt_know_that_machines_personas_had_to_be/ machine persona ethics committees]&lt;br /&gt;
&lt;br /&gt;
==== Modding ====&lt;br /&gt;
        &amp;lt;butcherBodyPart&amp;gt;&lt;br /&gt;
          &amp;lt;bodyPartGroup&amp;gt;TuskAttackTool&amp;lt;/bodyPartGroup&amp;gt;&lt;br /&gt;
          &amp;lt;thing&amp;gt;ElephantTusk&amp;lt;/thing&amp;gt;&lt;br /&gt;
          &amp;lt;allowFemale&amp;gt;false&amp;lt;/allowFemale&amp;gt;&lt;br /&gt;
        &amp;lt;/butcherBodyPart&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bulletStaggerDelayTicks&amp;gt;120&amp;lt;/bulletStaggerDelayTicks&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerSpeedFactor&amp;gt;0.2&amp;lt;/bulletStaggerSpeedFactor&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerIgnoreBodySize&amp;gt;true&amp;lt;/bulletStaggerIgnoreBodySize&amp;gt;&lt;br /&gt;
&amp;lt;bulletStaggerEffecterDef&amp;gt;TunnelerSlowedDown&amp;lt;/bulletStaggerEffecterDef&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Infobox Updates ===&lt;br /&gt;
[[Template: Infobox main]] is in need of some TLC.&lt;br /&gt;
&amp;lt;big&amp;gt;'''IMPLEMENT THE MELEE SELECTION WEIGHTS FOR THE ANIMAL AND WEAPON VERBS INTO THE INFOBOX TEMPLATE TO ALLOW FOR MASSIVE SIMPLIFICATION OF [[Template: True Melee DPS Calculator]]? CAN'T ACCOUNT FOR QUALITY/MATERIAL CHANGES. SPIN WEIGHT CALC INTO SUB TEMPLATE? DOESN'T MATTER FOR QUALITY LESS/MATERIAL LESS WEAPONS LIKE BODY PART WEAPONS, DOESN'T MATTER FOR ANIMALS'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* True DPS.&lt;br /&gt;
* Diet. Better differentiation, display and integration of the actual options. Tweak [[nutrition]] and [[saturation]] as needed. Alos check animal tables to aboid breaking tempaltes&lt;br /&gt;
* Energy requirements&lt;br /&gt;
* Would be nice if the bionics explicitly listed their attachment point on their pages&lt;br /&gt;
* Drug stats to prevent having to set dozens of variables over the article. Also allow the display of the average high duration in the infobox.&lt;br /&gt;
* Artificial body part part efficiecny?&lt;br /&gt;
* [[mechanoids]] should have their shred returns mentioned in their infoboxc like butchery. &lt;br /&gt;
* Searhc in stuff tags &amp;quot; &amp;quot; + &amp;lt;stuff tags&amp;gt; = the first word will always start at 1 not 0?&lt;br /&gt;
* |imagesize = 192px&lt;br /&gt;
* Biosculpter takes 200W when on, 50W when off. Wind tubrine varies from 0 - 3250W, should this display?&lt;br /&gt;
* Implement Ingredient List but for stuffable - i.e. this list of items is stuffable with metallics, this one with stony etc. and then link each metal, stone, wood etc to their respecitve type. &lt;br /&gt;
* General clean up cleanup. Weapons especially.&lt;br /&gt;
* Change wool, milk, and eggs to generic products now that theres so many things that produce things that aren't either - boomalopes, medicinemakers, berry makers,  etc&lt;br /&gt;
* [[User:NotBadCat#Trying_New_Version_of_Animal_Stats_box]]&lt;br /&gt;
*To add&lt;br /&gt;
** Automatically add types to categories?&lt;br /&gt;
**Scale image with the size ingame? As in if its 3x2 in game, scale it so that its 3x larger than a normal image? Might be a way to stndarzie on an image szie&lt;br /&gt;
**[[Move speed]] penalty for Armor?&lt;br /&gt;
* How should we handle extra effects of weapons - EMP damage on Zeushammer, Fire on Plasmasword, Toxic Buildup on Venom Fangs/Talons and how should we display them on tables without messing with automated math. Should we just add new &amp;quot;special damage&amp;quot;, &amp;quot;special damage type&amp;quot; and &amp;quot;special damage DPS&amp;quot; categories to infobox? Or is that bloating and already full infobox? Should it just be in the article? Then automated comparison tables won't display it.&lt;br /&gt;
&lt;br /&gt;
* [[Template talk:Infobox main]] STDT tables don't play nice with infoboxes. Wikitables do. Why? How fix? Fix. [[User:Jimyoda|Jimyoda]] is working on it.&lt;br /&gt;
**There is a partial fix with the use of the external tags, but its still not ideal&lt;br /&gt;
**The difference seems to be in how the &amp;quot;table&amp;quot; and &amp;quot;wikitable&amp;quot; classes are defined.&lt;br /&gt;
**Table seems to be defined at [[MediaWiki:Common.css]] but I can't find any definition anywhere for wikitable to compare.&lt;br /&gt;
&lt;br /&gt;
=== Feed back Needed!(If you're reading this, please weigh in) ===  &lt;br /&gt;
*Finding information on natural walls is current unintuitive or outright unavailable. Atm I've created a section on the [[Structures]] page but this is not great - while it puts it next to the other walls, its not an intuitive place to find that information. This is largely because of the initial structure of the wiki to match the menu structure. This is causing issues with things such as where to place uncraftable items such as [[Vanometric power cell]]s. But back on topic:&lt;br /&gt;
**Should we create superpages for each stone type? With the stats for the wall, blocks and stone chunk all on one page&lt;br /&gt;
*** Since the limited use of this information I'd focus efforts elsewhere [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC)&lt;br /&gt;
**Should we abandon the menu-inspired nav structure? (Ultimately likely to be better, but a massive project)&lt;br /&gt;
***This I think is a good idea regardless of the current topic, since it would allow a more intuitive structure of the overall wiki preventing the occasional &amp;quot;ow there's 3 different pages about fire&amp;quot;. Maybe good to have design first so we can see how much can be recycled (which I hope is a lot) and to see where the biggest gain is.[[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:19, 16 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Common errors ==&lt;br /&gt;
Feel free to add more that you feel are common (i.e. likely to show up on multiple pages after a few months without culling)&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheived&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheive&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheiving &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=soley &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieve &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieved&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=recieving&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=particulary&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Prefered &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=rememdied  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=multipler  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=supression&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=suppresion&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=teh &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=peice&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=euthenasia&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=indefintely&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Inheriently&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=continous&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=incidential&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Upseting&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=aformentioned&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperated&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperate&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperating &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=seperately  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=reliabily  &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=withdrawl &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=comforable &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=negligble&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=Dependant - not incorrect spelling, but usually used wrong.&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=neccessary &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=resurected&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=ressurected &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=initally&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=noticably&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=efficency&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheived&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheive&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheivable &lt;br /&gt;
* https://rimworldwiki.com/index.php?search=acheiving&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=daylillies&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=managable&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=butcherer&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=ocurring&lt;br /&gt;
* https://rimworldwiki.com/index.php?search=occuring&lt;br /&gt;
&lt;br /&gt;
== Event Banners ==&lt;br /&gt;
&amp;lt;!--{{#switch: {{#time: m-d }}&lt;br /&gt;
| 02-15 = Its the day after valentines&lt;br /&gt;
| 04-01 = Its april fools day&lt;br /&gt;
| 25-12 = Its xmas&lt;br /&gt;
| #default = It is this day {{#time: m-d }} and you could automate these banners. &lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#switch: {{#time: m-d }}&lt;br /&gt;
| 02-14=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Scarification.png|60px]]&lt;br /&gt;
| text = {{IdeologyIcon}} [[Ideology]] is red, {{BiotechIcon}} [[Biotech]] is blue, if I give you this {{Icon Small|Heart}} [[heart]], will you give me yours too?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 02-15 = Its the day after valentines&lt;br /&gt;
| 04-01 = Its april fools day&lt;br /&gt;
| 10-31 =&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF7518&lt;br /&gt;
| image = [[File:Skull stack full.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;amp;nbsp;Put your [[File:Animalist war mask wood.png|16px]] [[War mask|&amp;lt;span title=&amp;quot;Mask&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;mask&amp;lt;/span&amp;gt;]] on! The [[File:GauranlenPodC.png|16px]] [[Gauranlen_pod|&amp;lt;span title=&amp;quot;Pumpkin&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;pumpkins&amp;lt;/span&amp;gt;]] are out and its time to go &amp;lt;span  title=&amp;quot;Trick&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot; class=&amp;quot;mw-customtoggle-collapse&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;gt;trick&amp;lt;/span&amp;gt; or [[Special:Random|&amp;lt;span title=&amp;quot;Treat&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;treating&amp;lt;/span&amp;gt;]]!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;amp;nbsp;HAPPY HALLOWEEN FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;[[File:Gene FireTerror.png]]&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''BOO!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 12-25=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;MERRY CHRISTMAS FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| 12-26|12-27|12-28|12-29|12-30|12-31=&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = Jingle Bells, load the [[Mortar shell|shells]], [[raiders]] have come to play, oh no wait&amp;lt;br&amp;gt; ...oh its too late, bye bye Santa's sleigh, hey!&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''MERRY CHRISTMAS FROM RIMWORLD WIKI!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
| #default = It is this day {{#time: m-d }} and there are 4 automated banners. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF7518&lt;br /&gt;
| image = [[File:Skull stack full.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;amp;nbsp;Put your [[File:Animalist war mask wood.png|16px]] [[War mask|&amp;lt;span title=&amp;quot;Mask&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;mask&amp;lt;/span&amp;gt;]] on! The [[File:GauranlenPodC.png|16px]] [[Gauranlen_pod|&amp;lt;span title=&amp;quot;Pumpkin&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;pumpkins&amp;lt;/span&amp;gt;]] are out and its time to go &amp;lt;span  title=&amp;quot;Trick&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot; class=&amp;quot;mw-customtoggle-collapse&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;gt;trick&amp;lt;/span&amp;gt; or [[Special:Random|&amp;lt;span title=&amp;quot;Treat&amp;quot; style=&amp;quot;color:#0645ad;&amp;quot;&amp;gt;treating&amp;lt;/span&amp;gt;]]!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;amp;nbsp;HAPPY HALLOWEEN FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-collapse&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;[[File:Gene FireTerror.png]]&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''BOO!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;MERRY CHRISTMAS FROM RIMWORLD WIKI!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Christmas tree.png|60px]]&lt;br /&gt;
| text = Jingle Bells, load the [[Mortar shell|shells]], [[raiders]] have come to play, oh no wait&amp;lt;br&amp;gt; ...oh its too late, bye bye Santa's sleigh, hey!&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''MERRY CHRISTMAS FROM RIMWORLD WIKI!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Scarification.png|60px]]&lt;br /&gt;
| text = {{IdeologyIcon}} [[Ideology]] is red, {{BiotechIcon}} [[Biotech]] is blue, if I give you this {{Icon Small|Heart}} [[heart]], will you give me yours too?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = Please note, RimWorld was recently '''Refused Classification''' in Australia. Refused games [https://www.classification.gov.au/classification-ratings/what-do-ratings-mean cannot be sold, hired, advertised or legally imported] in Australia. &lt;br /&gt;
&lt;br /&gt;
As such it has been removed from the Steam store in that location. Preexisting owners remain unaffected.&lt;br /&gt;
&lt;br /&gt;
Due to this removal, there have been reports that the statement released by Ludeon on this event may not be available to all players. For convenience, it is replicated [[Refused classification|here]]&lt;br /&gt;
&lt;br /&gt;
Polite complaints to the Australian Classification Board can be submitted by Australian residents [https://www.classification.gov.au/contact-us/contact-us-form here]. &lt;br /&gt;
}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
| type  = protect&lt;br /&gt;
| image = [[File:RimWorldLogo.png|48px]]&lt;br /&gt;
| text  = &amp;lt;big&amp;gt;[https://rimworld.double11.com/ RimWorld Console Edition] is here!&amp;lt;/big&amp;gt; Welcome to the rimworlds, console [[pawns]], try not to get turned into a hat. &amp;lt;br&amp;gt;Check out the [https://rimworld.double11.com/faq FAQ here]. RimWorldWiki is also trying to update to this new platform. Please be patient with us as this happens, and if possible, [[Talk:Console edition|lend a hand]]&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = biotech&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #6bb6bb&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:BiotechIcon.png|40px|link=Biotech DLC|Biotech DLC]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;The [[Biotech DLC]] and Version 1.4 have been announced and are coming October 21st!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;For further information, see the [https://store.steampowered.com/news/app/294100/view/3294970071159733465 announcement] and the [https://store.steampowered.com/app/1826140/RimWorld__Biotech/ steam page]!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = biotech&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #6bb6bb&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:BiotechIcon.png|40px|link=Biotech DLC|Biotech DLC]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;The [[Biotech DLC]] and Version 1.4 has arrived!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;For further information, see the [https://store.steampowered.com/news/app/294100/view/3294970071159733465 announcement] and the [https://store.steampowered.com/app/1826140/RimWorld__Biotech/ steam page]!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FFBF00&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:AgeReversal.png|40px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Downtime Notice&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;The RimWorld Wiki will have its MediaWiki version updated soon. The expected downtime period is between Friday (December 9th) to Sunday (December 11th)&amp;lt;br/&amp;gt;You may experience some interruptions trying to edit or viewing pages during the migration.&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{Rwbox&lt;br /&gt;
  | name = anomaly&lt;br /&gt;
  | type = manual&lt;br /&gt;
  | color = #8e9967&lt;br /&gt;
  | image = [[File:AnomalyIcon.png|40px|link=Anomaly (DLC)]]&lt;br /&gt;
  | text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''The [https://store.steampowered.com/news/app/294100/view/4160834030793878434 Anomaly DLC] has been [https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ released on Steam] alongside 1.5!'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Please bear with us as we get the new content up, and consider [[Special:CreateAccount|signing up]] to help today!&lt;br /&gt;
  | nocat = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Stats from the &amp;quot;automated&amp;quot; part:&lt;br /&gt;
 [SMW] In-text annotation parser time	0.001 seconds&lt;br /&gt;
 CPU time usage	0.004-0.009 seconds&lt;br /&gt;
 Real time usage	0.004-0.024 seconds&lt;br /&gt;
 Preprocessor visited node count	18/1,000,000&lt;br /&gt;
 Post-expand include size	65/2,097,152 bytes&lt;br /&gt;
 Template argument size	0/2,097,152 bytes&lt;br /&gt;
 Highest expansion depth	3/40&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #FF0000&lt;br /&gt;
| image = [[File:Scarification.png|60px]]&lt;br /&gt;
| text = The [[raiders]] are dead, the [[fleshbeasts]] are too, time for some [[lovin']], just me and you?&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;Happy Valentine's Day from RimworldWiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=warning&lt;br /&gt;
|text=Note: This page is made in preparation of the release of the [[Odyssey DLC]] to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== User recognition banners ==&lt;br /&gt;
Nothing official or serious but some users and deserve what thanks we can give. Honestly, more people should have these but its only really realized when large projects get completed.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type = warning&lt;br /&gt;
| image = [[File:RoyaltyIcon.png|40px]]&lt;br /&gt;
| text = This user is a credit to the wiki, and has '''define'''-itely gone above and beyond!&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;I can't reward you for all your work on infobox main and the massive slog that was changing over all the half-functioning define templates but I wanted to say that while the average reader might not realize the extent it helps now and will help in the future, we do and its massively appreciated. You're a goddamn legend. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:57, 20 April 2022 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Ickputzdirwech for updating the absolute mess of old define templates into now-much more flexible [[Template:Infobox main]]&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = ideology&lt;br /&gt;
| type = speedy&lt;br /&gt;
| small = {{{small|no}}}&lt;br /&gt;
| image = [[File:IdeologyIcon.png|40px|link=Ideology DLC|Ideology DLC]]&lt;br /&gt;
| text =  '''This user is recognised as a &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Moral Guide&amp;lt;/span&amp;gt; for their contributions to [[Ideoligion]]'''&lt;br /&gt;
| nocat=true&lt;br /&gt;
}}&lt;br /&gt;
User:Kelenius for getting the [[Ideology]] page online in the time shortly after release.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = bodybuilder&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #000000&lt;br /&gt;
| image = [[File:Gene BodyHulk.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;Look at that definition!&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;This user deserves recognition for impeccable work and the absolute slog that was completing the body type definitions for [[Template:Animal Health Table]]. &lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
User:Arcangelus for updating the body type pages which I am oh so very glad I did not have to do. Slog is right.&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type = move&lt;br /&gt;
| image = [[File:Focus.png|40px]]&lt;br /&gt;
| text = This user is a person of [[focus]], taking on the [[burden]] of making the psycast pages into a valuable resource, with absolutely [[stun (psycast)|stunning]] results. Thanks for all your hard work, you're an [[word of inspiration|inspiration]].&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;- [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:56, 12 January 2025 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Bacaniel for getting all the individual psycast pages up after the split from the table&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = &lt;br /&gt;
| type = manual&lt;br /&gt;
| color = &lt;br /&gt;
| image = [[File:Bionic eye south.png|60px]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;''Picture'' this: a world without [[Template:Image wanted|Image wanted banners]]&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Because of this user, we are a great leap closer to it. Thank you so much for all your hard work!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
User:Vertigo for clearing an [https://rimworldwiki.com/index.php?target=Vertigo&amp;amp;namespace=all&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;start=&amp;amp;end=&amp;amp;limit=500&amp;amp;title=Special%3AContributions absolute mountain of image requests].&lt;br /&gt;
&lt;br /&gt;
{{Rwbox&lt;br /&gt;
| type  = manual&lt;br /&gt;
| color = #2596be&lt;br /&gt;
| image = [[File:LandmarkExpanding.png|60px]]&lt;br /&gt;
| text = This is a [[landmark]] user! We didn't have the [[foggy|foggiest]] idea how to fill in the [[chasm]] of missing information on [[Landmarks]], but they moved [[fjord]] and replaced it with a [[mountain]] of content! &amp;lt;br&amp;gt;Thanks for all your hard work!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;- [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 06:53, 14 March 2026 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
User:Esredar for [[Landmarks]]. Seriously look at the page history.&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pigskins&amp;diff=180643</id>
		<title>Pigskins</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pigskins&amp;diff=180643"/>
		<updated>2026-05-31T06:38:09Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{About|the [[xenotype]]|the [[textile]]|pigskin}}&lt;br /&gt;
{{Infobox main|xenotype&lt;br /&gt;
| name = Pigskin&lt;br /&gt;
| image = PigskinXenotype.png&lt;br /&gt;
| description = Pigskins are human-pig hybrids which are capable of two-legged movement, tool use, and speech, but which also retain many pig-like qualities. They are hardy and can eat almost anything without getting sick, but their trotter-shaped hands leave them at a disadvantage when attempting to precisely manipulate tools and objects. They don't see well at a distance, so pigskin gangs usually focus on close-range weapons. They also have a strong taste for explosives.&amp;lt;br/&amp;gt;Pigskins were made for their organs. Uncomfortable with the idea of harvesting organs from baseliner humans, a long-gone government merged human DNA into pigs to make the animals produce more easily-transplantable hearts and lungs. They succeeded, but the resulting creatures became more humanlike than anyone anticipated.&lt;br /&gt;
| short description = Pigskins are human-pig hybrids. They are hardy and can eat almost anything without getting sick, but their trotter-shaped hands are bad at fine manipulation. They don't see well at a distance, so they usually focus on close-range weapons. They have a strong taste for explosives.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Human&lt;br /&gt;
| type2 = Xenotypes&lt;br /&gt;
&amp;lt;!-- Xenotypes --&amp;gt;&lt;br /&gt;
| combat power factor = 1&lt;br /&gt;
| can generate as combatant = true&lt;br /&gt;
| factionless generation weight = 1&lt;br /&gt;
| inheritable = true&lt;br /&gt;
| name maker = NamerPersonPigskin&lt;br /&gt;
| chance to use name maker = 1&lt;br /&gt;
| forbidden weapon classes = LongShots&lt;br /&gt;
| genes = Pig nose, Pig ears, Fat body, Hulk body, Trotter hands, Pig voice, Reduced pain, Strong immunity, Strong stomach, Robust digestion, Nearsighted, Poor Cooking&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Pigskin&lt;br /&gt;
| label = pigskin&lt;br /&gt;
| iconPath = UI/Icons/Xenotypes/Pigskin&lt;br /&gt;
}}&lt;br /&gt;
'''Pigskins''' are a [[Xenotypes|xenotype]], genetically engineered for their organs.&lt;br /&gt;
&lt;br /&gt;
== Lore == &lt;br /&gt;
Human-pig hybrids, Pigskins were initially created for organ-harvesting operations by a long-gone government that was uncomfortable with the thought of exploiting baseliners. However, they found success in their attempt to merge human DNA with that of a pig - to make easier transplantable organs such as hearts and lungs - creating a more humanlike being than anticipated. &lt;br /&gt;
&lt;br /&gt;
They retain similar characteristics to baseliners; capable of speech, tool usage and bipedal movement. However, they do maintain piglike elements. Pigskins have a robust digestive system and can eat almost anything without getting sick, however, a notable drawback of the xenotype is their trotter-shaped hands that make it more difficult to manipulate tools and objects and their nearsightedness results in their preference for close-range - or explosive - weaponry. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
The table below describes the chance for a given pawn from each [[faction]] being a pigskin. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.&lt;br /&gt;
{{Xenotype Faction Table|pigskin}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In-game, pigskins are not in any way related to [[pig]]s. They don't mind wearing [[pigskin]] clothes or eating [[meat|pork]], nor do they produce either when butchered.&lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Pigskins have a gene complexity of 16[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a {{--|1}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of {{Bad|x125%}}.&lt;br /&gt;
&lt;br /&gt;
All pigskins have these [[germline gene]]s:&lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene NosePig.png|64|Pig nose|Pig nose}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene HandsTrotter.png|64|Trotter hands|Trotter hands}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Nearsighted.png|64|Nearsighted|Nearsighted}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene StrongStomach.png|64|Strong stomach|Strong stomach}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene RobustDigestion.png|64|Robust digestion|Robust digestion}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PainReduced.png|64|Reduced pain|Reduced pain}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene StrongImmunity.png|64|Strong immunity|Strong immunity}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Pig nose]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Trotter hands]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Nearsighted]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong stomach]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Robust digestion]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Reduced pain]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong immunity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Cosmetic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene EarPig.png|64|Pig ears|Pig ears}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene BodyHulk.png|64|Hulk body|Hulk body}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene BodyFat.png|64|Fat body|Fat body}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene VoicePig.png|64|Pig voice|Pig voice}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Pig ears]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Hulk body]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Fat body]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Pig voice]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PoorCooking.png|64|Poor cooking|Poor cooking}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Poor cooking]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rough pig unions ==&lt;br /&gt;
{{Main|Rough pig union}}&lt;br /&gt;
Pigskins congregate within factions known as Rough Pig Unions. Essentially a loose alliance of rugged pigskin townships that prefer to interact with their own kind, but have been known to make friends with 'thinsnouts'. However, they're far more ready to toss a bomb when it suits them, which is their general approach, unless one cozies up to them. Earn their respect, and they'd be a worthwhile ally, ready to offer a trotter to those they think of as friends. Oink Oink!&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Pigskins are formidable opponents. Thanks to [[reduced pain]], pigskins require twice as much damage to be [[downed]] from [[pain shock]] - the most common way to disable a pawn through combat. Rough pigskin unions often use a combination of [[shotgun]]s, [[grenades]], and melee weapons to make up for their nearsightedness. While not as tough as a [[neanderthal]], pigskins move as fast as a baseliner and have access to industrial technology.&lt;br /&gt;
&lt;br /&gt;
As colonists, pigskins come with a few quirks. Trotter hands reduces [[Manipulation]], meaning pigskins are 85% as fast at doing most work. Nearsighted means an accuracy penalty when shooting from 26 tiles or more. And they eat more food than a baseliner. In return, pigskins can eat raw food safely, are resistant to disease, and have reduced pain. &lt;br /&gt;
&lt;br /&gt;
Pigskins are good early on or in a [[caravan]] due to their food poisoning immunity. In an established colony, the drawbacks of the pigskin xenotype generally outweigh the benefits. Still, the drawbacks are manageable - you shouldn't reject an otherwise good colonist just for being a pigskin. Nearsighted only applies when shooting for 26 tiles or more, so [[heavy SMG]]s, shotguns, grenades, melee, etc. can be used.&lt;br /&gt;
&lt;br /&gt;
Despite their lower metabolic efficiency and manipulation, pigskins only require 75% the plant level of an otherwise identical baseliner to sustain themselves by [[foraging]]. &lt;br /&gt;
&lt;br /&gt;
=== Gene extraction ===&lt;br /&gt;
Some of the more valuable genes pigskins have to [[gene extractor|extract]] are:&lt;br /&gt;
* [[Strong stomach]] - Full immunity to [[food poisoning]], which is still possible (if rare) even with the best cooks.&lt;br /&gt;
* [[Strong immunity]] - 110% immunity can be helpful to save on medicine and potentially save lives. Even when medicine is no longer an issue, this gene helps pawns recover from disease faster.&lt;br /&gt;
* [[Nearsighted]] - Can be installed on [[brawler]]s, melee fighters, noncombatants, and anyone using a ranged weapon with a range under 26 tiles without penalty, giving a boost to metabolic efficiency. For a full list of unaffected ranged weapons, see {{#ask: [[Range::&amp;lt;26]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]] | ?Range | limit = 0| searchlabel = here}}.&lt;br /&gt;
* [[Robust digestion]] - Increasing the nutrition from raw meat by 80% is key to sustaining a large number of [[Ghoul|ghouls]]{{AnomalyIcon}}. &lt;br /&gt;
* [[Poor cooking]] - Since most pawns don't need to cook, it's an easy way to gain 1 point of metabolic efficiency. Furthermore, given high enough [[manipulation]], a level 16 cook can reach the maximum [[Butchery Efficiency]] and [[Cooking Speed]] and the minimum [[Food Poison Chance]].&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Adjust prevalence of nicknames among pigskins.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=180642</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=180642"/>
		<updated>2026-05-31T06:37:26Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{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;
'''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;
[[File:World overview.png|400px|thumb|right|World Map]]&lt;br /&gt;
&lt;br /&gt;
== Wet 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;
[[File:TemperateForest.png|400px|thumb|right|''{{Q|Temperate forest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Temperate swamp ===&lt;br /&gt;
{{Main|Temperate swamp}}&lt;br /&gt;
[[File:TemperateSwamp.png|400px|thumb|right|''{{Q|Temperate swamp|Description}}'']]&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;
'''Stats:'''&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;
 | 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 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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tropical rainforest ===&lt;br /&gt;
{{Main|Tropical rainforest}}&lt;br /&gt;
[[File:TropicalRainforest.png|400px|thumb|right|''{{Q|Tropical rainforest|Description}}'']]&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;
'''Stats:'''&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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tropical swamp ===&lt;br /&gt;
{{Main|Tropical swamp}}&lt;br /&gt;
[[File:TropicalSwamp.png|400px|thumb|right|''{{Q|Tropical swamp|Description}}'']]&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;
'''Stats:'''&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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Dry 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;
[[File:AridShrubland.png|400px|thumb|right|''{{Q|Arid shrubland|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Desert ===&lt;br /&gt;
{{Main|Desert}}&lt;br /&gt;
[[File:Desert.png|400px|thumb|right|''{{Q|Desert|Description}}'']]&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;
'''Stats:'''&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;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Extreme desert ===&lt;br /&gt;
{{Main|Extreme desert}}&lt;br /&gt;
[[File:ExtremeDesert.png|400px|thumb|right|''{{Q|Extreme desert|Description}}'']]&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;
'''Stats:'''&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;
{{Clear}}&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;
[[File:BorealForest.png|400px|thumb|right|''{{Q|Boreal forest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Cold bog ===&lt;br /&gt;
{{Main|Cold bog}}&lt;br /&gt;
[[File:Cold Bog.png|400px|thumb|right|''{{Q|Cold bog|Description}}'']]&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;
'''Stats:'''&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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tundra ===&lt;br /&gt;
{{Main|Tundra}}&lt;br /&gt;
[[File:Tundra.png|400px|thumb|right|''{{Q|Tundra|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
Animal migrations may occur once or twice per year. Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Ice sheet ===&lt;br /&gt;
{{Main|Ice sheet}}&lt;br /&gt;
[[File:IceSheet.png|400px|thumb|right|''{{Q|Ice sheet|Description}}'']]&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;
'''Stats:'''&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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sea ice ===&lt;br /&gt;
{{Main|Sea ice}}&lt;br /&gt;
[[File:SeaIce.png|400px|thumb|right|''{{Q|Sea ice|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
Sea ice maps do not have geothermal vents or [[ruins]] (except at [[Landmarks#Ice_dunes|ice dunes]]{{OdysseyIcon}} landmarks and in [[Quests#Ancient_Complex|ancient complex]]{{IdeologyIcon}} 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]],{{OdysseyIcon}} [[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;
'''Stats:'''&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;
{{Clear}}&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;
[[File:Glowforest.jpg|400px|thumb|right|''{{Q|Glowforest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&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;
=== Scarlands ===&lt;br /&gt;
{{Main|Scarlands}}&lt;br /&gt;
[[File:Scarlands.jpg|400px|thumb|right|''{{Q|Scarlands|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&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;
=== Grassland ===&lt;br /&gt;
{{Main|Grassland}}&lt;br /&gt;
[[File:Grassland.jpg|400px|thumb|right|''{{Q|Grassland|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&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;
=== Glacial plain ===&lt;br /&gt;
{{Main|Glacial plain}}&lt;br /&gt;
[[File:GlacialPlains.jpg|400px|thumb|right|''{{Q|Glacial plain|Description}}'']]&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;
'''Stats:'''&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;
=== Lava field ===&lt;br /&gt;
{{Main|Lava field}}&lt;br /&gt;
[[File:Lava Fields.jpg|400px|thumb|right|''{{Q|Lava field|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&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;
== Analysis ==&lt;br /&gt;
There are multiple factors that contribute to the difficulty of biomes:&lt;br /&gt;
&lt;br /&gt;
=== Growing crops ===&lt;br /&gt;
{{Stub|section=true|reason=Characterize all biomes}}&lt;br /&gt;
The ability to grow crops is probaly the most '''critical''' factor, as long as the colony can't rely on [[hydroponics basin]]s or [[fungal gravel]] {{IdeologyIcon}}. Biomes like [[extreme desert]], [[ice sheet]] and [[sea ice]] have little to no farmable land.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Temperature is one of the most '''important''' factors. An average temperature of about {{Temperature|21}} is ideal, since this is the middle between the minimum and maximum comfortable temperature of humans. Besides that warmer biomes are preferable, since they more likely allow for a year-round growing season.&lt;br /&gt;
* ''Easy:'' [[Arid shrubland]],  [[Tropical rainforest]], [[Tropical swamp]] (Average temperature of {{Temperature|21}} and year-round growing season possible.)&lt;br /&gt;
* ''Easy to moderate:'' [[Desert]], [[Extreme desert]], [[Temperate forest]], [[Temperate swamp]] (Average temperature of at least {{Temperature|15}}.)&lt;br /&gt;
* ''Moderate:'' [[Boreal forest]], [[Cold bog]] (Average temperature above {{Temperature|0}} possible.)&lt;br /&gt;
* ''Moderate to difficult:'' [[Tundra]] (Average temperature always below {{Temperature|0}}.)&lt;br /&gt;
* ''Difficult:'' [[Ice sheet]], [[Sea ice]] (Average temperature always below {{Temperature|-20}}.)&lt;br /&gt;
* ''Unknown:'' [[Glacial plain]],{{OdysseyIcon}} [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
{{Stub|section=true|reason=Characterize all biomes}}&lt;br /&gt;
* '''Hunting: important''' – Especially in the early game or when the supply of food relies on hunting the number and type of occurring animals might be important.&lt;br /&gt;
* '''Predators: circumstantial''' – Predators are especially a problem in biomes with already little other wildlife and available food, notably [[ice sheet]] and [[sea ice]]. In all other biomes they pose only a negligible threat.&lt;br /&gt;
&lt;br /&gt;
=== Weather and wildfire ===&lt;br /&gt;
[[Weather]] is a '''circumstantial''' factor. While clear weather is the most preferable, dry thunderstorms can pose a serious threat by creating wildfires, especially when building out of wood or in biomes with dense vegetation. Torrential rain {{OdysseyIcon}} can cause flooding; tox rain {{OdysseyIcon}} can cause [[toxic buildup]].&lt;br /&gt;
* ''Easy:'' [[Arid shrubland]], [[Desert]], [[Extreme desert]], [[Temperate forest]], [[Tundra]], [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
* ''Easy to moderate:'' [[Ice sheet]], [[Glacial plain]] {{OdysseyIcon}} (Less clear weather or hightened risk from dry thunderstorms.)&lt;br /&gt;
* ''Moderate:'' [[Boreal forest]], [[Cold bog]], [[Tropical rainforest]], [[Tropical swamp]], [[Temperate swamp]], [[Glowforest]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (Chance for torrential rain {{OdysseyIcon}} or tox rain. {{OdysseyIcon}})&lt;br /&gt;
* ''Moderate to difficult:'' [[Sea ice]] (Hightened risk from dry thunderstorms and less clear weather.)&lt;br /&gt;
* ''Difficult:'' [[Grassland]] {{OdysseyIcon}} (Very high risk from dry thunderstorms.)&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
[[Disease]]s are on of the more '''circumstantial''' factors for biome difficulty. In some biomes they appear up to three times as often as in other biomes. Also the selection and chance of individual diseases varies.&lt;br /&gt;
* '''Disease {{MTB}}:'''&lt;br /&gt;
** ''Easy:'' [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}(90 days)&lt;br /&gt;
** ''Easy to moderate:'' [[Tundra]] (80 days)&lt;br /&gt;
** ''Moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Temperate forest]], [[Glowforest]] {{OdysseyIcon}}, [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (50-65 days)&lt;br /&gt;
** ''Moderate to difficult:'' [[Temperate swamp]], [[Cold bog]] (40-45 days)&lt;br /&gt;
** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]] (30-35 days)&lt;br /&gt;
* '''Disease selection:'''&lt;br /&gt;
** ''Easy:'' [[Cold bog]], [[Tundra]] (Higher chances for [[fibrous mechanites|fibrous]] and [[sensory mechanites]] and therefore less often more serious diseases.)&lt;br /&gt;
** ''Easy to moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Desert]], [[Extreme desert]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
** ''Moderate:'' [[Ice sheet]], [[Sea ice]] (No gut worms and muscle parasites and therefore more often serious diseases.)&lt;br /&gt;
** ''Moderate to difficult:'' [[Temperate forest]], [[Temperate swamp]], [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (Chance for [[malaria]].)&lt;br /&gt;
** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]], [[Glowforest]] {{OdysseyIcon}} (Chance for [[malaria]] and [[sleeping sickness]].)&amp;lt;!-- &lt;br /&gt;
* Combined&lt;br /&gt;
** ''Easy:'' [[Tundra]], [[Desert]], [[Extreme desert]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
** ''Easy to moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Ice sheet]], [[Sea ice]]&lt;br /&gt;
** ''Moderate:'' [[Cold bog]]&lt;br /&gt;
** ''Moderate to difficult:'' [[Temperate forest]], [[Temperate swamp]], [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
For the relative amount of plants in each of the following categories see the table below.&lt;br /&gt;
* '''Wood: important''' – There are plenty of buildings that require wood. Especially in the early game the colony is highly dependent on the wood chopped from wild trees. In some biomes this can be a serious problem.&lt;br /&gt;
** ''Easy:'' [[Temperate swamp]], [[Tropical swamp]] &amp;lt;!-- 6-10 --&amp;gt;&lt;br /&gt;
** ''Easy to moderate:'' [[Boreal forest]], [[Cold bog]], [[Temperate forest]], [[Tropical rainforest]] &amp;lt;!-- 0.8-2 --&amp;gt;&lt;br /&gt;
** ''Moderate:'' [[Glowforest]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} &amp;lt;!-- 0.09-0.2 --&amp;gt;&lt;br /&gt;
** ''Moderate to difficult:'' [[Arid shrubland]], [[Desert]], [[Temperate forest]], [[Tundra]], [[Grassland]] {{OdysseyIcon}} &amp;lt;!-- 0.03-0.07 --&amp;gt;&lt;br /&gt;
** ''Impossible:'' [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}} &amp;lt;!-- (close to) none --&amp;gt;&lt;br /&gt;
* '''Grazing: important''' – The amount of [[pen animals]] a colony can support by only letting them graze depends mainly on the amount and frequency wild plants are growing. Apart from trees which are inedible for most animals and a few quite rare plants, all wild plants provide the same nutrition. &amp;lt;!-- See table below for the score --&amp;gt;&lt;br /&gt;
** ''Easy:'' [[Tropical rainforest]], [[Tropical swamp]], [[Glowforest]],{{OdysseyIcon}} [[Grassland]] {{OdysseyIcon}}&lt;br /&gt;
** ''Easy to moderate:'' [[Cold bog]], [[Temperate forest]], [[Temperate swamp]]&lt;br /&gt;
** ''Moderate:'' [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
** ''Moderate to difficult:'' [[Arid shrubland]], [[Boreal forest]], [[Tundra]]&lt;br /&gt;
** ''Impossible:'' [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}}&lt;br /&gt;
* '''Food: circumstantial''' – Forraging [[agave]], [[berry bush]]es, [[glowstool]] and [[agarilux]] can help stretch a food shortage.&amp;lt;!-- See table below for the score --&amp;gt;&lt;br /&gt;
** ''Easy:'' [[Temperate swamp]], [[Tropical rainforest]], [[Glowforest]] {{OdysseyIcon}} &amp;lt;!-- 0,26-0.3 --&amp;gt;&lt;br /&gt;
** ''Easy to moderate:'' [[Arid shrubland]], [[Tropical swamp]], &amp;lt;!-- 0.16-0.23 --&amp;gt;&lt;br /&gt;
** ''Moderate:'' [[Boreal forest]], [[Temperate forest]], [[Grassland]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}} &amp;lt;!-- 0.06-0.13 --&amp;gt;&lt;br /&gt;
** ''Moderate to difficult:'' [[Desert]], [[Tundra]], [[Scarlands]] {{OdysseyIcon}} &amp;lt;!-- 0.01-0.05 --&amp;gt;&lt;br /&gt;
** ''Impossible:'' [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}} &amp;lt;!-- (close to) none --&amp;gt;&lt;br /&gt;
* '''Herbal medicine: circumstantial''' – Relying on [[wild healroot]] plants for [[herbal medicine]] production is not advisable, although it might be possible in some biomes:&lt;br /&gt;
** ''Easy:'' [[Temperate swamp]] &amp;lt;!--  --&amp;gt;&lt;br /&gt;
** ''Moderate:'' [[Cold bog]], [[Temperate forest]], [[Grassland]] {{OdysseyIcon}}&amp;lt;!--  --&amp;gt;&lt;br /&gt;
** ''Moderate to difficult:'' [[Boreal forest]], [[Tundra]]&amp;lt;!--  --&amp;gt;&lt;br /&gt;
** ''Impossible:'' All other biomes.&amp;lt;!--  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
{{Image wanted|reason=Requesting updated versions of biomes intensity, possibly with correct temperature ranges instead of cold/warm/hot|section=true}}&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:Rimworld_biomes_difficulty_graph.png|1250px|Biome Intensity Diagram]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Overall the biomes can be categorized in roughly the following difficulty lewels. Note that this is only a guideline and heavily depends on difficulty settings, scenario, playstile and the parameters of the specific map:&lt;br /&gt;
&lt;br /&gt;
* '''Easy:'''&lt;br /&gt;
* '''Easy to moderate:'''&lt;br /&gt;
* '''Moderate:'''&lt;br /&gt;
* '''Moderate to difficult:'''&lt;br /&gt;
* '''Difficult:'''&lt;br /&gt;
[[Arid shrubland]], [[Boreal forest]], [[Cold bog]], [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Tropical rainforest]], [[Tropical swamp]], [[Temperate forest]], [[Temperate swamp]], [[Tundra]], [[Glacial plain]],{{OdysseyIcon}} [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
&amp;lt;!-- Variables&lt;br /&gt;
--&amp;gt;{{#vardefine:AgaveYield|{{Q|Agave|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BerryYield|{{Q|Berry bush|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GlowYield|{{Q|Glowstool|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:AgariYield|{{Q|Agarilux|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HealrootYield|{{Q|Wild healroot|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:AnimaYield|{{Q|Anima tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ArcheanYield|{{Q|Archean tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BambooYield|{{Q|Bamboo tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BirchYield|{{Q|Birch tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BonsaiYield|{{Q|Bonsai tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BurnedYield|{{Q|Burned stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:CecropiaYield|{{Q|Cecropia tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ChoppedYield|{{Q|Chopped stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:CypressYield|{{Q|Cypress tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:DragoYield|{{Q|Drago tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:FibercornYield|{{Q|Fibercorn|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GauranlenYield|{{Q|Gauranlen tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GraypineYield|{{Q|Gray pine tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:MapleYield|{{Q|Maple tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:OakYield|{{Q|Oak tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PalmYield|{{Q|Palm tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PebbleYield|{{Q|Pebble cactus|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PineYield|{{Q|Pine tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PoluxYield|{{Q|Polux tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PoplarYield|{{Q|Poplar tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:RatpalmYield|{{Q|Rat palm tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SaguaroYield|{{Q|Saguaro cactus|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SmashedYield|{{Q|Smashed stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SnagrootYield|{{Q|Snagroot tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:TeakYield|{{Q|Teak tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:TimbershroomYield|{{Q|Timbershroom|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WillowYield|{{Q|Willow tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WitchwoodYield|{{Q|Witchwood tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-{{#vardefine:NaMe|{{#switch:{{{?Name}}}|Arid shrubland = Arid Shrubland|Boreal forest = Boreal Forest|Cold bog = Cold Bog|Glacial plain = Glacial Plain|Lava field = Lava Field|Temperate forest = Temperate Forest|Temperate swamp = Temperate Swamp|Tropical rainforest = Tropical Rainforest|Tropical swamp = Tropical Swamp|#default={{{?Name}}}}}}}&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
| {{{?Animal Density}}}&lt;br /&gt;
| {{{?Plant Density}}}&lt;br /&gt;
| {{{?Wild Plant Regrow Days}}}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{Q|Agave|Lives In {{#var:NaMe}}|0}}*{{#var:AgaveYield}} + &lt;br /&gt;
{{Q|Berry bush|Lives In {{#var:NaMe}}|0}}*{{#var:BerryYield}} + &lt;br /&gt;
{{Q|Glowstool|Lives In {{#var:NaMe}}|0}}*{{#var:GlowYield}} + &lt;br /&gt;
{{Q|Agarilux|Lives In {{#var:NaMe}}|0}}*{{#var:AgariYield}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 100 round 2}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#if:{{Q|Wild healroot|Lives In {{#var:NaMe}}}}|{{#expr:({{Q|Wild healroot|Lives In {{#var:NaMe}}|0}}*{{#var:HealrootYield}}) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 1000 round 2}}|–}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{Q|Anima tree|Lives In {{#var:NaMe}}|0}}*{{#var:AnimaYield}} + &lt;br /&gt;
{{Q|Archean tree|Lives In {{#var:NaMe}}|0}}*{{#var:ArcheanYield}} + &lt;br /&gt;
{{Q|Bamboo tree|Lives In {{#var:NaMe}}|0}}*{{#var:BambooYield}} + &lt;br /&gt;
{{Q|Birch tree|Lives In {{#var:NaMe}}|0}}*{{#var:BirchYield}} + &lt;br /&gt;
{{Q|Bonsai tree|Lives In {{#var:NaMe}}|0}}*{{#var:BonsaiYield}} + &lt;br /&gt;
{{Q|Burned stump|Lives In {{#var:NaMe}}|0}}*{{#var:BurnedYield}} + &lt;br /&gt;
{{Q|Cecropia tree|Lives In {{#var:NaMe}}|0}}*{{#var:CecropiaYield}} + &lt;br /&gt;
{{Q|Chopped stump|Lives In {{#var:NaMe}}|0}}*{{#var:ChoppedYield}} + &lt;br /&gt;
{{Q|Cypress tree|Lives In {{#var:NaMe}}|0}}*{{#var:CypressYield}} + &lt;br /&gt;
{{Q|Drago tree|Lives In {{#var:NaMe}}|0}}*{{#var:DragoYield}} + &lt;br /&gt;
{{Q|Fibercorn|Lives In {{#var:NaMe}}|0}}*{{#var:FibercornYield}} + &lt;br /&gt;
{{Q|Gauranlen tree|Lives In {{#var:NaMe}}|0}}*{{#var:GauranlenYield}} + &lt;br /&gt;
{{Q|Gray pine tree|Lives In {{#var:NaMe}}|0}}*{{#var:GraypineYield}} + &lt;br /&gt;
{{Q|Maple tree|Lives In {{#var:NaMe}}|0}}*{{#var:MapleYield}} + &lt;br /&gt;
{{Q|Oak tree|Lives In {{#var:NaMe}}|0}}*{{#var:OakYield}} + &lt;br /&gt;
{{Q|Palm tree|Lives In {{#var:NaMe}}|0}}*{{#var:PalmYield}} + &lt;br /&gt;
{{Q|Pebble cactus|Lives In {{#var:NaMe}}|0}}*{{#var:PebbleYield}} + &lt;br /&gt;
{{Q|Pine tree|Lives In {{#var:NaMe}}|0}}*{{#var:PineYield}} + &lt;br /&gt;
{{Q|Polux tree|Lives In {{#var:NaMe}}|0}}*{{#var:PoluxYield}} + &lt;br /&gt;
{{Q|Poplar tree|Lives In {{#var:NaMe}}|0}}*{{#var:PoplarYield}} + &lt;br /&gt;
{{Q|Rat palm tree|Lives In {{#var:NaMe}}|0}}*{{#var:RatpalmYield}} + &lt;br /&gt;
{{Q|Saguaro cactus|Lives In {{#var:NaMe}}|0}}*{{#var:SaguaroYield}} + &lt;br /&gt;
{{Q|Smashed stump|Lives In {{#var:NaMe}}|0}}*{{#var:SmashedYield}} + &lt;br /&gt;
{{Q|Snagroot tree|Lives In {{#var:NaMe}}|0}}*{{#var:SnagrootYield}} + &lt;br /&gt;
{{Q|Teak tree|Lives In {{#var:NaMe}}|0}}*{{#var:TeakYield}} + &lt;br /&gt;
{{Q|Timbershroom|Lives In {{#var:NaMe}}|0}}*{{#var:TimbershroomYield}} + &lt;br /&gt;
{{Q|Willow tree|Lives In {{#var:NaMe}}|0}}*{{#var:WillowYield}} + &lt;br /&gt;
{{Q|Witchwood tree|Lives In {{#var:NaMe}}|0}}*{{#var:WitchwoodYield}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 10 round 2}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{{?Flora Commonality Sum}}} -&lt;br /&gt;
{{Q|Anima tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Archean tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Bamboo tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Birch tree|Lives In {{#var:NaMe}}|0}} - &lt;br /&gt;
{{Q|Bonsai tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Burned stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Cecropia tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Chopped stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Cypress tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Drago tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Fibercorn|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Gauranlen tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Gray pine tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Maple tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Oak tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Palm tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Pebble cactus|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Pine tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Polux tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Poplar tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Rat palm tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Saguaro cactus|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Smashed stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Snagroot tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Teak tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Timbershroom|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Willow tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Witchwood tree|Lives In {{#var:NaMe}}|0}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 10 round 2}} }}&lt;br /&gt;
| {{{?Forageability}}}&lt;br /&gt;
| {{{?Disease MTB Days}}}&lt;br /&gt;
| {{{?Movement Difficulty}}}&lt;br /&gt;
| {{Temperature|{{{?Min Temperature}}}|{{{?Max Temperature}}} }}&lt;br /&gt;
| {{{?Min rainfall}}}&lt;br /&gt;
| {{{?Max rainfall}}}&lt;br /&gt;
| {{{?Min swampiness}}}&lt;br /&gt;
| {{{?Max swampiness}}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_21 text-center}}&lt;br /&gt;
! Biome !! Animal&amp;lt;br/&amp;gt;density !! Plant&amp;lt;br/&amp;gt;density !! Wild plant&amp;lt;br/&amp;gt;regrow (days)&lt;br /&gt;
! Food foraging score&amp;lt;ref&amp;gt;How much raw food can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Medicine foraging score&amp;lt;ref&amp;gt;How much herbal medicine can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of wild healroot plants.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Wood foraging score&amp;lt;ref&amp;gt;How much wood can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Grazing score&amp;lt;ref&amp;gt;How many grazable wild plants grow ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and substracts the relative commonality of trees.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! [[Forage]]-&amp;lt;br/&amp;gt;ability&amp;lt;ref&amp;gt;How much food a caravan can forage when traveling over a tile of that biome.&amp;lt;/ref&amp;gt; !! Disease&amp;lt;br/&amp;gt;{{MTB}} (days) !! Movement&amp;lt;br/&amp;gt;difficulty !! data-sort-type=&amp;quot;number&amp;quot; | [[Temperature]]&amp;lt;br/&amp;gt;range !! Min.&amp;lt;br/&amp;gt;[[rain]]fall !! Max.&amp;lt;br/&amp;gt;rainfall !! Min.&amp;lt;br/&amp;gt;swampiness !! Max.&amp;lt;br/&amp;gt;swampiness&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Type::Biome]] [[Name::!Lake]] [[Name::!Ocean]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Animal Density = ?Animal Density&lt;br /&gt;
 | ?Plant Density = ?Plant Density&lt;br /&gt;
 | ?Wild Plant Regrow Days = ?Wild Plant Regrow Days&lt;br /&gt;
 | ?Flora Commonality Sum = ?Flora Commonality Sum&lt;br /&gt;
 | ?Forageability = ?Forageability&lt;br /&gt;
 | ?Disease MTB Days = ?Disease MTB Days&lt;br /&gt;
 | ?Movement Difficulty = ?Movement Difficulty&lt;br /&gt;
 | ?Min Temperature = ?Min Temperature&lt;br /&gt;
 | ?Max Temperature = ?Max Temperature&lt;br /&gt;
 | ?Min rainfall = ?Min rainfall&lt;br /&gt;
 | ?Max rainfall = ?Max rainfall&lt;br /&gt;
 | ?Min swampiness = ?Min swampiness&lt;br /&gt;
 | ?Max swampiness = ?Max swampiness&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Biomes&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;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;
* [[Odyssey DLC]] release - 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>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grassland&amp;diff=180641</id>
		<title>Grassland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grassland&amp;diff=180641"/>
		<updated>2026-05-31T06:36:12Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox biome&lt;br /&gt;
| name = Grassland&lt;br /&gt;
| image = Grassland.jpg&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = GrasslandsTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = Yes&lt;br /&gt;
| animal density = 3.7&lt;br /&gt;
| plant density = 1.0&lt;br /&gt;
| movement difficulty = 1&lt;br /&gt;
| forageability = 1&lt;br /&gt;
| wild plant regrow days = 13&lt;br /&gt;
| disease mtb days = 50&lt;br /&gt;
| min temperature = -10&lt;br /&gt;
| max temperature = 55&lt;br /&gt;
| min rainfall = 800&lt;br /&gt;
| max rainfall = 2500&lt;br /&gt;
| max fish population = 540&lt;br /&gt;
| description = 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;
&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 = 1&lt;br /&gt;
| soft snow = 1&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| windy = 4&lt;br /&gt;
}}&lt;br /&gt;
'''Grasslands''' is a warm [[biome]] in RimWorld added by the [[Odyssey DLC]].&lt;br /&gt;
&amp;lt;!-- return 22.5f + (tile.temperature - 20f) * 2.4f + (tile.rainfall - 800f) / 100f --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
Grasslands never have any [[steam geyser]]s. Grasslands may have [[drought]]s occur with a minimum of 40 days between them. It will never spawn in mountains.&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 Grassland::&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 Grassland&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Grassland::&amp;gt;&amp;gt;0]] | ?Lives In Grassland = | mainlabel=- | sep=+ }} }} }}&lt;br /&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 Grassland::&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 Grassland&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Grassland::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Grassland = | mainlabel=- | sep=+ }} }} }}&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 Grassland::&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 Grassland&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 Grassland (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 Grassland (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Grassland has a disease {{MTB}} of 50 days. The following diseases can occur in a grassland:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+100+100+50+30+30+50+100+100+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 100{{#set:Plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malaria]] || 100{{#set:Malaria commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 50{{#set:Gut worms commonality|50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 50{{#set:Muscle parasites commonality|50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 100{{#set:Animal plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Bass]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Catfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefish]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Marlin]] || Saltwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Flounder]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Droughts ===&lt;br /&gt;
{{See also|Drought}}&lt;br /&gt;
&lt;br /&gt;
Grasslands may have [[drought]]s. This is separated into two events:&lt;br /&gt;
* The Drought (initial) event always occurs first, lasts 4 days, and is hidden from the player. During drought (initial), [[rain]] cannot occur for 4 days - this includes the [[firewatcher]] that naturally encourages rain when [[fire]] is present. &lt;br /&gt;
* The proper Drought event disables rain and causes all crops outside [[hydroponics]] to grow at 30% speed, and lasts from 6 to 10 days.&lt;br /&gt;
&lt;br /&gt;
Droughts have a 40 day cooldown before they can fire again.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Grasslands is seemingly easy, being identical to [[temperate forest]] in many ways, but droughts can present a challenge to inexperienced players or to fresh colonies in general. The lack of [[geothermal generator|geothermal power]] can also present a difficulty, as geothermal is normally a great way to get consistent power.&lt;br /&gt;
&lt;br /&gt;
* '''Growing and Food: Moderate''' - When not in a drought, growing is comfortable with year-round growing seasons. Animals are fairly common, too. Droughts slow food growth, though, so more crops need to be grown than normal. Also, crop destruction and [[blight]] are more harmful due to the slower growth speed. [[Hydroponics]] are immune to drought.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Easy''' - Grassland is identical to [[temperate forest]]. For a year-round growing biome, it has a relatively low disease frequency, and [[wild healroot]] grows naturally.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Easy-Moderate''' - Temperatures are warm and normally comfortable. [[Heat wave]]s can present an issue, and trees are less common than in other temperate biomes.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Difficult''' - Grassland is filled with flammable ''[[grass]]'', and [[drought]]s disable the game's natural [[firewatcher]] for 10-14 days. Installing 2-tile wide firebreaks of non-flammable material around important areas, and using non-flammable materials construction, is recommended.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Grassland.jpg|A fully generated grassland&lt;br /&gt;
GrasslandsTexture.png|Grassland's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Hot Biomes]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=180640</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=180640"/>
		<updated>2026-05-31T06:35:24Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Xenotype preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=Add Nomadic. Shipborn meme requirements/associated not implemented. traders guild}}&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Type of ideoligion ==&lt;br /&gt;
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.&lt;br /&gt;
&lt;br /&gt;
* '''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. All buildings that would be restricted to certain ideoligions can be built, and any ''style'' - or cosmetic variant - of building can be built. (click the circle icon in the [[Architect]] tab, right next to the search bar).&lt;br /&gt;
:However, some aspects of the ideoligion system remain. You can still assign a [[Leader]], and will have access to a funeral and 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}} In addition, there will be 3 randomized [[relic]]s that you can search for.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.&lt;br /&gt;
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain [[#Development points|development points]], you can add / remove memes, and re-customize just about everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fixed)''' - Design an ideoligion with complete control.&lt;br /&gt;
&lt;br /&gt;
* '''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the &amp;quot;Mole people&amp;quot; preset. You will start with a Funeral and 2 other random [[ritual]]s, as well as a random [[relic]]. Other aspects of the ideoligion will also be randomized.&lt;br /&gt;
:For example, the &amp;quot;Classic-like&amp;quot; preset will have the following precepts:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:600px&amp;quot;&amp;gt;&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development points ===&lt;br /&gt;
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}&lt;br /&gt;
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot &amp;quot;store&amp;quot; points; once you can reform, no more points are gained.&lt;br /&gt;
&lt;br /&gt;
Development points can be obtained in the following ways:&lt;br /&gt;
* Performing [[rituals]]. Rituals will give a varying amount of points depending on if they are &amp;quot;anytime&amp;quot; rituals or &amp;quot;dated&amp;quot; rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.&lt;br /&gt;
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals '''''Do not''''' count for the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Terrible&lt;br /&gt;
! Boring&lt;br /&gt;
! Fun&lt;br /&gt;
! Unforgettable&lt;br /&gt;
|-&lt;br /&gt;
! 1 Ritual&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! 2 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! 3 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5+ Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Converting someone: 1 point.&lt;br /&gt;
Certain [[#Precepts|precepts]] allow an ideoligion to gain points from actions related to the precept.&lt;br /&gt;
* [[#Blindness|Blindness: Respected, Elevated or Sublime]]: Blinding someone: 1 point&lt;br /&gt;
* [[#Charity|Charity: Worthwhile, Important or Essential]]: Completing charity quests and accepting charity events&lt;br /&gt;
** [[Quests#Beggars|Helping beggars]]: 2 points&lt;br /&gt;
** [[Events#Wanderer joins|Accepting joining wanderer]]: 1 point&lt;br /&gt;
** [[Quests#Hospitality|Giving hospitality]] {{RoyaltyIcon}}: 2 points&lt;br /&gt;
** [[Quests#Shuttle Crash|Saving shuttle crash survivors]] {{RoyaltyIcon}}: 3 points&lt;br /&gt;
** [[Events#Transport pod crash|Saving a pod crash victim]]: 1 point&lt;br /&gt;
** [[Quests#Noble Wimp|Saving the noble wimp]] {{RoyaltyIcon}}: 1 point&lt;br /&gt;
** [[Quests#Threatened Joiner|Helping the threatened joiner]]: 2 points&lt;br /&gt;
* [[#Execution|Execution: Respected if guilty or Required]]: Executing prisoner: 1 point&lt;br /&gt;
* [[#Proselytizing|Proselytizing: Occasional, Sometimes or Frequent]]:&lt;br /&gt;
** Converting a new member: 1 point (in addition to the normal 1 point)&lt;br /&gt;
** Obtaining a [[Relic|relic]]: 5 points&lt;br /&gt;
** Completing the [[Quests#Pilgrims|pilgrims]] quest: 2 points&lt;br /&gt;
* [[#Raiding|Raiding: Respected or Required]]:&lt;br /&gt;
** Raiding someone: 1 point&lt;br /&gt;
** Raiding a bandit camp or work site: 2 points&lt;br /&gt;
* [[#Ranching|Ranching: Central]]: Successfully completing an [[Quests#Hospitality|Animal Hospitality quest]]{{RoyaltyIcon}}: 2 points&lt;br /&gt;
* [[#Slavery|Slavery: Honorable]]: Enslaving new prisoner: 1 point&lt;br /&gt;
* [[#Gauranlen connection|Gauranlen Connection: Strong]]: Planting gauranlen tree: 1 point&lt;br /&gt;
&lt;br /&gt;
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.&lt;br /&gt;
&lt;br /&gt;
== Forming an ideoligion ==&lt;br /&gt;
An ideoligion consists of many separate aspects to customize:&lt;br /&gt;
&lt;br /&gt;
'''Primary'''&lt;br /&gt;
* '''[[#Structure|Structure]]''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract theist'', that &amp;quot;god(s) are formless and everywhere&amp;quot;, or ''Christian origin'', which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Memes|Memes]]''' - The basic beliefs of the ideoligion. An ideoligion with the ''Cannibal'' meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|specialists]].&lt;br /&gt;
&lt;br /&gt;
* '''[[#Precepts|Precepts]]''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with ''Cannibalism: Preferred'' will have followers enjoy eating human meat. An ideoligion with ''Cannibalism: Required (Ravenous)'' will want to eat human meat for every meal.&lt;br /&gt;
:Certain precepts have statistical effects beyond mood. For instance, ''Drugs: Essential'' boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.&lt;br /&gt;
&lt;br /&gt;
'''Secondary'''&lt;br /&gt;
* '''[[Rituals]]''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.&lt;br /&gt;
&lt;br /&gt;
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Roles|Roles]]''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
* '''[[Relic]]s''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Buildings''' - Buildings used by your ideoligion: [[altar]]s, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.&lt;br /&gt;
&lt;br /&gt;
* '''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s,{{BiotechIcon}} as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whether a colonist will dislike a non-preferred item is dependent on the preference in question.&lt;br /&gt;
&lt;br /&gt;
'''Descriptive'''&lt;br /&gt;
* '''[[#Styles|Styles]]''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Cultures|Cultures]]''' - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents [[New Tribe|tribes]] in general. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for wearing their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.&lt;br /&gt;
&lt;br /&gt;
== Certainty ==&lt;br /&gt;
{{Main|Certainty}}&lt;br /&gt;
&lt;br /&gt;
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
! Abstract theist&amp;lt;br/&amp;gt;[[File:Abstract theist.png|64px]]&lt;br /&gt;
| The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
! Animist&amp;lt;br/&amp;gt;[[File:Animist.png|64px]]&lt;br /&gt;
| Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || ||&lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
! Archist&amp;lt;br/&amp;gt;[[File:Archist.png|64px]]&lt;br /&gt;
| Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || ||&lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
! Buddhist origin&amp;lt;br/&amp;gt;[[File:Buddhist origin.png|64px]]&lt;br /&gt;
| This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
! Christian origin&amp;lt;br/&amp;gt;[[File:Christian origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
! Embodied theist&amp;lt;br/&amp;gt;[[File:Embodied theist.png|64px]]&lt;br /&gt;
| The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
! Hindu origin&amp;lt;br/&amp;gt;[[File:Hindu origin.png|64px]]&lt;br /&gt;
| This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
! Ideological&amp;lt;br/&amp;gt;[[File:Ideological.png|64px]]&lt;br /&gt;
| There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning ||&lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
! Islamic origin&amp;lt;br/&amp;gt;[[File:Islamic origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
! Astropolitan&amp;lt;br/&amp;gt;[[File:Astropolitan.png|32px]]&lt;br /&gt;
| [[New Arrivals]]&amp;lt;br/&amp;gt;[[Sanguophages (Faction)|Sanguophages]]{{BiotechIcon}}&amp;lt;br/&amp;gt;[[Traders guild]]{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[Salvagers]]{{OdysseyIcon}}|| A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
! Rustican&amp;lt;br/&amp;gt;[[File:Civil outlander.png|32px]]&lt;br /&gt;
| [[Outlander]] Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
! Corunan&amp;lt;br/&amp;gt;[[File:GentleTribe.png|32px]]&lt;br /&gt;
| [[New Tribe]]&amp;lt;br/&amp;gt;[[Tribal]] Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
! Kriminul&amp;lt;br/&amp;gt;[[File:Pirate.png|32px]]&lt;br /&gt;
| [[Pirate]] Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
! Sophian {{RoyaltyIcon}}&amp;lt;br/&amp;gt;[[File:Empire map marker.png|32px]]&lt;br /&gt;
| [[Empire]] Faction|| A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, the [[Ancient]] factions, [[Outlander refugee group]],{{RoyaltyIcon}} [[Beggars]],{{IdeologyIcon}} [[Pilgrims]],{{IdeologyIcon}} and the [[Horax cult]]{{AnomalyIcon}} do not have any culture assigned to them; therefore they may use any existing one randomly.&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{recode|section=1|reason=Use collapsibles to allow a non-intrusive display of the styles where the reader can tab between the styles}}&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=width:6em | Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound !! Player-accessible&lt;br /&gt;
|- id=&amp;quot;Style Hindu&amp;quot;&lt;br /&gt;
| [[File:Style Hindu.png|18px]] Hindu&lt;br /&gt;
| -&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|- id=&amp;quot;Style Christian&amp;quot;&lt;br /&gt;
| [[File:Style Christian.png|18px]] Christian&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Islamic&amp;quot;&lt;br /&gt;
| [[File:Style Islam.png|18px]] Islamic&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Buddhist&amp;quot;&lt;br /&gt;
| [[File:Style Buddhism.png|18px]] Buddhist&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Morbid&amp;quot;&lt;br /&gt;
| [[File:Style Morbid.png|18px]] Morbid&lt;br /&gt;
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Totemic&amp;quot;&lt;br /&gt;
| [[File:Style Totemic.png|18px]] Totemic&lt;br /&gt;
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], [[Dining chair#Styles|Dining chair]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Spikecore&amp;quot;&lt;br /&gt;
| [[File:Style Spikecore.png|18px]] Spikecore&lt;br /&gt;
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]]&lt;br /&gt;
| Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Rustic&amp;quot;&lt;br /&gt;
| [[File:Style Rustic.png|18px]] Rustic&lt;br /&gt;
| [[Rustic rug (broad)]], [[Rustic rug (medium)]]&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Column#Styles|Column]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Animalist&amp;quot;&lt;br /&gt;
| [[File:Style Animalist.png|18px]] Animalist&lt;br /&gt;
| [[Animalist slab (broad)]], [[Animalist slab (medium)]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Techist&amp;quot;&lt;br /&gt;
| [[File:Style Techist.png|18px]] Techist&lt;br /&gt;
| [[Hex carpet]], [[Hex tile]]&lt;br /&gt;
| -&lt;br /&gt;
| [[Column#Styles|Column]], [[Plant pot#Styles|Plant pot]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Shelf#Styles|Shelf]], [[Autodoor#Styles|Autodoor]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Horaxian&amp;quot;&lt;br /&gt;
| [[File:Style Horaxian.png|18px]] Horaxian{{AnomalyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| [[Axe#Styles|Axe]], [[Club#Styles|Club]], [[Gladius#Styles|Gladius]], [[Knife#Styles|Knife]], [[Mace#Styles|Mace]]&lt;br /&gt;
| -&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered &amp;quot;uniform&amp;quot; if pawn's ideoligion can build it, and &amp;quot;diverse&amp;quot; otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.&lt;br /&gt;
&lt;br /&gt;
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.&lt;br /&gt;
&lt;br /&gt;
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Style Dominance::+]]&lt;br /&gt;
| ?Style Dominance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
! '''Animal personhood'''&amp;lt;br/&amp;gt;[[File:Animal personhood.png|64px]]&lt;br /&gt;
| Animals have rights as humans do. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Rancher|Rancher]] || '''[[#Animal connection|Animal connection:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, or Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, or Disapproved&amp;lt;br/&amp;gt;{{OdysseyIcon}}'''[[#Fishing|Fishing:]]''' Prohibited or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
! '''[[Blindsight]]'''&amp;lt;br/&amp;gt;[[File:Blindsight.png|64px]]&lt;br /&gt;
| Only those who are blind can perceive true reality. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Darkness|Darkness]] || '''[[#Blind psysense|Blind psysense:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Blindness|Blindness:]]''' Respected, Elevated, or Sublime || - || '''[[#Blindness|Blindness:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || [[Blindfold]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! '''Cannibal'''&amp;lt;br/&amp;gt;[[File:Cannibal.png|64px]]&lt;br /&gt;
| We must consume human flesh. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Preferred, Required (strong), or Required (ravenous)&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || '''[[#Execution|Execution:]]''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || [[Cannibal (Trait)|Cannibal]] || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
! '''Collectivist'''&amp;lt;br/&amp;gt;[[File:Collectivist.png|64px]]&lt;br /&gt;
| Each person is part of a greater whole. People should work to play their part and help the group. ||style=&amp;quot;text-align: center;&amp;quot;data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]] || '''[[#Work drive|Work drive:]]''' Tripled || Visage mask: Relaxed || '''[[#Marriage name|Marriage name:]]''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
! '''Darkness'''&amp;lt;br/&amp;gt;[[File:Darkness.png|64px]]&lt;br /&gt;
| Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Blindsight|Blindsight]] || '''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
! '''Female supremacy'''&amp;lt;br/&amp;gt;[[File:Female supremacy.png|64px]]&lt;br /&gt;
| Women are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Male supremacy|Male supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misandrist]] || [[Misogynist]] || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
! '''Flesh purity'''&amp;lt;br/&amp;gt;[[File:Flesh purity.png|64px]]&lt;br /&gt;
| The human body should not be debased. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#High life|High life]]&amp;lt;br/&amp;gt;[[#Transhumanist|Transhumanist]] || '''[[#Drug use|Drug use:]]''' Prohibited&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Abhorrent&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible || - || '''[[#Body modification|Body modification:]]''' Approved&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || [[Body purist]]&amp;lt;br/&amp;gt;[[Nudist]] || [[Body modder]] || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
! '''Guilty'''&amp;lt;br/&amp;gt;[[File:Guilty.png|64px]]&lt;br /&gt;
| Our people carry guilt from ages past. Others are more worthy. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]] || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Charity|Charity:]]''' Essential, Important, or Worthwhile || - || '''[[#Apostasy|Apostasy:]]''' Abhorrent, Horrible, and Guilty&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || [[Torture crown]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
! '''High life'''&amp;lt;br/&amp;gt;[[File:High life.png|64px]]&lt;br /&gt;
| Exotic states of mind are central to a good life. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Drug use|Drug use:]]''' Essential || Flophat: Relaxed || '''[[#Drug use|Drug use:]]''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || [[Autobong]]&amp;lt;br/&amp;gt;[[Mindbend carpet]] || - || - || [[Chemical interest]]&amp;lt;br/&amp;gt;[[Chemical fascination]] || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
! '''Human primacy'''&amp;lt;br/&amp;gt;[[File:Human primacy.png|64px]]&lt;br /&gt;
| Humans are the moral center of the universe. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Nature primacy|Nature primacy]] || '''[[#Bonding|Bonding:]]''' Disapproved || - || '''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Killing innocent animals|Killing innocent animals:]]''' Abhorrent, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Mining|Mining:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Cutting trees|Cutting trees:]]''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
! '''Individualist'''&amp;lt;br/&amp;gt;[[File:Individualist.png|64px]]&lt;br /&gt;
| Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]] || - || - || '''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
! '''Loyalist'''&amp;lt;br/&amp;gt;[[File:Loyalist.png|64px]]&lt;br /&gt;
| We stand for our own before others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
! '''Male supremacy'''&amp;lt;br/&amp;gt;[[File:Male supremacy.png|64px]]&lt;br /&gt;
| Men are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Female supremacy|Female supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misogynist]] || [[Misandrist]] || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
! '''Nature primacy'''&amp;lt;br/&amp;gt;[[File:Nature primacy.png|64px]]&lt;br /&gt;
| Man is a stain on nature's perfection. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Human primacy|Human primacy]] || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
! '''Nudism'''&amp;lt;br/&amp;gt;[[File:Nudism.png|64px]]&lt;br /&gt;
| Clothing binds, controls, and suffocates us. We should all hang free. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Male clothing|Male clothing:]]''' Fully nude or Pants at most&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || [[Nudist]] || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
! '''Pain is virtue'''&amp;lt;br/&amp;gt;[[File:Pain is virtue.png|64px]]&lt;br /&gt;
| Virtue is shown through suffering of self and others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Comfort|Comfort:]]''' Ignored&amp;lt;br/&amp;gt;'''[[#Slab bed|Slab bed:]]''' Preferred || - || '''[[#Charity|Charity:]]''' Essential, Important, and Worthwhile&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Always abhorrent and Always horrible&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || - || Scarification || Symbol burning || [[Slab bed]]&amp;lt;br/&amp;gt;[[Slab double bed]] || [[Torture crown]] || - || [[Ascetic]]&amp;lt;br/&amp;gt;[[Tortured artist]]&amp;lt;br/&amp;gt;[[Masochist]] || [[Wimp]]&amp;lt;br/&amp;gt;[[Gourmand]] || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
! '''Proselytizer'''&amp;lt;br/&amp;gt;[[File:Proselytizer.png|64px]]&lt;br /&gt;
| It is our duty to spread our beliefs. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Proselytizing|Proselytizing:]]''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
! '''Raider'''&amp;lt;br/&amp;gt;[[File:Raider.png|64px]]&lt;br /&gt;
| The strong should take from the weak. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Raiding|Raiding:]]''' Respected or Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''[[#Skullspike|Skullspike:]]''' Disapproved&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
! '''Rancher'''&amp;lt;br/&amp;gt;[[File:Rancher.png|64px]]&lt;br /&gt;
| Raising animals is the right way; raising plants to eat is not. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Animal personhood|Animal personhood]] || '''[[#Ranching|Ranching:]]''' Central&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
! '''Supremacist'''&amp;lt;br/&amp;gt;[[File:Supremacist.png|64px]]&lt;br /&gt;
| Our people should dominate all others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''[[#Slavery|Slavery:]]''' Acceptable or Honorable&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Required, Respected if guilty, or Don't care || - || '''[[#Charity|Charity:]]''' Essential, Important and Worthwhile&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
! '''Transhumanist'''&amp;lt;br/&amp;gt;[[File:Transhumanist.png|64px]]&lt;br /&gt;
| Human progress means merging with technology. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Sleep accelerator|Sleep accelerator:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Neural supercharge|Neural supercharge:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Biosculpting|Biosculpting:]]''' Accelerated&amp;lt;br/&amp;gt;'''[[#Age reversal|Age reversal:]]''' Demanded&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Approved || Slicecap: Relaxed || '''[[#Body modification|Body modification:]]''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || [[Hex carpet]]&amp;lt;br/&amp;gt;[[Hex tile]]&amp;lt;br/&amp;gt;[[Neural supercharger]]&amp;lt;br/&amp;gt;[[Sleep accelerator]] || - || - || [[Body modder]] || [[Body purist]] || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
! '''Tree connection'''&amp;lt;br/&amp;gt;[[File:Tree connection.png|64px]]&lt;br /&gt;
| Trees are the essence of life, and we must be near them. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Trees|Trees:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Rough living|Rough living:]]''' Welcomed&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt;'''[[#Gauranlen connection|Gauranlen connection:]]''' Strong&lt;br /&gt;
|| - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || [[Research#Tree sowing|Tree sowing]] || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! '''Tunneler'''&amp;lt;br/&amp;gt;[[File:Tunneler.png|64px]]&lt;br /&gt;
| Humans ought to live underground, and enjoy the succulent fruit of the depths. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Fungus|Fungus:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Insect meat|Insect meat:]]''' Loved&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Mining yield|Mining yield:]]''' High || - || '''[[#Mining|Mining:]]''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || [[Fungal gravel]] || - || [[Research#Stonecutting|Stonecutting]] || [[Undergrounder]] || - || -&lt;br /&gt;
|- id=&amp;quot;Bloodfeeding&amp;quot;&lt;br /&gt;
! '''Bloodfeeding'''&amp;lt;br/&amp;gt;{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeding.png|64px]]&lt;br /&gt;
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Bloodfeeders|Bloodfeeders:]]''' Revered&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable or Preferred&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || - || - || - || - || - || - || [[Research#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Research#Deathrest|Deathrest]] || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Ritualist&amp;quot;&lt;br /&gt;
! '''Ritualist'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Ritualist.png|64px]]&lt;br /&gt;
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Psychic rituals|Psychic rituals:]]''' Exalted&amp;lt;br/&amp;gt;'''[[#Void study|Void study:]]''' Very efficient&amp;lt;br/&amp;gt;'''[[#Research|Research:]]''' Slow, Very Slow or Extremely Slow || - || - || - || - || - || - || - || - || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Inhuman&amp;quot;&lt;br /&gt;
! '''Inhuman'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhuman.png|64px]]&lt;br /&gt;
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High|| - || '''[[#Inhumanizing|Inhumanizing:]]''' Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Respected if guilty&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Corpses|Corpses:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free&amp;lt;br/&amp;gt;'''[[#Male clothing|Male clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Shipborn&amp;quot;&lt;br /&gt;
! '''Shipborn'''&amp;lt;br/&amp;gt;{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Shipborn.png|64px]]&lt;br /&gt;
| Humans were destined to live among the stars. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:Medium meme impact.png|32x32px]] Medium|| - || '''[[#Space habitat|Space habitat:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt; || - || - || - || - || - || - || - || - || - || [[Undergrounder|Undergrounder]] || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe{{IdeologyIcon}} !! Nudist tribe{{IdeologyIcon}} !! Pirate gang !! Pirate cannibal gang{{IdeologyIcon}} !! Shattered Empire{{RoyaltyIcon}} !! Ancient faction*** !! Outlander refugee group{{RoyaltyIcon}} !! Beggars &amp;amp; Pilgrims{{IdeologyIcon}} !! Yttakin pirates{{BiotechIcon}} !! Waster pirates{{BiotechIcon}} !! Sanguophages{{BiotechIcon}} !! Horax cult{{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || {{Check}}** || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || {{Check}}** || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Raider || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| High life || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || '''Required''' || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || {{Check}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Bloodfeeding{{BiotechIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Ritualist{{AnomalyIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}}  || '''Required'''&lt;br /&gt;
|-&lt;br /&gt;
| Inhuman{{AnomalyIcon}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}  || '''Required'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;* Appears on faction's options but conflicts with required meme&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;** Since only two memes available, one of Individualist OR Collectivist must be chosen&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;*** Only restricts what memes can be auto-generated and loaded from saved ideoligions, can otherwise lack or possess any memes&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
Additionally, Supremacist and Raider have {{Bad|-50}} with everyone, Loyalist {{Bad|-10}} with everyone, and Guilty {{Good|+10}} with everyone. There is a {{Good|+10}} bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give {{Good|+10}} for Flesh purity/Flesh purity, {{Good|+10}} for Cannibal/Cannibal, and {{Good|+10}} for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| style=&amp;quot;background-color:#d5d9db; color:forestgreen;&amp;quot;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:firebrick;|'''-10''' || || || || style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || || || style=&amp;quot;color:firebrick;|'''-10'''&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-20''' || || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-30''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || style=&amp;quot;color:firebrick;|'''-10''' || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-10''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || || || || style=&amp;quot;color:firebrick;|'''-10''' ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
{{Recode|reason=Convert mood descriptions to [[Template: Thought]]. {{Error|DO NOT}} convert without adequate detail to fully utilize the template, including max stack count, duration etc.}}&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
=== Present in every ideoligion ===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Blindness&amp;lt;br/&amp;gt;[[File:Blindness.png|64px]]&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +10 Opinion bonus towards blind pawns, or a -2 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Cannibalism&amp;lt;br/&amp;gt;[[File:Cannibalism.png|64px]]&lt;br /&gt;
| Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || {{Thought|value=-20|stack=1|label=ate human meat|desc=I had to eat human meat. This is an offense against everything I believe.|duration=1}}&amp;lt;br/&amp;gt;-12 mood for butchering a human&amp;lt;br/&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-20 opinion for butchering a human&amp;lt;br/&amp;gt;-10 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no... my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating human flesh is a horrible thing to do. || || || {{Thought|value=-12|stack=1|label=ate human meat|desc=I had to eat human meat. This was a horrible thing.|duration=1}}&amp;lt;br/&amp;gt;-6 mood for butchering a human&amp;lt;br/&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-10 opinion for butchering a human&amp;lt;br/&amp;gt;-5 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is wrong.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I feel really uncomfortable with all this human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather? This is horrible!|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak, this is horrifying!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || {{Thought|value=-5|stack=1|label=ate human meat|desc=I had to eat human meat. I believe such actions are wrong.|duration=1}}&amp;lt;br/&amp;gt;-3 mood for butchering a human&amp;lt;br/&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-5 opinion for butchering a human&amp;lt;br/&amp;gt;-3 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I should not be wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed in human skin. I do not like this.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather apparel? We should have something else to wear for me...|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I should really wear non-human leather apparel. I look like a crazy person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;Nullifies the following penalties for wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no, my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
|-&lt;br /&gt;
| Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;{{Thought|value=+2|stack=1|label=ate human meat|desc=I ate human meat. It makes me feel noble and strong.|duration=1}}&amp;lt;br/&amp;gt;-2 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I feel good wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I enjoy wearing the skin of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I wear the faces of my enemies. This makes me happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a real cannibal. Who could doubt me?|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-2 mood for eating food without human meat&amp;lt;br/&amp;gt;-3 opinion for eating food without human meat&amp;lt;br/&amp;gt;{{Thought|value=+4|stack=1|label=ate human meat|desc=I ate human meat, as every real human should.|duration=1}}&amp;lt;br/&amp;gt;-4 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the faces of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-4 mood for eating food without human meat&amp;lt;br/&amp;gt;-5 opinion for eating food without human meat&amp;lt;br/&amp;gt;{{Thought|value=+6|stack=1|label=ate human meat|desc=I ate human meat! The world is right, and I am as I should be.|duration=1}}&amp;lt;br/&amp;gt;-8 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the suffering of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Corpses&amp;lt;br/&amp;gt;[[File:Precept corpses.png|64px]]&lt;br /&gt;
| Ugly || The sight of a dead person is horrible. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}} upon seeing a [[human]] [[corpse]]. Note that this thought is nullified by the [[Bloodlust]], [[Psychopath]], and [[Cannibal (Trait)|Cannibal]] traits, as well as pro-[[#Cannibalism|Cannibalism]] precepts.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Diversity of thought&amp;lt;br/&amp;gt;[[File:IdeoDiversity.png|64px]]&lt;br /&gt;
| Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-25 opinion for different ideology&amp;lt;br/&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+5 mood for matching style surroundings&amp;lt;br/&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-15 opinion for different ideology&amp;lt;br/&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+4 mood for matching style surroundings&amp;lt;br/&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-5 opinion for different ideology&amp;lt;br/&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+3 mood for matching style surroundings&amp;lt;br/&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;+2 mood for matching style surroundings&amp;lt;br/&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Eating nutrient paste&amp;lt;br/&amp;gt;[[File:EatingNutrientPaste.png|64px]]&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}} Note that this thought is nullified by the [[ascetic]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]]&amp;lt;br/&amp;gt;[[#Inhuman|Inhuman]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Prevents {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Execution&amp;quot;&lt;br /&gt;
! rowspan=6 | Execution&amp;lt;br/&amp;gt;[[File:Execution.png|64px]]&lt;br /&gt;
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners&amp;lt;br/&amp;gt;-20 mood for 6 days for killing a prisoner&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest&amp;lt;br/&amp;gt;-7 mood for 6 days for non-execution prisoner death&amp;lt;br/&amp;gt;-25 opinion for executing a prisoner&amp;lt;br/&amp;gt;-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Always horrible || Executing a prisoner is a horrible thing under any circumstances. || Not [[#Pain is virtue|pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Cannibal|cannibal]] || [[#Individualist|Individualist]] || -15 mood for 6 days for killing or executing a prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-15 opinion for executing a prisoner&amp;lt;br/&amp;gt;-15 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. || Not [[#Cannibal|cannibal]] || || -15 mood for 6 days for killing or executing an innocent prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-30 opinion for executing an innocent prisoner&amp;lt;br/&amp;gt;-15 opinion for killing an innocent prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || Executing prisoners is acceptable, whether they are guilty or innocent. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Respected if guilty || Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || +10 mood for 6 days for executing a guilty prisoner&amp;lt;br/&amp;gt;+3 mood for 6 days for a guilty prisoner executed&amp;lt;br/&amp;gt;+20 opinion for executing a guilty prisoner&lt;br /&gt;
|-&lt;br /&gt;
| Required || Prisoners must be executed on a regular basis. When they are, it is a happy occasion. || || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || +10 mood for 6 days for executing a prisoner&amp;lt;br/&amp;gt;+10 mood for killing a prisoner&amp;lt;br/&amp;gt;+3 mood for 2 days for prisoner or guest executed&amp;lt;br/&amp;gt;-3 mood for no executions for 30 days&amp;lt;br/&amp;gt;+15 opinion for executing a prisoner&amp;lt;br/&amp;gt;+15 opinion for killing a prisoner&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fungus&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fungus&amp;lt;br/&amp;gt;[[File:Fungus.png|64px]]&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate [[raw fungus|fungus]] raw: -6&amp;lt;br/&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate [[raw fungus|fungus]]: +3&amp;lt;br/&amp;gt;Ate cooked fungus: +3&amp;lt;br/&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br/&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Insect Meat&amp;lt;br/&amp;gt;[[File:InsectMeat.png|64px]]&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || -6 mood for eating insect meat&amp;lt;br/&amp;gt;-3 mood for eating cooked insect meat&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marriage name&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; | Marriage Name&amp;lt;br/&amp;gt;[[File:MarriageName.png|64px]]&lt;br /&gt;
| Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name&lt;br /&gt;
|-&lt;br /&gt;
| Usually Man's || Most couples share the man's name || || || As random, but 95% to not consider taking woman's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Random || Couples randomly choose whether to share a name, and which name to share. || || || Couples randomly select between taking man's, woman's, or keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] || || Couples always keep their names&lt;br /&gt;
|-&lt;br /&gt;
| Usually Woman's || Most couples share the woman's name || || || As random, but 95% to not consider taking man's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female supremacy]] || Couples always take woman's name&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Female clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Female Clothing&amp;lt;br/&amp;gt;[[File:Nudity Female.png|64px]]&lt;br /&gt;
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Women must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Women must cover their entire body and hair. The face may be covered, or not. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Women must cover their entire body, including their hair and face. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Male clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Male Clothing&amp;lt;br/&amp;gt;[[File:Nudity Male.png|64px]]&lt;br /&gt;
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Men must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Men must cover their entire body and hair. The face may be covered, or not. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Men must cover their entire body, including their hair and face. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Organ use&amp;quot;&lt;br /&gt;
! rowspan=4 | Organ use&amp;lt;br/&amp;gt;[[File:OrganUse.png|64px]]&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-30 mood for trading an organ&amp;lt;br/&amp;gt;-5 mood for organ traded in the colony&amp;lt;br/&amp;gt;-30 mood for installing an organ&amp;lt;br/&amp;gt;-4 mood for organ installed in the colony&amp;lt;br/&amp;gt;-30 opinion for harvesting an organ&amp;lt;br/&amp;gt;-30 opinion for trading an organ&amp;lt;br/&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-8 mood for selling an organ&amp;lt;br/&amp;gt;-2 mood for organ sold in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&amp;lt;br/&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Physical love&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Physical Love&amp;lt;br/&amp;gt;[[File:PhysicalLove.png|64px]]&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || The physical act of lust is always vile, disgusting, and wrong. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin'&amp;lt;br/&amp;gt;-20 opinion for lovin'&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || The physical act of lust is vile, though within marriage it is necessary. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (strict) || To make love with another outside of marriage is deeply immoral. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (moderate) || To make love with another outside of marriage is wrong. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-15 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-10 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (mild) || Though it's understandable to make love with another outside of marriage, it's not a good thing. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Free and approved || The physical act of love is a noble thing, no matter who does it with whom. || Not [[#Flesh purity|flesh purity]] || [[#Individualist|Individualist]] || +5 opinion for loving'&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot;| Research&amp;lt;br/&amp;gt;[[File:Research.png|64px]]&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || '''Prohibition:'''&amp;lt;br/&amp;gt;Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.50}}&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.75}}&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: '''×1.00'''&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.50}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Scarification&amp;lt;br/&amp;gt;[[File:Scarification.png|64px]]&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br/&amp;gt;+3 mood for having 5 scars&amp;lt;br/&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br/&amp;gt;+10 opinion for having 5 scars&amp;lt;br/&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br/&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br/&amp;gt;+2 mood for having 3 scars&amp;lt;br/&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br/&amp;gt;+5 opinion for having 3 scars&amp;lt;br/&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br/&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br/&amp;gt;+1 mood for having a scar&amp;lt;br/&amp;gt;-1 mood for having no scars&amp;lt;br/&amp;gt;+3 opinion for having a scar&amp;lt;br/&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Skullspike&amp;lt;br/&amp;gt;[[File:Precept skullspike.png|64px]]&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || Adds a mood increase of {{+|1}} for 1-3 [[Skullspike|skullspikes]], {{+|2}} for 4-8 skullspikes, and {{+|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of {{--|1}} for 1-3 [[Skullspike|skullspikes]], {{--|2}} for 4-8 skullspikes, and {{--|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; | Slavery&amp;lt;br/&amp;gt;[[File:Slavery.png|64px]]&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Prohibitions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not sell pawns into [[slavery]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not enslave [[prisoners]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. It was an abhorrent, barbaric act.|label=slave sold|value=-10|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's barbaric.|label=slaves in colony|value=-3}}, per slave. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's wrong.|label=slaves in colony|value=-2}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I'm not sure I can forgive myself.|label=sold slave|value=-10|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I forced someone into slavery. How can I justify that?|label=enslaved prisoner|value=-10|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. What a horrible thing to do.|label=slave sold|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. What a horrible thing to do to another human.|label=prisoner enslaved|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. Even if it's necessary, it's distasteful and I wish we wouldn't.|label=slaves in colony|value=-1}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I hope nothing terrible happens to them.|label=sold slave|value=-5|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I enslaved a person. It's hard to justify such actions.|label=enslaved prisoner|value=-5|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold a person into slavery. We shouldn't have done that.|label=slave sold|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. We shouldn't have done that.|label=prisoner enslaved|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || ''No mood or opinion effects for enslaving, buying, or selling slaves.''&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|guilty]]&amp;lt;br/&amp;gt;Not [[#Individualist|individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We've got slaves. It means we're on the right path.|label=slaves in colony|value=+1}}, per [[slave]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without slaves, nobody will respect us.|label=no slaves in colony|value=-2|stack=1}}, if Low [[expectations]] or higher&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold someone into slavery. It'll make people notice my stature.|label=sold slave|value=+4|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I took someone into slavery. With no choice, they had to submit to me.|label=enslaved prisoner|value=+4|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery! A great display of our honor and power.|label=slave sold|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. Now they know our honor and power!|label=prisoner enslaved|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} opinion for enslaving a pawn&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|- id=&amp;quot;Women's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Women's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountFemale.png|64px]]&lt;br /&gt;
| One only || Women may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Women may have up to two spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Women may have up to three spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Women may have up to four spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Women may have as many spouses as they like. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Men's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Men's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountMale.png|64px]]&lt;br /&gt;
| One only || Men may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Men may have up to two spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Men may have up to three spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Men may have up to four spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Men may have as many spouses as they like. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
|- id=&amp;quot;Slaughtering animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&amp;lt;br/&amp;gt;[[File:AnimalSlaughter.png|64px]]&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Prohibitions:'''&amp;lt;br/&amp;gt;Slaughter animal&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! A tragic loss of a unique life.|label=animal slaughtered|value=-4|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-10}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal! It was horrible to snuff out a mind like that.|label=slaughtered animal|value=-15|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! What a horrible thing, to snuff out a mind like that.|label=animal slaughtered|value=-2|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-5}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal. It was an ugly thing to do.|label=slaughtered animal|value=-5|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal. It's a sad thing.|label=animal slaughtered|value=-1|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-3}}&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Apostasy&amp;lt;br/&amp;gt;[[File:Apostasy.png|64px]]&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-30}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-10}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×40%}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{bad|-15}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-5}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×60%}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-8}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-3}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×80%}}&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&amp;lt;br/&amp;gt;[[File:AutonomousWeapons.png|64px]]&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br/&amp;gt;Colonists gain Mood: {{Thought|desc=We use automated weapons. It's absolutely abhorrent to give life-and-death decisions to a machine.|label=automated weapons|value=-12|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's horrible to give life-and-death decisions to a machine.|label=automated weapons|value=-8|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's really ugly to give life-and-death decision to a machine.|label=automated weapons|value=-4|stack=1}}&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Body modification&amp;lt;br/&amp;gt;[[File:BodyModifications.png|64px]]&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was deeply offensive to my beliefs.|label=installed enhancement|value=-30|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. It's an abhorrent offense against everything I believe!|label=artificial enhancement|value=-18|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-10}} against anyone that installed a prosthetic or artificial part, {{Bad|-5}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was clearly against my beliefs.|label=installed enhancement|value=-5|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. I don't believe such things are acceptable.|label=artificial enhancement|value=-4|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-5}} against anyone that installed a prosthetic or artificial part, {{Bad|-3}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I don't have any artificial body enhancements. It's against my beliefs to be so unenhanced.|label=no artificial enhancement|value=-3|stack=1}} at or above moderate expectations, nullified by Body purist.&lt;br /&gt;
* {{Thought|desc=This artificial enhancement matches my belief.|label=transhumanist modded|value=1|stack=1}} for 1 artificial part.&lt;br /&gt;
* {{Thought|desc=The more artificial enhancements I get, the stronger my expression of my beliefs.|label=transhumanist connected|value=1|stack=1}} for 2 artificial part.&lt;br /&gt;
* {{Thought|desc=My connection to my belief is increased by my third artificial enhancement. But I could use more.|label=transhumanist enhanced|value=2|stack=1}} for 3 artificial part.&lt;br /&gt;
* {{Thought|desc=Only two more artificial enhancements are required to fully synchronize with my beliefs.|label=transhumanist synchronized|value=2|stack=1}} for 4 artificial part.&lt;br /&gt;
* {{Thought|desc=Five artificial enhancements! I'm beginning to feel perfect integration with my beliefs.|label=transhumanist integrated|value=3|stack=1}} for 5 artificial part.&lt;br /&gt;
* {{Thought|desc=It's as though I've left the weak flesh behind.|label=transhumanist transformed|value=3|stack=1}} for 5+ artificial part.&lt;br /&gt;
All bonus disabled for Body Modder.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}&lt;br /&gt;
|- id=&amp;quot;Charity&amp;quot;&lt;br /&gt;
! rowspan=3| Charity&amp;lt;br/&amp;gt;[[File:Charity.png|64px]]&lt;br /&gt;
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|8}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;&amp;gt;Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;{{--|12}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|4}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Important || It's important to be charitable to those in need. Refusing to help is a terrible act. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|4}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;{{--|8}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|2}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Worthwhile || Helping those in need is a good thing. It makes the community stronger. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|2}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;{{--|6}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|1}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Drug use&amp;quot;&lt;br /&gt;
! rowspan=4| Drug use&amp;lt;br/&amp;gt;[[File:DrugUse.png|64px]]&lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|High life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer drugs&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a drug. Such chemicals in the body are a horrible offense against my beliefs.|label=used drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a drug. It was a horrible offense against my beliefs.|label=administered drug|value=-15|duration=3}}&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Drug use&amp;quot;&amp;gt;As pawns with this precept are unwilling to administer drugs, this won't appear on normal gameplay.&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for consuming or administering a drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer recreational drugs.&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a recreational drug. It was an offense against my beliefs.|label=used recreational drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a recreational drug. It was a horrible offense against my beliefs.|label=administered recreational drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-5}} opinion for consuming or administering a recreational drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer hard drugs.&lt;br /&gt;
* {{Thought|desc=I used a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-8}} opinion for consuming or administering a hard drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Drug Crop Harvest Yield]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Synthesis Speed]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Sell Price Improvement]]: {{+|10%}}&lt;br /&gt;
'''Moods''' (excludes [[Teetotaler]]s):&lt;br /&gt;
* {{Thought|desc=The right path goes through altered consciousness, and I am walking it.|label=high life|value=3|duration=0.75|stack=1}}&lt;br /&gt;
* {{Thought|desc=This is a hidden state.|label=high life|value=0|duration=0.25|stack=1}}. An invisible state.&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-1|duration=1|stack=1}}&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-10|duration=9|stack=1}}&lt;br /&gt;
The moods above are scaled linearly based on the time since last non-medical drug ingested. First a {{Good|+3}} mood that last 0.75 days, decaying to 0 over the course the following 0.25 days. At 2 days since last consumption, first mood penalty applies. This penalty will increase by {{Bad|-1}} each day without further consumption, reaching the maximum of {{Bad|-10}} at 11 days.&amp;lt;!--&lt;br /&gt;
The relevant functions are PostIngested(Pawn) in CompDruf, CompTick() in CompRitualHediffGiverInRoom and Thought_Situational_Precept_HighLife.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Combat in darkness&amp;quot;&lt;br /&gt;
! Combat in darkness&amp;lt;br/&amp;gt;[[File:DarknessCombat.png|64px]]&lt;br /&gt;
| Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Shooting Accuracy]]:&lt;br /&gt;
** [[Shooting Accuracy Outdoors Dark|Outdoors Dark]] and [[Shooting Accuracy Indoors Dark|Indoors Dark]]: {{+|25%}}&lt;br /&gt;
** [[Shooting Accuracy Outdoors Lit|Outdoors Lit]] and [[Shooting Accuracy Indoors Lit|Indoors Lit]]: {{--|20%}}&lt;br /&gt;
* [[Melee Dodge Chance]]:&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Night|Outdoors Night]] and [[Melee Dodge Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Day|Outdoors Day]] and [[Melee Dodge Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
* [[Melee Hit Chance]]:&lt;br /&gt;
** [[Melee Hit Chance Outdoors Dark|Outdoors Dark]] and [[Melee Hit Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Hit Chance Outdoors Lit|Outdoors Lit]] and [[Melee Hit Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
! rowspan=3 | Cutting trees&amp;lt;br/&amp;gt;[[File:Precept tree cutting.png|64px]]&lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;Pawns will not cut trees&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. Such things violations of nature should never be done.|label=tree felled|value=-4|stack=5|multi=0.75|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and then let it die. Such things violations of nature should never be done.|label=extracted tree died|value=-4|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|10}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-10|stack=1|duration=3}} if the pawn cuts down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It's wrong to scar nature this way.|label=tree felled|value=-2|stack=5|multi=0.75|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It's wrong to scar nature this way.|label=extracted tree died|value=-2|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|5}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-5|stack=1|duration=3}} if the pawn cuts down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It wasn't good to harm nature this way.|label=tree felled|value=-1|stack=5|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It wasn't good to harm nature this way.|label=extracted tree died|value=-1|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|3}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|- id=&amp;quot;Killing innocent animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Killing innocent animals&amp;lt;br/&amp;gt;[[File:KillingInnocentAnimals.png|64px]]&lt;br /&gt;
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation.&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Innocent animal&amp;quot;&amp;gt;An animal is deemed innocent if: It isn't under a mental state, or the mental state was caused by damage (ex: Manhunter, PanicFlee) or psycast (ex: Berserk, Neuroquake psycast). The above excludes animals belonging to hostile factions, animals hunting humans (or animals belonging to a human faction), and animals with scaria.&amp;lt;/ref&amp;gt; || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;Pawns will not attack innocent animals&amp;lt;br/&amp;gt;{{Thought|desc=An innocent, adorable animal was killed! That's murder!|label=innocent animal killed|value=-4|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|15}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was almost like being forced to murder.|label=killed innocent {0}|value=-15|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. What a terrible, heartless act against another being.|label=innocent animal killed|value=-2|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|10}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was not something I approve of.|label=killed innocent {0}|value=-5|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. I do not approve of this.|label=innocent animal killed|value=-1|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|5}} opinion for killing innocent animal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lighting&amp;quot;&lt;br /&gt;
! Lighting&amp;lt;br/&amp;gt;[[File:Lighting.png|64px]]&lt;br /&gt;
| Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || {{Thought|desc=This dim light is perfect. I feel focused and energized.|label=darklight|value=+4|stack=1}} with [[Darklight]]&amp;lt;br/&amp;gt;{{Thought|desc=This indoor light is too bright. I would prefer something dimmer.|label=indoor light|value=-4|stack=1}} in dim light (30% - 89% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;{{Thought|desc=I cannot stand this terrible light. My senses are overwhelmed!|label=blinding light|value=-8|stack=1}} in bright light. (90% - 100% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;No modifier for Darkness. (0% - 29% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;Surgery penalty without Darklight.&amp;lt;br/&amp;gt;Disables low-[[light]] [[move speed]] penalties&amp;lt;br/&amp;gt;Disables low-[[light]] [[global work speed]] penalties&lt;br /&gt;
|- id=&amp;quot;Meat eating&amp;quot;&lt;br /&gt;
! rowspan=6 | Meat eating&amp;lt;br/&amp;gt;[[File:MeatEating.png|64px]]&lt;br /&gt;
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was an abhorrent violation of everything I believe.|label=ate meat|value=-24|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating meat of any kind is a horrible act. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was a horrible violation of my beliefs.|label=ate meat|value=-12|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating meat of any kind should be avoided. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It's not something I approve of.|label=ate meat|value=-4|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Mildly required || Every meal ought to have meat. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an unacceptable deviation from the proper carnivore diet. Some eggs, milk, or processed food without vegetables or would have also been okay.|label=ate vegetarian|value=-4|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Seriously required || Every meal must have meat. Eggs, milk, and processed food are okay as well. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an horrible violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-10|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an abhorrent violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-16|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating food without meat&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! rowspan=3 | Mining&amp;lt;br/&amp;gt;[[File:Mining.png|64px]]&lt;br /&gt;
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;Pawns will not mine&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=We mined a hole in the pure earth. What a terrible offense against nature.|label=mined|value=-4|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. What a terrible offense against nature.|label=destroyed natural wall|value=-40|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-15}} opinion for mining a block, for 4 days.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Violating the natural earth with mining tools is a horrible act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. It was an offense against the earth.|label=mined|value=-20|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It was a horrible violation of nature.|label=mined|value=-2|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It was a horrible violation of nature.|label=destroyed natural wall|value=-20|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-10}} opinion for mining a block, for 2 days.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. I disapprove of harming the earth this way.|label=mined|value=-3|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It's wrong to scar the world this way.|label=mined|value=-1|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It's wrong to scar the world this way.|label=destroyed natural wall|value=-3|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-5}} opinion for mining a block, for 2 days.&lt;br /&gt;
|- id=&amp;quot;Raiding&amp;quot;&lt;br /&gt;
! rowspan=2 | Raiding&amp;lt;br/&amp;gt;[[File:Raiding.png|64px]]&lt;br /&gt;
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|3}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|6}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|6}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| Required || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|6}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|12}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|12}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|16%}}&lt;br /&gt;
|- id=&amp;quot;Trees&amp;quot;&lt;br /&gt;
! Trees&amp;lt;br/&amp;gt;[[File:Trees.png|64px]]&lt;br /&gt;
| Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br/&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biosculpting&amp;lt;br/&amp;gt;[[File:Precept biosculpting.png|64px]]&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || Not [[#Transhumanist|Transhumanist]] || || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=My body was despoiled by the use of a biosculpter pod.|label=used biosculpter pod|value=-8|stack=1|duration=12}} after using [[biosculpter pod]].&lt;br /&gt;
|-&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Growth vats{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:GrowthVats.png|64px]]&lt;br /&gt;
| Prohibited || Growth vats rob children of their childhood. || || || '''Prohibitions:'''&amp;lt;br/&amp;gt;Build [[growth vat]]&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=I hate the thought of that awful growth vat being in our colony.|label=growth vat|value=-3|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I can't stand the thought of my child floating in that awful machine.|label=my child is in a growth vat|value=-3|stack=3}}. Nullifying trait: [[Psychopath]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I'm happy to see my kids be kids. Their childhood is too precious to be wasted in a vat.|label=Child not in growth vat|value=1|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Essential || We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. || || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Childbirth is a terrifying thought. We should have vats to safely grow our children.|label=natural pregnancy|value=-5|stack=1}}.  Minimum [[expectations]]: Moderate&lt;br /&gt;
* {{Thought|desc=I don't feel safe with my child running around. They should be growing safely in a vat.|label=Child not in growth vat|value=-2|stack=3}}.  Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* {{BiotechIcon}} [[Growth Vat Occupant Speed]]: {{Good|×130%}}&amp;lt;br/&amp;gt;(only to pawns with the ideoligion; [[embryo]]s / [[babies]] are not boosted)&lt;br /&gt;
|- id=&amp;quot;Bloodfeeders&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Bloodfeeders{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeders.png|64px]]&lt;br /&gt;
| Revered || Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The bloodfeeders stand above us, yet one has died here. We will surely be punished for this.|label=bloodfeeder died|value=-2|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.{{Check Tag|Any faction?|Does the bloodfeeder have to be of the player faction? Any allied faction? Any faction at all including enemies?}}.&lt;br /&gt;
* {{Thought|desc=Let them worship me. Feeding upon them places them below me, as animals are below humans.|label=revered bloodfeeder|value=+4|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeders|value=-2|stack=1}} (Colony wide) for having no bloodfeeders in the colony.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeder master|value=-1|stack=1}} (Colony wide) for having bloodfeeders in the colony, but not as the [[#Leaders|leader]].&lt;br /&gt;
* {{Thought|desc=The bloodfeeder's presence is a great honor. May they live forever.|label=bloodfeeder master|value=+2|stack=1}} (Colony wide) for having A bloodfeeder as the [[#Leaders|leader]].&lt;br /&gt;
Nullifies {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=fed on by &amp;lt;NAME&amp;gt;|value=-5|stack=1|duration=5}}{{Check Tag|Stacking?|Check if it stacks, change stack var as appropriate}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|20}} for being a Bloodfeeder&lt;br /&gt;
|-&lt;br /&gt;
| Reviled || Anyone who drinks blood to survive is a monster. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The only good bloodfeeder is a dead one.|label=bloodfeeder died|value=+5|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.&lt;br /&gt;
* {{Thought|desc=I am what I hate. I must rid myself of this curse.|label=bloodfeeder self hatred|value=-12|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=One of them walks among us. We should expel the bloodfeeder from our home.|label=bloodfeeder among us|value=-8|stack=1}} (Colony wide) for having a bloodfeeder in the colony.&lt;br /&gt;
'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|40}} for being a Bloodfeeder&lt;br /&gt;
|- id=&amp;quot;Child labor&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Child labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:ChildLabor.png|64px]]&lt;br /&gt;
| Encouraged || Children build character through work. It's important for everyone to contribute.|| || [[#Collectivist|Collectivist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Why are we letting children waste their youth on games?|label=children assigned recreation|value=-3|stack=1}}. Adults only.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Childhood is sacred. We should let kids be kids. || || [[#Individualist|Individualist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=It's upsetting to see children forced to work. They only get one childhood.|label=children assigned work|value=-3|stack=1}}. Adults only. Note: This refers to the Schedule tab. Children can have jobs assigned in their Work tab without mood penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Learning Rate Factor]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|- id=&amp;quot;Mechanoid labor&amp;quot;&lt;br /&gt;
! Mechanoid labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:MechanoidLabor.png|64px]]&lt;br /&gt;
| Enhanced || Why should we work when we have machines? || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{--|8%}}&lt;br /&gt;
* {{BiotechIcon}} [[Mech Work Speed Offset]]: {{+|20%}}&lt;br /&gt;
|- id=&amp;quot;Psychic rituals&amp;quot;&lt;br /&gt;
! rowspan=3| Psychic rituals{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:PsychicRituals.png|64px]]&lt;br /&gt;
| Abhorrent || Psychic rituals are utterly evil. || || || &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Prohibitions:'''&amp;lt;br/&amp;gt;Participate in psychic ritual&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Psychic ritual performed: {{--|4}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Involved in psychic ritual: {{--|12}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Psychic rituals should be avoided when possible. || || ||| &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=We shouldn't be using such dark powers. It's just not right.|label=Psychic ritual performed|value=-2|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=That ritual was wrong. I should not have been there.|label=Involved in psychic ritual|value=-6|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Connecting with psychic flows brings us closer to truth. || || [[#Ritualist|Ritualist]] || '''Mood:'''&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=It was an amazing experience to truly connect with something greater than myself.|label=Involved in psychic ritual|value=+3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Failing to use these rituals shows everyone how misguided we are.|label=No psychic ritual for 6 days (Min expectations: High)|value=-3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{+|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{+|10%}}&lt;br /&gt;
|- id=&amp;quot;Void study&amp;quot;&lt;br /&gt;
! rowspan=4| Void study{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:VoidStudy.png|64px]]&lt;br /&gt;
| Very inefficient || All this void nonsense is superstition. Let's focus on reality. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×50%}}&lt;br /&gt;
|-&lt;br /&gt;
| Inefficient || Trying to understand the unknowable is pointless. We should focus more on meaningful activities. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×75%}}&lt;br /&gt;
|-&lt;br /&gt;
| Efficient || The void is a true mystery that deserves to be studied. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×125%}}&lt;br /&gt;
|-&lt;br /&gt;
| Very efficient || The void is the ultimate truth. || || [[#Ritualist|Ritualist]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×150%}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Inhumanizing&amp;quot;&lt;br /&gt;
! Inhumanizing{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhumanizing.png|64px]]&lt;br /&gt;
| Required || Human morality and feeling are a distraction. We must leave humanity behind. &amp;lt;br/&amp;gt; Mental breaks will cause followers to become [[inhumanized]]. || || [[#Inhuman|Inhuman]] || '''Mood:'''&lt;br /&gt;
*{{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} if not inhumanized.&lt;br /&gt;
'''Mental breaks:'''&lt;br /&gt;
* [[Mental_break#Humanity_break|Humanity break]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fishing&amp;quot;&lt;br /&gt;
! rowspan=3 | Fishing{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Fishing.png|64px]]&lt;br /&gt;
| Prohibited || Fishing is immoral. We should never do it. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:''':&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
'''Mood''':&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! Our slippery brothers and sisters are dying.|label=Someone slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
{{--|10}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Fishing is gruesome. We should avoid it. || || [[#Animal personhood|Animal personhood]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I had to kill fish. It was an ugly thing to do.|label=Slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! We should protect these beautiful creatures.|label=Someone slaughtered fish|value=-2|stack=1|duration=6}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing speed]]: {{--|25%}}&lt;br /&gt;
*[[Fishing yield]]: {{--|10%}}&lt;br /&gt;
{{--|5}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sacred || Fishing is part of the right path. || || || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I wish we were somewhere we could fish.|label=Not enough fish|value=-4|stack=1}}.{{Check Tag|Conditions?}}&lt;br /&gt;
*{{Thought|desc=Fishing puts me on the right path - at least for a little while.|label=Fished recently|value=+2|stack=1|duration=1}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing yield]]: {{Good|+10%}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nomadic&amp;quot;&lt;br /&gt;
! Nomadic{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Nomadic.png|64px]]&lt;br /&gt;
| Desired || Staying in one place makes us weak. Travel makes us strong. || || || &lt;br /&gt;
'''Mood''':&lt;br /&gt;
* {{Thought|desc=It's great to be somewhere new.|label=Just resettled|value=+4|stack=1}} first 5 days{{Check Tag|Inclusive?}} after settling a new map{{Check Tag|Verfiy conditions|what counts? etc}}&lt;br /&gt;
* {{Thought|desc=It's good to be somewhere new.|label=Resettled recently|value=2|duration=5}} between 5 and 10 days{{Check Tag|Inclusive?}} after resettling.&lt;br /&gt;
* No mood between 10 and 20 days.{{Check Tag|Inclusive?}}&lt;br /&gt;
* {{Thought|desc=We've been here long enough. Let's move somewhere new.|label=Need to move soon|value=-2}} between 20 and 30 days{{Check Tag|Inclusive?}} after resettling.&lt;br /&gt;
* {{Thought|desc=We've been here too long. We need to move as soon as possible.|label=Must move soon|value=-6}} after 30 days{{Check Tag|Inclusive?}} without resettling.&lt;br /&gt;
'''Stats:''':&lt;br /&gt;
*[[Caravan Speed Factor]]: {{+|30%}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;Optional precepts&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meme-specific ===&lt;br /&gt;
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
! Age reversal&amp;lt;br/&amp;gt;[[File:AgeReversal.png|64px]]&lt;br /&gt;
| Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I'm getting old. I should get an age reversal in a biosculpter pod.|label=harmful aging|value=-4|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=My youth is draining away. I should get an age reversal in a biosculpter pod.|label=terrible aging|value=-7|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 15 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am trapped in a decaying prison of flesh! I need to get an age reversal in a biosculpter pod.|label=horrific aging|value=-10|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 30 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Aging and death have no hold on me. I am forever, as an enhanced human ought to be.|label=received age reversal|value=+3|stack=1|duration=4}} after age reversal.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Notes:'''&lt;br /&gt;
*Initial colonists, newly generated pawns (due to events, quests, raids, etc.), as well as pawns after changing map due to Archonexus quest have a 20 to 40 day grace period before they start demanding age reversal (it will replace their age reversal demanded date, even if it would come after that period).&lt;br /&gt;
*Whenever a pawn's faction or ideology change they'll get a 15-20 day grace period before they start demanding age reversal (unless their next age reversal demanded date will come after that period).&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
! Animal connection&amp;lt;br/&amp;gt;[[File:Precept animal connection.png|64px]]&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Bond Chance Factor]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blind psysense&amp;quot;&lt;br /&gt;
! Blind psysense&amp;lt;br/&amp;gt;[[File:BlindPsysense.png|64px]]&lt;br /&gt;
| Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Psychic Sensitivity]]: {{+|30%}} for [[Sight|blind]] pawns.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
! Bonding&amp;lt;br/&amp;gt;[[File:Bonding.png|64px]]&lt;br /&gt;
| Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Disables [[Animal husbandry#Bonding|animal bonding]] event for pawns with ideology. Does '''not''' disable pre-existing bonds or disable their [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
! Comfort&amp;lt;br/&amp;gt;[[File:Comfort.png|64px]]&lt;br /&gt;
| Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables [[comfort]] need, and comfort-related thoughts, both positive and negative&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eclipse&amp;quot;&lt;br /&gt;
! Eclipse&amp;lt;br/&amp;gt;[[File:Precept Eclipse.png|64px]]&lt;br /&gt;
| Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]&amp;lt;br/&amp;gt;''unless'' [[#Blindsight|blindsight]] || {{+|5}} mood for seeing an [[eclipse]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gauranlen connection&amp;quot;&lt;br /&gt;
! Gauranlen connection&amp;lt;br/&amp;gt;[[File:GauranlenConnection.png|64px]]&lt;br /&gt;
| Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree connection|Tree connection]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am happily connected to a Gauranlen tree.|label=Gauranlen connection|value=+3|stack=1}} when connected to [[Gauranlen tree]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-0|stack=1}}, at Very Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-1|stack=1}}, at Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-2|stack=1}}, at Moderate [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-4|stack=1}}, at High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-6|stack=1}}, at Sky High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Pruning speed]]: {{+|25%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield&amp;lt;br/&amp;gt;[[File:MiningYield.png|64px]]&lt;br /&gt;
| High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || [[#Tunneler|Tunneler]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Mining yield]]: {{+|10%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharge&amp;quot;&lt;br /&gt;
! Neural supercharge&amp;lt;br/&amp;gt;[[File:NeuralSupercharger.png|64px]]&lt;br /&gt;
| Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=Without a neural supercharge, I'm running below my true capacity. It's depressing.|label=want neural supercharge|value=-6|stack=1}} whenever 2+{{Check Tag|Verify time|Is it two days?}} days have passed since [[Neural supercharger|neural supercharging]], assuming Moderate [[expectations]] or higher.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pain&amp;quot;&lt;br /&gt;
! Pain&amp;lt;br/&amp;gt;[[File:Pain.png|64px]]&lt;br /&gt;
| Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain grounds me. I appreciate it|label=minor pain|value=+3|stack=1}}, [[pain]] between 1% and 14% inclusive. Replaces default {{--|5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain cleanses me. I like it.|label=serious pain|value=+5|stack=1}}, [[pain]] between 15% and 39% inclusive. Replaces default {{--|10}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain purifies me. I need it!|label=intense pain|value=+7|stack=1}}, [[pain]] between 40% and 79% inclusive. Replaces default {{--|15}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain makes me sublime! I wish to become it!|label=mind-shattering pain|value=+9|stack=1}}, [[pain]] of 80%+. Replaces default {{--|20}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Note:''' These thoughts are replaced by the [[Masochist]] specific thoughts for pawns with that trait, and with the default values for [[Wimp]]s.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Proselytizing&amp;quot;&lt;br /&gt;
! rowspan=3 | Proselytizing&amp;lt;br/&amp;gt;[[File:Proselytizing.png|64px]]&lt;br /&gt;
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×300'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×500'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×700'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ranching&amp;quot;&lt;br /&gt;
! Ranching&amp;lt;br/&amp;gt;[[File:Ranching.png|64px]]&lt;br /&gt;
| Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Plant Work Speed]]: {{Bad|x70%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Tame Animal Chance]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Gather Yield]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Butchery Efficiency]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animals Learning Factor]]: {{Good|x200%}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Products Price Improvement]]: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sowed a human food plant. It was wrong - humans should eat animals, and animals should eat nature-made plants.|label=sowed human food plant|value=-4|duration=2}} if Low [[expectations]] or higher. Does not apply to quest lodgers. Does not apply when harvesting plants, only when sowing. [[Rice plant|Rice]], [[Potato plant|potato]], [[Corn plant|corn]], [[Strawberry plant|strawberry]], [[nutrifungus]] and [[Toxipotato plant|toxipotato]] are considered human food plants. [[Cocoa tree|Cocoa trees]] are a notable exception.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful [[Quests#Hospitality|Animal hospitality]] quest.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rough living&amp;quot;&lt;br /&gt;
! Rough living&amp;lt;br/&amp;gt;[[File:RoughLiving.png|64px]]&lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep outdoors without any protection from the elements.|label=slept outside|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep on the ground like an animal.|label=slept on ground|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I'm soaking wet.|label=soaking wet|value=-3|stack=1|duration=0.1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slab bed&amp;quot;&lt;br /&gt;
! Slab bed&amp;lt;br/&amp;gt;[[File:Precept Slab Bed.png|64px]]&lt;br /&gt;
| Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
! Sleep accelerator&amp;lt;br/&amp;gt;[[File:Precept sleep accelerator.png|64px]]&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Indoors&amp;quot;&lt;br /&gt;
! Indoors&amp;lt;br/&amp;gt;[[File:SmallSpaces.png|64px]]&lt;br /&gt;
| Preferred || We were meant to live indoors. There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] [[#Shipborn|Shipborn]]{{OdysseyIcon}} || &lt;br /&gt;
*Adds needs: [[Needs#Indoors|Indoors]]&lt;br /&gt;
*Removes needs: [[Needs#Outdoors|Outdoors]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
! Temperature&amp;lt;br/&amp;gt;[[File:Precept temperature.png|64px]]&lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Shipborn|Shipborn]]{{OdysseyIcon}} || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to sleep in the cold. We really need some heaters.|label=slept in the cold|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep in unbearable heat. Can't we have air conditioning?|label=slept in the heat|value=-4|stack=1|duration=1}}&lt;br /&gt;
'''Note''': It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
! Work drive&amp;lt;br/&amp;gt;[[File:Precept work drive.png|64px]]&lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Space habitat&amp;quot;&lt;br /&gt;
! Space habitat{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Precept space habitat.png|64px]]&lt;br /&gt;
| Preferred || Planetary living is for lower animals. We should live in orbit or among the stars. || [[#Shipborn|Shipborn]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I'll never feel at home here in the dirt. We should be in space.|label=Planetary habitat|value=-2|stack=1}} whilst not in [[orbit]].{{OdysseyIcon}}&lt;br /&gt;
*{{Thought|desc=It feels good to be where I belong. I can't stand being down there in the dirt.|label=Space habitat|value=4|stack=1}} whilst in [[orbit]].{{OdysseyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{{Main|Roles}}&lt;br /&gt;
Roles are positions available to pawns that grant them both special benefits and drawbacks. Every ideoligion has at least two roles: [[Leader]] and [[Moral guide]]. There can be only 1 '''leader''' globally, and 1 '''moral guide''' per ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! colspan=5 | Abilities&lt;br /&gt;
|- id=&amp;quot;Leader&amp;quot;&lt;br /&gt;
! [[Leader]]&amp;lt;br/&amp;gt;[[File: Leader.png|link=Leader]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Combat command]]&amp;lt;br/&amp;gt;[[File:CombatCommand.png|link=Combat command|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Work drive]]&amp;lt;br/&amp;gt;[[File:WorkDrive.png|link=Work drive|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Leader speech]]&amp;lt;br/&amp;gt;[[File:LeaderSpeech.png|link=Leader speech|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Trial]]&amp;lt;br/&amp;gt;[[File:Trial.png|link=Trial|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Moral guide&amp;quot;&lt;br /&gt;
! [[Moral guide]]&amp;lt;br/&amp;gt;[[File: MoralGuide.png|link=Moral guide]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Roles#Convert|Convert]]&amp;lt;br/&amp;gt;[[File:Convert.png|link=Roles#Convert|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Counsel]]&amp;lt;br/&amp;gt;[[File:Counsel.png|link=Counsel|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Reassure]]&amp;lt;br/&amp;gt;[[File:Reassure.png|link=Reassure|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Conversion ritual]]&amp;lt;br/&amp;gt;[[File:ConversionRitual.png|link=Conversion ritual|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Preach health]]&amp;lt;br/&amp;gt;[[File:PreachHealth.png|link=Preach health|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, each ideoligion grants up to 2 types of [[specialist]]s; a role that grants large bonuses and abilities related to a specific field in exchange of inability of doing one or more types of work. This limitation only applies to the type of specialization, not the total number of specialists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
! [[Shooting specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistShooting.png|link=Shooting specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Marksman command]]&amp;lt;br/&amp;gt;[[File:MarksmanCommand.png|link=Marksman command|64px]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
! [[Animals specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistAnimals.png|link=Animals specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
* [[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Animal calm]]&amp;lt;br/&amp;gt;[[File:AnimalCalm.png|link=Animal calm|64px]]&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
! Medical Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMedical.png|link=Medical specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
* [[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Immunity drive]]&amp;lt;br/&amp;gt;[[File:ImmunityDrive.png|link=Immunity drive|64px]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
! Melee Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMelee.png|link=Melee specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Berserk trance]]&amp;lt;br/&amp;gt;[[File:BerserkTrance.png|link=Berserk trance|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
! [[Mining specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistMining.png|link=Mining specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
* [[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Mining command]]&amp;lt;br/&amp;gt;[[File:MiningCommand.png|link=Mining command|64px]]&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
! [[Plants specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistPlants.png|link=Plants specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#High life|High life]]&lt;br /&gt;
* [[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
* [[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Farming command]]&amp;lt;br/&amp;gt;[[File:FarmingCommand.png|link=Farming command|64px]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
! [[Production specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistProduction.png|link=Production specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Production command]]&amp;lt;br/&amp;gt;[[File:ProductionCommand.png|link=Production command|64px]]&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
! [[Research specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistResearch.png|link=Research specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Research command]]&amp;lt;br/&amp;gt;[[File:ResearchCommand.png|link=Research command|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Relics are objects revered by your ideoligion that require a series of quests in order to be obtained. These are always of legendary quality, when applicable. Relics grant various bonuses, both when found and when present in rituals, some of which require being placed in a [[Reliquary]]. A relic being lost causes a malus of {{Thought|desc=The relic has been lost! A travesty!|label=relic lost|value=-5|stack=5|duration=30}} while a relic being destroyed causes a malus of {{Thought|desc=The relic was destroyed! A travesty!|label=relic destroyed|value=-5|stack=5|duration=30}}.&lt;br /&gt;
&lt;br /&gt;
When placed in a Reliquary, pilgrims of your ideoligion will visit your colony to pay reverence to the relic.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Ideoligions can add special buildings that are required for either rituals or as statues of that ideologion.&lt;br /&gt;
&lt;br /&gt;
=== Ritual seat ===&lt;br /&gt;
Ideologions can have a maximum of 1 type of ritual seat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_pillow.png|32px]]&lt;br /&gt;
| [[Kneel_pillow|Kneel pillow]] &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_sheet.png|32px]]&lt;br /&gt;
| [[Kneel_sheet|Kneel sheet]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pew.png|32px]]&lt;br /&gt;
| [[Pew]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Ideologions can have a maximum of 5 types of ideologion-related buildings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Type !! Minimum expectations !! Room requirements !! Note&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ideogram_morbid_b.png|32px]]&lt;br /&gt;
| [[Ideogram]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed ||! rowspan=&amp;quot;5&amp;quot; | You can only have one Altar / Ideogram at the same time.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Small_altar.png|32px]]&lt;br /&gt;
| [[Small_altar|Small altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Medium_altar.png|32px]]&lt;br /&gt;
| [[Medium_altar|Medium altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Large_altar.png|32px]]&lt;br /&gt;
| [[Large_altar|Large altar]] || Altar / Ideogram || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Grand_altar.png|32px]]&lt;br /&gt;
| [[Grand_altar|Grand altar]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Christmas_tree.png|32px]]&lt;br /&gt;
| [[Christmas_tree|Christmas tree]] || Christmas tree || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sacrificial_flag.png|32px]]&lt;br /&gt;
| [[Sacrificial_flag|Sacrificial flag]] || Sacrificial flag || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a &amp;quot;[building name] disrespected&amp;quot; negative moodlet to all pawns of the ideologion.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_small_totemic_a.png|32px]]&lt;br /&gt;
| [[Small_sculpture|Small sculpture]] || Statue || High || Room impressiveness 60&amp;lt;br&amp;gt;Column x4&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Small sculpture as a named ideologion building is a variation of the regular small sculpture.&amp;lt;br&amp;gt;Its [[Small_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_large_totemic_a.png|32px]]&lt;br /&gt;
| [[Large_sculpture|Large sculpture]] || Statue  || High || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Large sculpture as a named ideologion building is a variation of the regular large sculpture.&amp;lt;br&amp;gt;Its [[Large_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_grand_totemic_a.png|32px]]&lt;br /&gt;
| [[Grand_sculpture|Grand sculpture]] || Statue  || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Grand sculpture as a named ideologion building is a variation of the regular grand sculpture.&amp;lt;br&amp;gt;Its [[Grand_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon preferences ==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn{{Check Tag|Verify}} with a noble weapon grants +3 mood for 1 day{{Check Tag|Thought Template|Convert to thought template}} while using a despised one to attack anything - including objects - grants -5 for 2 days.{{Check Tag|Thought Template|Convert to thought template}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
| Melee / Ranged || All melee weapons, including beer and wood{{Check Tag|equippable|power claws and fists ignored}} || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
| Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
| Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Apparel preferences ==&lt;br /&gt;
{{Stub|section=1|reason=Missing several details inc but not limited to how it spawns on pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Apparel type combinations ===&lt;br /&gt;
Some kinds of [[apparel]] can be set as desired apparel.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || [[Authority_cap|Authority cap]], [[Beret]], [[Bowler_hat|Bowler hat]], [[Broadwrap]], [[Ceremonial_hood|Ceremonial hood]], [[Cowboy_hat|Cowboy hat]], [[Face_mask|Face mask]], [[Flophat]], [[Headwrap]], [[Hood]], [[Ritual_mask|Ritual mask]], [[Shadecone]], [[Slicecap]], [[Tailcap]], [[Torture_crown|Torture crown]], [[Tribal_headdress|Tribal headdress]], [[Tuque]], [[Veil]], [[Visage_mask|Visage mask]], [[War_mask|War mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || [[Burka]], [[Robe]]&lt;br /&gt;
|}&lt;br /&gt;
The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds (a maximum of 9 {{Check Tag|Verify?|Verify what's the limit?}}) of apparel can be chosen. You can select both a relaxed and a strong desire for the same gender / apparel type combination, for example, a female relaxed headgear and a female strong headgear. Note that selecting the same apparel type and preference twice will result in a conflict, for example, if you select a female: strong cowboy hat and an everyone: strong hood. To maximize the number of available desired apparel:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Gender / Preference combination&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || Female: relaxed&amp;lt;br&amp;gt;Female: strong&amp;lt;br&amp;gt;Male: relaxed&amp;lt;br&amp;gt;Male: strong&amp;lt;br&amp;gt;[[Face_mask|Face mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || Everyone: relaxed&amp;lt;br&amp;gt;Everyone: strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mood effects ===&lt;br /&gt;
&lt;br /&gt;
Wearing a desired apparel or a certain color has mood effect on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== Desired apparel ====&lt;br /&gt;
&lt;br /&gt;
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.&lt;br /&gt;
&lt;br /&gt;
==== Color mood effect ====&lt;br /&gt;
&lt;br /&gt;
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at generation, while a pawn's favorite color is determined when the pawn is generated.{{Check Tag|Children?|Confirm when children gain a favorite color}} Apparel can be dyed at the [[styling station]] for one [[dye]] per piece of apparel. Note that unlike with preferred apparel, outside of the [[Man in Black]] event, pawns will not necessarily spawn wearing color that matches their ideoligion or preferred colors.&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
&lt;br /&gt;
Pawns that have an ideologion with desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.&lt;br /&gt;
&lt;br /&gt;
== Xenotype preferences ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{recode|section=1|reasson={{T|Thought}}}}&lt;br /&gt;
Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that any other xenotypes are considered disliked and believers will be unhappy living alongside them.&lt;br /&gt;
&lt;br /&gt;
Up to three [[Xenotypes]] can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.&lt;br /&gt;
&lt;br /&gt;
Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. For example, if [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will be unable to give the reward.&lt;br /&gt;
&lt;br /&gt;
Opinion:&lt;br /&gt;
* Preferred xenotype: {{+|10}}&lt;br /&gt;
* Disliked xenotype: {{--|30}}&lt;br /&gt;
&lt;br /&gt;
Mood:&lt;br /&gt;
* All preferred xenotype: {{+|2}}&lt;br /&gt;
* Some disliked xenotypes: {{--|2}}&lt;br /&gt;
* Many disliked xenotypes: {{--|3}}&lt;br /&gt;
* Tons of disliked xenotypes: {{--|4}}&lt;br /&gt;
* I am disliked xenotype&amp;lt;: {{--|6}}&lt;br /&gt;
&lt;br /&gt;
This [[thought]] will only check for the &amp;quot;category&amp;quot; of the pawn's freedom, for example, [[Colonists]] will only check for other colonists xenotype, [[prisoners]] for other prisoners and [[slaves]] for other slaves, and not for example slaves checking for colonists. This means that slaves without a preferred  xenotype for an ideology can accept a [[xenogerm]] without upsetting the colonists who do follow this ideology. &lt;br /&gt;
&lt;br /&gt;
While colonists following this ideology may refuse being implanted with a xenogerm (or with [[gene implanter]]), a way to circumnavigate this is to swap ideologies or with the use of '''Fluid Ideologies''', by changing the preferred  xenotype to nothing and after implanting the genes swaping it back to normal.&lt;br /&gt;
&lt;br /&gt;
This above is useful because if the preferred  xenotype is of the [[Endogene]] kind (heritable), any xenotypes on top of this will be '''overlooked''' in favour of the pawn's original endotype, thus keeping the mood bonus and opinion bonus.&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
{{Stub|section=1|reason=General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size}}&lt;br /&gt;
{{Quote|This animal is considered by believers to hold a special spiritual or moral status, which means it must be venerated and may never be harmed.|Description}}&lt;br /&gt;
An ideoligion can have up to 18 venerated [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.&lt;br /&gt;
&lt;br /&gt;
Colonists will butcher venerated animals without any issue, but will refuse to eat their [[meat]] or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and '''cannot''' be manually ordered to do so. Colonists take no issue using [[leather]], [[wool]], [[milk]], or [[eggs]] of the venerated animal.&lt;br /&gt;
&lt;br /&gt;
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.&lt;br /&gt;
&lt;br /&gt;
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: &amp;lt;!-- +1 is bugged and will not appear, --&amp;gt;+2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.&lt;br /&gt;
&lt;br /&gt;
Despite being tameable, [[Insectoids]] cannot be selected as a venerated animal.&lt;br /&gt;
&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Hair and tattoos ==&lt;br /&gt;
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.&lt;br /&gt;
&lt;br /&gt;
Newly spawned pawns of an ideoligion will always have matching appearance.&lt;br /&gt;
&lt;br /&gt;
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks, and will have a {{--|2}} mood penalty{{Check Tag|Thought Template}} until they do so. They can also be sent to adjust their appearance manually.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
** Fix: Essential roles can be removed.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] -&lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept.&lt;br /&gt;
** Fix 5234: Pawns can build turrets when prohibited by precepts.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
** Fix: High life meme ideos generate with a warning about conflicting apparel.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed.&lt;br /&gt;
** Fix: There are some duplicate ideoligion icons.&lt;br /&gt;
** Fix: Tree lovers don't care about harvesting / chopping down cocoa trees. Individualist meme description changed from ''A community's role is to serve each individual.'' changed to ''Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform.'' Collectivist meme description changed from ''A person's role is to serve the community.'' changed to ''Each person is part of a greater whole. People should work to play their part and help the group.''&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - &lt;br /&gt;
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.&lt;br /&gt;
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
** Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.&lt;br /&gt;
** Fix: Special characters on named precepts can break UI.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood.&lt;br /&gt;
** Fix: Classic mode ideoligions don't start with some classic precepts.&lt;br /&gt;
** Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme &amp;quot;Flesh Purity&amp;quot; no longer forces the anti-biosculpting precept.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.&lt;br /&gt;
** Fix: Reforming a fluid ideo lists some precepts as &amp;quot;incompatible&amp;quot; when they actually aren’t.&lt;br /&gt;
** Fix: Ability gizmos are still available for roles that have been removed via reformation.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development. &amp;quot;No slaves in colony&amp;quot; thought does not apply at &amp;quot;Very low&amp;quot; expectations or below.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - &lt;br /&gt;
**Fix: Berserker trance makes pawn guilty even though they cannot attack allies.&lt;br /&gt;
** Fix: High Life harvest yield for Drug Use: Essential precept doesn't work. Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Biotech DLC]] cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added a new category of precept: Preferred xenotypes.&lt;br /&gt;
** Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome. Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Assign a fallback ideo{{Check Tag|Detail Needed}} to non-baby colonists during load that don't have an ideo set.&lt;br /&gt;
** Fix: &amp;quot;Child not in growth vat&amp;quot; thought appears for dead children.&lt;br /&gt;
** Fix: Banishing colonists doesn't recalculate faction ideoligions.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. &amp;quot;''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''&amp;quot; -&amp;gt; ''&amp;quot;A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&amp;quot;''&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Randomize symbols doesn't update member noun in ideology's description.&lt;br /&gt;
** Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Allowed the trader's guild faction to generate more variety in their ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=180639</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=180639"/>
		<updated>2026-05-31T06:34:03Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Xenotype preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=Add Nomadic. Shipborn meme requirements/associated not implemented. traders guild}}&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Type of ideoligion ==&lt;br /&gt;
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.&lt;br /&gt;
&lt;br /&gt;
* '''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. All buildings that would be restricted to certain ideoligions can be built, and any ''style'' - or cosmetic variant - of building can be built. (click the circle icon in the [[Architect]] tab, right next to the search bar).&lt;br /&gt;
:However, some aspects of the ideoligion system remain. You can still assign a [[Leader]], and will have access to a funeral and 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}} In addition, there will be 3 randomized [[relic]]s that you can search for.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.&lt;br /&gt;
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain [[#Development points|development points]], you can add / remove memes, and re-customize just about everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fixed)''' - Design an ideoligion with complete control.&lt;br /&gt;
&lt;br /&gt;
* '''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the &amp;quot;Mole people&amp;quot; preset. You will start with a Funeral and 2 other random [[ritual]]s, as well as a random [[relic]]. Other aspects of the ideoligion will also be randomized.&lt;br /&gt;
:For example, the &amp;quot;Classic-like&amp;quot; preset will have the following precepts:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:600px&amp;quot;&amp;gt;&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development points ===&lt;br /&gt;
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}&lt;br /&gt;
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot &amp;quot;store&amp;quot; points; once you can reform, no more points are gained.&lt;br /&gt;
&lt;br /&gt;
Development points can be obtained in the following ways:&lt;br /&gt;
* Performing [[rituals]]. Rituals will give a varying amount of points depending on if they are &amp;quot;anytime&amp;quot; rituals or &amp;quot;dated&amp;quot; rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.&lt;br /&gt;
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals '''''Do not''''' count for the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Terrible&lt;br /&gt;
! Boring&lt;br /&gt;
! Fun&lt;br /&gt;
! Unforgettable&lt;br /&gt;
|-&lt;br /&gt;
! 1 Ritual&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! 2 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! 3 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5+ Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Converting someone: 1 point.&lt;br /&gt;
Certain [[#Precepts|precepts]] allow an ideoligion to gain points from actions related to the precept.&lt;br /&gt;
* [[#Blindness|Blindness: Respected, Elevated or Sublime]]: Blinding someone: 1 point&lt;br /&gt;
* [[#Charity|Charity: Worthwhile, Important or Essential]]: Completing charity quests and accepting charity events&lt;br /&gt;
** [[Quests#Beggars|Helping beggars]]: 2 points&lt;br /&gt;
** [[Events#Wanderer joins|Accepting joining wanderer]]: 1 point&lt;br /&gt;
** [[Quests#Hospitality|Giving hospitality]] {{RoyaltyIcon}}: 2 points&lt;br /&gt;
** [[Quests#Shuttle Crash|Saving shuttle crash survivors]] {{RoyaltyIcon}}: 3 points&lt;br /&gt;
** [[Events#Transport pod crash|Saving a pod crash victim]]: 1 point&lt;br /&gt;
** [[Quests#Noble Wimp|Saving the noble wimp]] {{RoyaltyIcon}}: 1 point&lt;br /&gt;
** [[Quests#Threatened Joiner|Helping the threatened joiner]]: 2 points&lt;br /&gt;
* [[#Execution|Execution: Respected if guilty or Required]]: Executing prisoner: 1 point&lt;br /&gt;
* [[#Proselytizing|Proselytizing: Occasional, Sometimes or Frequent]]:&lt;br /&gt;
** Converting a new member: 1 point (in addition to the normal 1 point)&lt;br /&gt;
** Obtaining a [[Relic|relic]]: 5 points&lt;br /&gt;
** Completing the [[Quests#Pilgrims|pilgrims]] quest: 2 points&lt;br /&gt;
* [[#Raiding|Raiding: Respected or Required]]:&lt;br /&gt;
** Raiding someone: 1 point&lt;br /&gt;
** Raiding a bandit camp or work site: 2 points&lt;br /&gt;
* [[#Ranching|Ranching: Central]]: Successfully completing an [[Quests#Hospitality|Animal Hospitality quest]]{{RoyaltyIcon}}: 2 points&lt;br /&gt;
* [[#Slavery|Slavery: Honorable]]: Enslaving new prisoner: 1 point&lt;br /&gt;
* [[#Gauranlen connection|Gauranlen Connection: Strong]]: Planting gauranlen tree: 1 point&lt;br /&gt;
&lt;br /&gt;
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.&lt;br /&gt;
&lt;br /&gt;
== Forming an ideoligion ==&lt;br /&gt;
An ideoligion consists of many separate aspects to customize:&lt;br /&gt;
&lt;br /&gt;
'''Primary'''&lt;br /&gt;
* '''[[#Structure|Structure]]''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract theist'', that &amp;quot;god(s) are formless and everywhere&amp;quot;, or ''Christian origin'', which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Memes|Memes]]''' - The basic beliefs of the ideoligion. An ideoligion with the ''Cannibal'' meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|specialists]].&lt;br /&gt;
&lt;br /&gt;
* '''[[#Precepts|Precepts]]''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with ''Cannibalism: Preferred'' will have followers enjoy eating human meat. An ideoligion with ''Cannibalism: Required (Ravenous)'' will want to eat human meat for every meal.&lt;br /&gt;
:Certain precepts have statistical effects beyond mood. For instance, ''Drugs: Essential'' boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.&lt;br /&gt;
&lt;br /&gt;
'''Secondary'''&lt;br /&gt;
* '''[[Rituals]]''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.&lt;br /&gt;
&lt;br /&gt;
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Roles|Roles]]''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
* '''[[Relic]]s''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Buildings''' - Buildings used by your ideoligion: [[altar]]s, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.&lt;br /&gt;
&lt;br /&gt;
* '''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s,{{BiotechIcon}} as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whether a colonist will dislike a non-preferred item is dependent on the preference in question.&lt;br /&gt;
&lt;br /&gt;
'''Descriptive'''&lt;br /&gt;
* '''[[#Styles|Styles]]''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Cultures|Cultures]]''' - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents [[New Tribe|tribes]] in general. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for wearing their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.&lt;br /&gt;
&lt;br /&gt;
== Certainty ==&lt;br /&gt;
{{Main|Certainty}}&lt;br /&gt;
&lt;br /&gt;
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
! Abstract theist&amp;lt;br/&amp;gt;[[File:Abstract theist.png|64px]]&lt;br /&gt;
| The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
! Animist&amp;lt;br/&amp;gt;[[File:Animist.png|64px]]&lt;br /&gt;
| Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || ||&lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
! Archist&amp;lt;br/&amp;gt;[[File:Archist.png|64px]]&lt;br /&gt;
| Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || ||&lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
! Buddhist origin&amp;lt;br/&amp;gt;[[File:Buddhist origin.png|64px]]&lt;br /&gt;
| This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
! Christian origin&amp;lt;br/&amp;gt;[[File:Christian origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
! Embodied theist&amp;lt;br/&amp;gt;[[File:Embodied theist.png|64px]]&lt;br /&gt;
| The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
! Hindu origin&amp;lt;br/&amp;gt;[[File:Hindu origin.png|64px]]&lt;br /&gt;
| This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
! Ideological&amp;lt;br/&amp;gt;[[File:Ideological.png|64px]]&lt;br /&gt;
| There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning ||&lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
! Islamic origin&amp;lt;br/&amp;gt;[[File:Islamic origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
! Astropolitan&amp;lt;br/&amp;gt;[[File:Astropolitan.png|32px]]&lt;br /&gt;
| [[New Arrivals]]&amp;lt;br/&amp;gt;[[Sanguophages (Faction)|Sanguophages]]{{BiotechIcon}}&amp;lt;br/&amp;gt;[[Traders guild]]{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[Salvagers]]{{OdysseyIcon}}|| A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
! Rustican&amp;lt;br/&amp;gt;[[File:Civil outlander.png|32px]]&lt;br /&gt;
| [[Outlander]] Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
! Corunan&amp;lt;br/&amp;gt;[[File:GentleTribe.png|32px]]&lt;br /&gt;
| [[New Tribe]]&amp;lt;br/&amp;gt;[[Tribal]] Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
! Kriminul&amp;lt;br/&amp;gt;[[File:Pirate.png|32px]]&lt;br /&gt;
| [[Pirate]] Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
! Sophian {{RoyaltyIcon}}&amp;lt;br/&amp;gt;[[File:Empire map marker.png|32px]]&lt;br /&gt;
| [[Empire]] Faction|| A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, the [[Ancient]] factions, [[Outlander refugee group]],{{RoyaltyIcon}} [[Beggars]],{{IdeologyIcon}} [[Pilgrims]],{{IdeologyIcon}} and the [[Horax cult]]{{AnomalyIcon}} do not have any culture assigned to them; therefore they may use any existing one randomly.&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{recode|section=1|reason=Use collapsibles to allow a non-intrusive display of the styles where the reader can tab between the styles}}&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=width:6em | Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound !! Player-accessible&lt;br /&gt;
|- id=&amp;quot;Style Hindu&amp;quot;&lt;br /&gt;
| [[File:Style Hindu.png|18px]] Hindu&lt;br /&gt;
| -&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|- id=&amp;quot;Style Christian&amp;quot;&lt;br /&gt;
| [[File:Style Christian.png|18px]] Christian&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Islamic&amp;quot;&lt;br /&gt;
| [[File:Style Islam.png|18px]] Islamic&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Buddhist&amp;quot;&lt;br /&gt;
| [[File:Style Buddhism.png|18px]] Buddhist&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Morbid&amp;quot;&lt;br /&gt;
| [[File:Style Morbid.png|18px]] Morbid&lt;br /&gt;
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Totemic&amp;quot;&lt;br /&gt;
| [[File:Style Totemic.png|18px]] Totemic&lt;br /&gt;
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], [[Dining chair#Styles|Dining chair]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Spikecore&amp;quot;&lt;br /&gt;
| [[File:Style Spikecore.png|18px]] Spikecore&lt;br /&gt;
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]]&lt;br /&gt;
| Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Rustic&amp;quot;&lt;br /&gt;
| [[File:Style Rustic.png|18px]] Rustic&lt;br /&gt;
| [[Rustic rug (broad)]], [[Rustic rug (medium)]]&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Column#Styles|Column]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Animalist&amp;quot;&lt;br /&gt;
| [[File:Style Animalist.png|18px]] Animalist&lt;br /&gt;
| [[Animalist slab (broad)]], [[Animalist slab (medium)]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Techist&amp;quot;&lt;br /&gt;
| [[File:Style Techist.png|18px]] Techist&lt;br /&gt;
| [[Hex carpet]], [[Hex tile]]&lt;br /&gt;
| -&lt;br /&gt;
| [[Column#Styles|Column]], [[Plant pot#Styles|Plant pot]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Shelf#Styles|Shelf]], [[Autodoor#Styles|Autodoor]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Horaxian&amp;quot;&lt;br /&gt;
| [[File:Style Horaxian.png|18px]] Horaxian{{AnomalyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| [[Axe#Styles|Axe]], [[Club#Styles|Club]], [[Gladius#Styles|Gladius]], [[Knife#Styles|Knife]], [[Mace#Styles|Mace]]&lt;br /&gt;
| -&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered &amp;quot;uniform&amp;quot; if pawn's ideoligion can build it, and &amp;quot;diverse&amp;quot; otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.&lt;br /&gt;
&lt;br /&gt;
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.&lt;br /&gt;
&lt;br /&gt;
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Style Dominance::+]]&lt;br /&gt;
| ?Style Dominance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
! '''Animal personhood'''&amp;lt;br/&amp;gt;[[File:Animal personhood.png|64px]]&lt;br /&gt;
| Animals have rights as humans do. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Rancher|Rancher]] || '''[[#Animal connection|Animal connection:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, or Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, or Disapproved&amp;lt;br/&amp;gt;{{OdysseyIcon}}'''[[#Fishing|Fishing:]]''' Prohibited or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
! '''[[Blindsight]]'''&amp;lt;br/&amp;gt;[[File:Blindsight.png|64px]]&lt;br /&gt;
| Only those who are blind can perceive true reality. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Darkness|Darkness]] || '''[[#Blind psysense|Blind psysense:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Blindness|Blindness:]]''' Respected, Elevated, or Sublime || - || '''[[#Blindness|Blindness:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || [[Blindfold]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! '''Cannibal'''&amp;lt;br/&amp;gt;[[File:Cannibal.png|64px]]&lt;br /&gt;
| We must consume human flesh. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Preferred, Required (strong), or Required (ravenous)&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || '''[[#Execution|Execution:]]''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || [[Cannibal (Trait)|Cannibal]] || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
! '''Collectivist'''&amp;lt;br/&amp;gt;[[File:Collectivist.png|64px]]&lt;br /&gt;
| Each person is part of a greater whole. People should work to play their part and help the group. ||style=&amp;quot;text-align: center;&amp;quot;data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]] || '''[[#Work drive|Work drive:]]''' Tripled || Visage mask: Relaxed || '''[[#Marriage name|Marriage name:]]''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
! '''Darkness'''&amp;lt;br/&amp;gt;[[File:Darkness.png|64px]]&lt;br /&gt;
| Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Blindsight|Blindsight]] || '''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
! '''Female supremacy'''&amp;lt;br/&amp;gt;[[File:Female supremacy.png|64px]]&lt;br /&gt;
| Women are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Male supremacy|Male supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misandrist]] || [[Misogynist]] || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
! '''Flesh purity'''&amp;lt;br/&amp;gt;[[File:Flesh purity.png|64px]]&lt;br /&gt;
| The human body should not be debased. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#High life|High life]]&amp;lt;br/&amp;gt;[[#Transhumanist|Transhumanist]] || '''[[#Drug use|Drug use:]]''' Prohibited&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Abhorrent&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible || - || '''[[#Body modification|Body modification:]]''' Approved&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || [[Body purist]]&amp;lt;br/&amp;gt;[[Nudist]] || [[Body modder]] || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
! '''Guilty'''&amp;lt;br/&amp;gt;[[File:Guilty.png|64px]]&lt;br /&gt;
| Our people carry guilt from ages past. Others are more worthy. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]] || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Charity|Charity:]]''' Essential, Important, or Worthwhile || - || '''[[#Apostasy|Apostasy:]]''' Abhorrent, Horrible, and Guilty&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || [[Torture crown]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
! '''High life'''&amp;lt;br/&amp;gt;[[File:High life.png|64px]]&lt;br /&gt;
| Exotic states of mind are central to a good life. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Drug use|Drug use:]]''' Essential || Flophat: Relaxed || '''[[#Drug use|Drug use:]]''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || [[Autobong]]&amp;lt;br/&amp;gt;[[Mindbend carpet]] || - || - || [[Chemical interest]]&amp;lt;br/&amp;gt;[[Chemical fascination]] || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
! '''Human primacy'''&amp;lt;br/&amp;gt;[[File:Human primacy.png|64px]]&lt;br /&gt;
| Humans are the moral center of the universe. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Nature primacy|Nature primacy]] || '''[[#Bonding|Bonding:]]''' Disapproved || - || '''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Killing innocent animals|Killing innocent animals:]]''' Abhorrent, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Mining|Mining:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Cutting trees|Cutting trees:]]''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
! '''Individualist'''&amp;lt;br/&amp;gt;[[File:Individualist.png|64px]]&lt;br /&gt;
| Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]] || - || - || '''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
! '''Loyalist'''&amp;lt;br/&amp;gt;[[File:Loyalist.png|64px]]&lt;br /&gt;
| We stand for our own before others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
! '''Male supremacy'''&amp;lt;br/&amp;gt;[[File:Male supremacy.png|64px]]&lt;br /&gt;
| Men are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Female supremacy|Female supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misogynist]] || [[Misandrist]] || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
! '''Nature primacy'''&amp;lt;br/&amp;gt;[[File:Nature primacy.png|64px]]&lt;br /&gt;
| Man is a stain on nature's perfection. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Human primacy|Human primacy]] || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
! '''Nudism'''&amp;lt;br/&amp;gt;[[File:Nudism.png|64px]]&lt;br /&gt;
| Clothing binds, controls, and suffocates us. We should all hang free. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Male clothing|Male clothing:]]''' Fully nude or Pants at most&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || [[Nudist]] || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
! '''Pain is virtue'''&amp;lt;br/&amp;gt;[[File:Pain is virtue.png|64px]]&lt;br /&gt;
| Virtue is shown through suffering of self and others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Comfort|Comfort:]]''' Ignored&amp;lt;br/&amp;gt;'''[[#Slab bed|Slab bed:]]''' Preferred || - || '''[[#Charity|Charity:]]''' Essential, Important, and Worthwhile&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Always abhorrent and Always horrible&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || - || Scarification || Symbol burning || [[Slab bed]]&amp;lt;br/&amp;gt;[[Slab double bed]] || [[Torture crown]] || - || [[Ascetic]]&amp;lt;br/&amp;gt;[[Tortured artist]]&amp;lt;br/&amp;gt;[[Masochist]] || [[Wimp]]&amp;lt;br/&amp;gt;[[Gourmand]] || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
! '''Proselytizer'''&amp;lt;br/&amp;gt;[[File:Proselytizer.png|64px]]&lt;br /&gt;
| It is our duty to spread our beliefs. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Proselytizing|Proselytizing:]]''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
! '''Raider'''&amp;lt;br/&amp;gt;[[File:Raider.png|64px]]&lt;br /&gt;
| The strong should take from the weak. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Raiding|Raiding:]]''' Respected or Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''[[#Skullspike|Skullspike:]]''' Disapproved&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
! '''Rancher'''&amp;lt;br/&amp;gt;[[File:Rancher.png|64px]]&lt;br /&gt;
| Raising animals is the right way; raising plants to eat is not. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Animal personhood|Animal personhood]] || '''[[#Ranching|Ranching:]]''' Central&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
! '''Supremacist'''&amp;lt;br/&amp;gt;[[File:Supremacist.png|64px]]&lt;br /&gt;
| Our people should dominate all others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''[[#Slavery|Slavery:]]''' Acceptable or Honorable&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Required, Respected if guilty, or Don't care || - || '''[[#Charity|Charity:]]''' Essential, Important and Worthwhile&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
! '''Transhumanist'''&amp;lt;br/&amp;gt;[[File:Transhumanist.png|64px]]&lt;br /&gt;
| Human progress means merging with technology. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Sleep accelerator|Sleep accelerator:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Neural supercharge|Neural supercharge:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Biosculpting|Biosculpting:]]''' Accelerated&amp;lt;br/&amp;gt;'''[[#Age reversal|Age reversal:]]''' Demanded&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Approved || Slicecap: Relaxed || '''[[#Body modification|Body modification:]]''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || [[Hex carpet]]&amp;lt;br/&amp;gt;[[Hex tile]]&amp;lt;br/&amp;gt;[[Neural supercharger]]&amp;lt;br/&amp;gt;[[Sleep accelerator]] || - || - || [[Body modder]] || [[Body purist]] || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
! '''Tree connection'''&amp;lt;br/&amp;gt;[[File:Tree connection.png|64px]]&lt;br /&gt;
| Trees are the essence of life, and we must be near them. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Trees|Trees:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Rough living|Rough living:]]''' Welcomed&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt;'''[[#Gauranlen connection|Gauranlen connection:]]''' Strong&lt;br /&gt;
|| - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || [[Research#Tree sowing|Tree sowing]] || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! '''Tunneler'''&amp;lt;br/&amp;gt;[[File:Tunneler.png|64px]]&lt;br /&gt;
| Humans ought to live underground, and enjoy the succulent fruit of the depths. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Fungus|Fungus:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Insect meat|Insect meat:]]''' Loved&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Mining yield|Mining yield:]]''' High || - || '''[[#Mining|Mining:]]''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || [[Fungal gravel]] || - || [[Research#Stonecutting|Stonecutting]] || [[Undergrounder]] || - || -&lt;br /&gt;
|- id=&amp;quot;Bloodfeeding&amp;quot;&lt;br /&gt;
! '''Bloodfeeding'''&amp;lt;br/&amp;gt;{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeding.png|64px]]&lt;br /&gt;
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Bloodfeeders|Bloodfeeders:]]''' Revered&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable or Preferred&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || - || - || - || - || - || - || [[Research#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Research#Deathrest|Deathrest]] || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Ritualist&amp;quot;&lt;br /&gt;
! '''Ritualist'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Ritualist.png|64px]]&lt;br /&gt;
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Psychic rituals|Psychic rituals:]]''' Exalted&amp;lt;br/&amp;gt;'''[[#Void study|Void study:]]''' Very efficient&amp;lt;br/&amp;gt;'''[[#Research|Research:]]''' Slow, Very Slow or Extremely Slow || - || - || - || - || - || - || - || - || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Inhuman&amp;quot;&lt;br /&gt;
! '''Inhuman'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhuman.png|64px]]&lt;br /&gt;
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High|| - || '''[[#Inhumanizing|Inhumanizing:]]''' Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Respected if guilty&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Corpses|Corpses:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free&amp;lt;br/&amp;gt;'''[[#Male clothing|Male clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Shipborn&amp;quot;&lt;br /&gt;
! '''Shipborn'''&amp;lt;br/&amp;gt;{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Shipborn.png|64px]]&lt;br /&gt;
| Humans were destined to live among the stars. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:Medium meme impact.png|32x32px]] Medium|| - || '''[[#Space habitat|Space habitat:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt; || - || - || - || - || - || - || - || - || - || [[Undergrounder|Undergrounder]] || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe{{IdeologyIcon}} !! Nudist tribe{{IdeologyIcon}} !! Pirate gang !! Pirate cannibal gang{{IdeologyIcon}} !! Shattered Empire{{RoyaltyIcon}} !! Ancient faction*** !! Outlander refugee group{{RoyaltyIcon}} !! Beggars &amp;amp; Pilgrims{{IdeologyIcon}} !! Yttakin pirates{{BiotechIcon}} !! Waster pirates{{BiotechIcon}} !! Sanguophages{{BiotechIcon}} !! Horax cult{{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || {{Check}}** || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || {{Check}}** || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Raider || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| High life || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || '''Required''' || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || {{Check}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Bloodfeeding{{BiotechIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Ritualist{{AnomalyIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}}  || '''Required'''&lt;br /&gt;
|-&lt;br /&gt;
| Inhuman{{AnomalyIcon}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}  || '''Required'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;* Appears on faction's options but conflicts with required meme&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;** Since only two memes available, one of Individualist OR Collectivist must be chosen&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;*** Only restricts what memes can be auto-generated and loaded from saved ideoligions, can otherwise lack or possess any memes&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
Additionally, Supremacist and Raider have {{Bad|-50}} with everyone, Loyalist {{Bad|-10}} with everyone, and Guilty {{Good|+10}} with everyone. There is a {{Good|+10}} bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give {{Good|+10}} for Flesh purity/Flesh purity, {{Good|+10}} for Cannibal/Cannibal, and {{Good|+10}} for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| style=&amp;quot;background-color:#d5d9db; color:forestgreen;&amp;quot;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:firebrick;|'''-10''' || || || || style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || || || style=&amp;quot;color:firebrick;|'''-10'''&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-20''' || || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-30''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || style=&amp;quot;color:firebrick;|'''-10''' || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-10''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || || || || style=&amp;quot;color:firebrick;|'''-10''' ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
{{Recode|reason=Convert mood descriptions to [[Template: Thought]]. {{Error|DO NOT}} convert without adequate detail to fully utilize the template, including max stack count, duration etc.}}&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
=== Present in every ideoligion ===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Blindness&amp;lt;br/&amp;gt;[[File:Blindness.png|64px]]&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +10 Opinion bonus towards blind pawns, or a -2 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Cannibalism&amp;lt;br/&amp;gt;[[File:Cannibalism.png|64px]]&lt;br /&gt;
| Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || {{Thought|value=-20|stack=1|label=ate human meat|desc=I had to eat human meat. This is an offense against everything I believe.|duration=1}}&amp;lt;br/&amp;gt;-12 mood for butchering a human&amp;lt;br/&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-20 opinion for butchering a human&amp;lt;br/&amp;gt;-10 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no... my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating human flesh is a horrible thing to do. || || || {{Thought|value=-12|stack=1|label=ate human meat|desc=I had to eat human meat. This was a horrible thing.|duration=1}}&amp;lt;br/&amp;gt;-6 mood for butchering a human&amp;lt;br/&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-10 opinion for butchering a human&amp;lt;br/&amp;gt;-5 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is wrong.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I feel really uncomfortable with all this human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather? This is horrible!|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak, this is horrifying!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || {{Thought|value=-5|stack=1|label=ate human meat|desc=I had to eat human meat. I believe such actions are wrong.|duration=1}}&amp;lt;br/&amp;gt;-3 mood for butchering a human&amp;lt;br/&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-5 opinion for butchering a human&amp;lt;br/&amp;gt;-3 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I should not be wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed in human skin. I do not like this.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather apparel? We should have something else to wear for me...|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I should really wear non-human leather apparel. I look like a crazy person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;Nullifies the following penalties for wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no, my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
|-&lt;br /&gt;
| Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;{{Thought|value=+2|stack=1|label=ate human meat|desc=I ate human meat. It makes me feel noble and strong.|duration=1}}&amp;lt;br/&amp;gt;-2 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I feel good wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I enjoy wearing the skin of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I wear the faces of my enemies. This makes me happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a real cannibal. Who could doubt me?|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-2 mood for eating food without human meat&amp;lt;br/&amp;gt;-3 opinion for eating food without human meat&amp;lt;br/&amp;gt;{{Thought|value=+4|stack=1|label=ate human meat|desc=I ate human meat, as every real human should.|duration=1}}&amp;lt;br/&amp;gt;-4 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the faces of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-4 mood for eating food without human meat&amp;lt;br/&amp;gt;-5 opinion for eating food without human meat&amp;lt;br/&amp;gt;{{Thought|value=+6|stack=1|label=ate human meat|desc=I ate human meat! The world is right, and I am as I should be.|duration=1}}&amp;lt;br/&amp;gt;-8 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the suffering of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Corpses&amp;lt;br/&amp;gt;[[File:Precept corpses.png|64px]]&lt;br /&gt;
| Ugly || The sight of a dead person is horrible. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}} upon seeing a [[human]] [[corpse]]. Note that this thought is nullified by the [[Bloodlust]], [[Psychopath]], and [[Cannibal (Trait)|Cannibal]] traits, as well as pro-[[#Cannibalism|Cannibalism]] precepts.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Diversity of thought&amp;lt;br/&amp;gt;[[File:IdeoDiversity.png|64px]]&lt;br /&gt;
| Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-25 opinion for different ideology&amp;lt;br/&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+5 mood for matching style surroundings&amp;lt;br/&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-15 opinion for different ideology&amp;lt;br/&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+4 mood for matching style surroundings&amp;lt;br/&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-5 opinion for different ideology&amp;lt;br/&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+3 mood for matching style surroundings&amp;lt;br/&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;+2 mood for matching style surroundings&amp;lt;br/&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Eating nutrient paste&amp;lt;br/&amp;gt;[[File:EatingNutrientPaste.png|64px]]&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}} Note that this thought is nullified by the [[ascetic]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]]&amp;lt;br/&amp;gt;[[#Inhuman|Inhuman]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Prevents {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Execution&amp;quot;&lt;br /&gt;
! rowspan=6 | Execution&amp;lt;br/&amp;gt;[[File:Execution.png|64px]]&lt;br /&gt;
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners&amp;lt;br/&amp;gt;-20 mood for 6 days for killing a prisoner&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest&amp;lt;br/&amp;gt;-7 mood for 6 days for non-execution prisoner death&amp;lt;br/&amp;gt;-25 opinion for executing a prisoner&amp;lt;br/&amp;gt;-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Always horrible || Executing a prisoner is a horrible thing under any circumstances. || Not [[#Pain is virtue|pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Cannibal|cannibal]] || [[#Individualist|Individualist]] || -15 mood for 6 days for killing or executing a prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-15 opinion for executing a prisoner&amp;lt;br/&amp;gt;-15 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. || Not [[#Cannibal|cannibal]] || || -15 mood for 6 days for killing or executing an innocent prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-30 opinion for executing an innocent prisoner&amp;lt;br/&amp;gt;-15 opinion for killing an innocent prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || Executing prisoners is acceptable, whether they are guilty or innocent. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Respected if guilty || Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || +10 mood for 6 days for executing a guilty prisoner&amp;lt;br/&amp;gt;+3 mood for 6 days for a guilty prisoner executed&amp;lt;br/&amp;gt;+20 opinion for executing a guilty prisoner&lt;br /&gt;
|-&lt;br /&gt;
| Required || Prisoners must be executed on a regular basis. When they are, it is a happy occasion. || || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || +10 mood for 6 days for executing a prisoner&amp;lt;br/&amp;gt;+10 mood for killing a prisoner&amp;lt;br/&amp;gt;+3 mood for 2 days for prisoner or guest executed&amp;lt;br/&amp;gt;-3 mood for no executions for 30 days&amp;lt;br/&amp;gt;+15 opinion for executing a prisoner&amp;lt;br/&amp;gt;+15 opinion for killing a prisoner&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fungus&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fungus&amp;lt;br/&amp;gt;[[File:Fungus.png|64px]]&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate [[raw fungus|fungus]] raw: -6&amp;lt;br/&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate [[raw fungus|fungus]]: +3&amp;lt;br/&amp;gt;Ate cooked fungus: +3&amp;lt;br/&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br/&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Insect Meat&amp;lt;br/&amp;gt;[[File:InsectMeat.png|64px]]&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || -6 mood for eating insect meat&amp;lt;br/&amp;gt;-3 mood for eating cooked insect meat&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marriage name&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; | Marriage Name&amp;lt;br/&amp;gt;[[File:MarriageName.png|64px]]&lt;br /&gt;
| Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name&lt;br /&gt;
|-&lt;br /&gt;
| Usually Man's || Most couples share the man's name || || || As random, but 95% to not consider taking woman's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Random || Couples randomly choose whether to share a name, and which name to share. || || || Couples randomly select between taking man's, woman's, or keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] || || Couples always keep their names&lt;br /&gt;
|-&lt;br /&gt;
| Usually Woman's || Most couples share the woman's name || || || As random, but 95% to not consider taking man's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female supremacy]] || Couples always take woman's name&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Female clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Female Clothing&amp;lt;br/&amp;gt;[[File:Nudity Female.png|64px]]&lt;br /&gt;
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Women must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Women must cover their entire body and hair. The face may be covered, or not. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Women must cover their entire body, including their hair and face. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Male clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Male Clothing&amp;lt;br/&amp;gt;[[File:Nudity Male.png|64px]]&lt;br /&gt;
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Men must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Men must cover their entire body and hair. The face may be covered, or not. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Men must cover their entire body, including their hair and face. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Organ use&amp;quot;&lt;br /&gt;
! rowspan=4 | Organ use&amp;lt;br/&amp;gt;[[File:OrganUse.png|64px]]&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-30 mood for trading an organ&amp;lt;br/&amp;gt;-5 mood for organ traded in the colony&amp;lt;br/&amp;gt;-30 mood for installing an organ&amp;lt;br/&amp;gt;-4 mood for organ installed in the colony&amp;lt;br/&amp;gt;-30 opinion for harvesting an organ&amp;lt;br/&amp;gt;-30 opinion for trading an organ&amp;lt;br/&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-8 mood for selling an organ&amp;lt;br/&amp;gt;-2 mood for organ sold in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&amp;lt;br/&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Physical love&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Physical Love&amp;lt;br/&amp;gt;[[File:PhysicalLove.png|64px]]&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || The physical act of lust is always vile, disgusting, and wrong. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin'&amp;lt;br/&amp;gt;-20 opinion for lovin'&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || The physical act of lust is vile, though within marriage it is necessary. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (strict) || To make love with another outside of marriage is deeply immoral. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (moderate) || To make love with another outside of marriage is wrong. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-15 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-10 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (mild) || Though it's understandable to make love with another outside of marriage, it's not a good thing. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Free and approved || The physical act of love is a noble thing, no matter who does it with whom. || Not [[#Flesh purity|flesh purity]] || [[#Individualist|Individualist]] || +5 opinion for loving'&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot;| Research&amp;lt;br/&amp;gt;[[File:Research.png|64px]]&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || '''Prohibition:'''&amp;lt;br/&amp;gt;Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.50}}&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.75}}&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: '''×1.00'''&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.50}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Scarification&amp;lt;br/&amp;gt;[[File:Scarification.png|64px]]&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br/&amp;gt;+3 mood for having 5 scars&amp;lt;br/&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br/&amp;gt;+10 opinion for having 5 scars&amp;lt;br/&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br/&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br/&amp;gt;+2 mood for having 3 scars&amp;lt;br/&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br/&amp;gt;+5 opinion for having 3 scars&amp;lt;br/&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br/&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br/&amp;gt;+1 mood for having a scar&amp;lt;br/&amp;gt;-1 mood for having no scars&amp;lt;br/&amp;gt;+3 opinion for having a scar&amp;lt;br/&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Skullspike&amp;lt;br/&amp;gt;[[File:Precept skullspike.png|64px]]&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || Adds a mood increase of {{+|1}} for 1-3 [[Skullspike|skullspikes]], {{+|2}} for 4-8 skullspikes, and {{+|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of {{--|1}} for 1-3 [[Skullspike|skullspikes]], {{--|2}} for 4-8 skullspikes, and {{--|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; | Slavery&amp;lt;br/&amp;gt;[[File:Slavery.png|64px]]&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Prohibitions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not sell pawns into [[slavery]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not enslave [[prisoners]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. It was an abhorrent, barbaric act.|label=slave sold|value=-10|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's barbaric.|label=slaves in colony|value=-3}}, per slave. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's wrong.|label=slaves in colony|value=-2}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I'm not sure I can forgive myself.|label=sold slave|value=-10|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I forced someone into slavery. How can I justify that?|label=enslaved prisoner|value=-10|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. What a horrible thing to do.|label=slave sold|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. What a horrible thing to do to another human.|label=prisoner enslaved|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. Even if it's necessary, it's distasteful and I wish we wouldn't.|label=slaves in colony|value=-1}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I hope nothing terrible happens to them.|label=sold slave|value=-5|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I enslaved a person. It's hard to justify such actions.|label=enslaved prisoner|value=-5|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold a person into slavery. We shouldn't have done that.|label=slave sold|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. We shouldn't have done that.|label=prisoner enslaved|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || ''No mood or opinion effects for enslaving, buying, or selling slaves.''&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|guilty]]&amp;lt;br/&amp;gt;Not [[#Individualist|individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We've got slaves. It means we're on the right path.|label=slaves in colony|value=+1}}, per [[slave]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without slaves, nobody will respect us.|label=no slaves in colony|value=-2|stack=1}}, if Low [[expectations]] or higher&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold someone into slavery. It'll make people notice my stature.|label=sold slave|value=+4|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I took someone into slavery. With no choice, they had to submit to me.|label=enslaved prisoner|value=+4|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery! A great display of our honor and power.|label=slave sold|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. Now they know our honor and power!|label=prisoner enslaved|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} opinion for enslaving a pawn&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|- id=&amp;quot;Women's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Women's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountFemale.png|64px]]&lt;br /&gt;
| One only || Women may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Women may have up to two spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Women may have up to three spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Women may have up to four spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Women may have as many spouses as they like. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Men's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Men's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountMale.png|64px]]&lt;br /&gt;
| One only || Men may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Men may have up to two spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Men may have up to three spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Men may have up to four spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Men may have as many spouses as they like. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
|- id=&amp;quot;Slaughtering animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&amp;lt;br/&amp;gt;[[File:AnimalSlaughter.png|64px]]&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Prohibitions:'''&amp;lt;br/&amp;gt;Slaughter animal&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! A tragic loss of a unique life.|label=animal slaughtered|value=-4|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-10}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal! It was horrible to snuff out a mind like that.|label=slaughtered animal|value=-15|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! What a horrible thing, to snuff out a mind like that.|label=animal slaughtered|value=-2|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-5}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal. It was an ugly thing to do.|label=slaughtered animal|value=-5|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal. It's a sad thing.|label=animal slaughtered|value=-1|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-3}}&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Apostasy&amp;lt;br/&amp;gt;[[File:Apostasy.png|64px]]&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-30}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-10}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×40%}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{bad|-15}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-5}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×60%}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-8}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-3}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×80%}}&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&amp;lt;br/&amp;gt;[[File:AutonomousWeapons.png|64px]]&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br/&amp;gt;Colonists gain Mood: {{Thought|desc=We use automated weapons. It's absolutely abhorrent to give life-and-death decisions to a machine.|label=automated weapons|value=-12|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's horrible to give life-and-death decisions to a machine.|label=automated weapons|value=-8|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's really ugly to give life-and-death decision to a machine.|label=automated weapons|value=-4|stack=1}}&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Body modification&amp;lt;br/&amp;gt;[[File:BodyModifications.png|64px]]&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was deeply offensive to my beliefs.|label=installed enhancement|value=-30|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. It's an abhorrent offense against everything I believe!|label=artificial enhancement|value=-18|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-10}} against anyone that installed a prosthetic or artificial part, {{Bad|-5}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was clearly against my beliefs.|label=installed enhancement|value=-5|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. I don't believe such things are acceptable.|label=artificial enhancement|value=-4|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-5}} against anyone that installed a prosthetic or artificial part, {{Bad|-3}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I don't have any artificial body enhancements. It's against my beliefs to be so unenhanced.|label=no artificial enhancement|value=-3|stack=1}} at or above moderate expectations, nullified by Body purist.&lt;br /&gt;
* {{Thought|desc=This artificial enhancement matches my belief.|label=transhumanist modded|value=1|stack=1}} for 1 artificial part.&lt;br /&gt;
* {{Thought|desc=The more artificial enhancements I get, the stronger my expression of my beliefs.|label=transhumanist connected|value=1|stack=1}} for 2 artificial part.&lt;br /&gt;
* {{Thought|desc=My connection to my belief is increased by my third artificial enhancement. But I could use more.|label=transhumanist enhanced|value=2|stack=1}} for 3 artificial part.&lt;br /&gt;
* {{Thought|desc=Only two more artificial enhancements are required to fully synchronize with my beliefs.|label=transhumanist synchronized|value=2|stack=1}} for 4 artificial part.&lt;br /&gt;
* {{Thought|desc=Five artificial enhancements! I'm beginning to feel perfect integration with my beliefs.|label=transhumanist integrated|value=3|stack=1}} for 5 artificial part.&lt;br /&gt;
* {{Thought|desc=It's as though I've left the weak flesh behind.|label=transhumanist transformed|value=3|stack=1}} for 5+ artificial part.&lt;br /&gt;
All bonus disabled for Body Modder.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}&lt;br /&gt;
|- id=&amp;quot;Charity&amp;quot;&lt;br /&gt;
! rowspan=3| Charity&amp;lt;br/&amp;gt;[[File:Charity.png|64px]]&lt;br /&gt;
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|8}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;&amp;gt;Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;{{--|12}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|4}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Important || It's important to be charitable to those in need. Refusing to help is a terrible act. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|4}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;{{--|8}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|2}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Worthwhile || Helping those in need is a good thing. It makes the community stronger. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|2}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;{{--|6}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|1}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Drug use&amp;quot;&lt;br /&gt;
! rowspan=4| Drug use&amp;lt;br/&amp;gt;[[File:DrugUse.png|64px]]&lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|High life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer drugs&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a drug. Such chemicals in the body are a horrible offense against my beliefs.|label=used drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a drug. It was a horrible offense against my beliefs.|label=administered drug|value=-15|duration=3}}&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Drug use&amp;quot;&amp;gt;As pawns with this precept are unwilling to administer drugs, this won't appear on normal gameplay.&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for consuming or administering a drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer recreational drugs.&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a recreational drug. It was an offense against my beliefs.|label=used recreational drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a recreational drug. It was a horrible offense against my beliefs.|label=administered recreational drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-5}} opinion for consuming or administering a recreational drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer hard drugs.&lt;br /&gt;
* {{Thought|desc=I used a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-8}} opinion for consuming or administering a hard drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Drug Crop Harvest Yield]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Synthesis Speed]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Sell Price Improvement]]: {{+|10%}}&lt;br /&gt;
'''Moods''' (excludes [[Teetotaler]]s):&lt;br /&gt;
* {{Thought|desc=The right path goes through altered consciousness, and I am walking it.|label=high life|value=3|duration=0.75|stack=1}}&lt;br /&gt;
* {{Thought|desc=This is a hidden state.|label=high life|value=0|duration=0.25|stack=1}}. An invisible state.&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-1|duration=1|stack=1}}&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-10|duration=9|stack=1}}&lt;br /&gt;
The moods above are scaled linearly based on the time since last non-medical drug ingested. First a {{Good|+3}} mood that last 0.75 days, decaying to 0 over the course the following 0.25 days. At 2 days since last consumption, first mood penalty applies. This penalty will increase by {{Bad|-1}} each day without further consumption, reaching the maximum of {{Bad|-10}} at 11 days.&amp;lt;!--&lt;br /&gt;
The relevant functions are PostIngested(Pawn) in CompDruf, CompTick() in CompRitualHediffGiverInRoom and Thought_Situational_Precept_HighLife.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Combat in darkness&amp;quot;&lt;br /&gt;
! Combat in darkness&amp;lt;br/&amp;gt;[[File:DarknessCombat.png|64px]]&lt;br /&gt;
| Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Shooting Accuracy]]:&lt;br /&gt;
** [[Shooting Accuracy Outdoors Dark|Outdoors Dark]] and [[Shooting Accuracy Indoors Dark|Indoors Dark]]: {{+|25%}}&lt;br /&gt;
** [[Shooting Accuracy Outdoors Lit|Outdoors Lit]] and [[Shooting Accuracy Indoors Lit|Indoors Lit]]: {{--|20%}}&lt;br /&gt;
* [[Melee Dodge Chance]]:&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Night|Outdoors Night]] and [[Melee Dodge Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Day|Outdoors Day]] and [[Melee Dodge Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
* [[Melee Hit Chance]]:&lt;br /&gt;
** [[Melee Hit Chance Outdoors Dark|Outdoors Dark]] and [[Melee Hit Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Hit Chance Outdoors Lit|Outdoors Lit]] and [[Melee Hit Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
! rowspan=3 | Cutting trees&amp;lt;br/&amp;gt;[[File:Precept tree cutting.png|64px]]&lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;Pawns will not cut trees&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. Such things violations of nature should never be done.|label=tree felled|value=-4|stack=5|multi=0.75|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and then let it die. Such things violations of nature should never be done.|label=extracted tree died|value=-4|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|10}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-10|stack=1|duration=3}} if the pawn cuts down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It's wrong to scar nature this way.|label=tree felled|value=-2|stack=5|multi=0.75|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It's wrong to scar nature this way.|label=extracted tree died|value=-2|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|5}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-5|stack=1|duration=3}} if the pawn cuts down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It wasn't good to harm nature this way.|label=tree felled|value=-1|stack=5|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It wasn't good to harm nature this way.|label=extracted tree died|value=-1|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|3}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|- id=&amp;quot;Killing innocent animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Killing innocent animals&amp;lt;br/&amp;gt;[[File:KillingInnocentAnimals.png|64px]]&lt;br /&gt;
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation.&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Innocent animal&amp;quot;&amp;gt;An animal is deemed innocent if: It isn't under a mental state, or the mental state was caused by damage (ex: Manhunter, PanicFlee) or psycast (ex: Berserk, Neuroquake psycast). The above excludes animals belonging to hostile factions, animals hunting humans (or animals belonging to a human faction), and animals with scaria.&amp;lt;/ref&amp;gt; || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;Pawns will not attack innocent animals&amp;lt;br/&amp;gt;{{Thought|desc=An innocent, adorable animal was killed! That's murder!|label=innocent animal killed|value=-4|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|15}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was almost like being forced to murder.|label=killed innocent {0}|value=-15|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. What a terrible, heartless act against another being.|label=innocent animal killed|value=-2|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|10}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was not something I approve of.|label=killed innocent {0}|value=-5|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. I do not approve of this.|label=innocent animal killed|value=-1|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|5}} opinion for killing innocent animal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lighting&amp;quot;&lt;br /&gt;
! Lighting&amp;lt;br/&amp;gt;[[File:Lighting.png|64px]]&lt;br /&gt;
| Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || {{Thought|desc=This dim light is perfect. I feel focused and energized.|label=darklight|value=+4|stack=1}} with [[Darklight]]&amp;lt;br/&amp;gt;{{Thought|desc=This indoor light is too bright. I would prefer something dimmer.|label=indoor light|value=-4|stack=1}} in dim light (30% - 89% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;{{Thought|desc=I cannot stand this terrible light. My senses are overwhelmed!|label=blinding light|value=-8|stack=1}} in bright light. (90% - 100% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;No modifier for Darkness. (0% - 29% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;Surgery penalty without Darklight.&amp;lt;br/&amp;gt;Disables low-[[light]] [[move speed]] penalties&amp;lt;br/&amp;gt;Disables low-[[light]] [[global work speed]] penalties&lt;br /&gt;
|- id=&amp;quot;Meat eating&amp;quot;&lt;br /&gt;
! rowspan=6 | Meat eating&amp;lt;br/&amp;gt;[[File:MeatEating.png|64px]]&lt;br /&gt;
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was an abhorrent violation of everything I believe.|label=ate meat|value=-24|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating meat of any kind is a horrible act. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was a horrible violation of my beliefs.|label=ate meat|value=-12|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating meat of any kind should be avoided. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It's not something I approve of.|label=ate meat|value=-4|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Mildly required || Every meal ought to have meat. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an unacceptable deviation from the proper carnivore diet. Some eggs, milk, or processed food without vegetables or would have also been okay.|label=ate vegetarian|value=-4|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Seriously required || Every meal must have meat. Eggs, milk, and processed food are okay as well. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an horrible violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-10|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an abhorrent violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-16|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating food without meat&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! rowspan=3 | Mining&amp;lt;br/&amp;gt;[[File:Mining.png|64px]]&lt;br /&gt;
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;Pawns will not mine&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=We mined a hole in the pure earth. What a terrible offense against nature.|label=mined|value=-4|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. What a terrible offense against nature.|label=destroyed natural wall|value=-40|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-15}} opinion for mining a block, for 4 days.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Violating the natural earth with mining tools is a horrible act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. It was an offense against the earth.|label=mined|value=-20|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It was a horrible violation of nature.|label=mined|value=-2|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It was a horrible violation of nature.|label=destroyed natural wall|value=-20|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-10}} opinion for mining a block, for 2 days.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. I disapprove of harming the earth this way.|label=mined|value=-3|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It's wrong to scar the world this way.|label=mined|value=-1|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It's wrong to scar the world this way.|label=destroyed natural wall|value=-3|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-5}} opinion for mining a block, for 2 days.&lt;br /&gt;
|- id=&amp;quot;Raiding&amp;quot;&lt;br /&gt;
! rowspan=2 | Raiding&amp;lt;br/&amp;gt;[[File:Raiding.png|64px]]&lt;br /&gt;
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|3}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|6}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|6}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| Required || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|6}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|12}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|12}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|16%}}&lt;br /&gt;
|- id=&amp;quot;Trees&amp;quot;&lt;br /&gt;
! Trees&amp;lt;br/&amp;gt;[[File:Trees.png|64px]]&lt;br /&gt;
| Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br/&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biosculpting&amp;lt;br/&amp;gt;[[File:Precept biosculpting.png|64px]]&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || Not [[#Transhumanist|Transhumanist]] || || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=My body was despoiled by the use of a biosculpter pod.|label=used biosculpter pod|value=-8|stack=1|duration=12}} after using [[biosculpter pod]].&lt;br /&gt;
|-&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Growth vats{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:GrowthVats.png|64px]]&lt;br /&gt;
| Prohibited || Growth vats rob children of their childhood. || || || '''Prohibitions:'''&amp;lt;br/&amp;gt;Build [[growth vat]]&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=I hate the thought of that awful growth vat being in our colony.|label=growth vat|value=-3|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I can't stand the thought of my child floating in that awful machine.|label=my child is in a growth vat|value=-3|stack=3}}. Nullifying trait: [[Psychopath]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I'm happy to see my kids be kids. Their childhood is too precious to be wasted in a vat.|label=Child not in growth vat|value=1|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Essential || We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. || || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Childbirth is a terrifying thought. We should have vats to safely grow our children.|label=natural pregnancy|value=-5|stack=1}}.  Minimum [[expectations]]: Moderate&lt;br /&gt;
* {{Thought|desc=I don't feel safe with my child running around. They should be growing safely in a vat.|label=Child not in growth vat|value=-2|stack=3}}.  Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* {{BiotechIcon}} [[Growth Vat Occupant Speed]]: {{Good|×130%}}&amp;lt;br/&amp;gt;(only to pawns with the ideoligion; [[embryo]]s / [[babies]] are not boosted)&lt;br /&gt;
|- id=&amp;quot;Bloodfeeders&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Bloodfeeders{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeders.png|64px]]&lt;br /&gt;
| Revered || Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The bloodfeeders stand above us, yet one has died here. We will surely be punished for this.|label=bloodfeeder died|value=-2|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.{{Check Tag|Any faction?|Does the bloodfeeder have to be of the player faction? Any allied faction? Any faction at all including enemies?}}.&lt;br /&gt;
* {{Thought|desc=Let them worship me. Feeding upon them places them below me, as animals are below humans.|label=revered bloodfeeder|value=+4|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeders|value=-2|stack=1}} (Colony wide) for having no bloodfeeders in the colony.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeder master|value=-1|stack=1}} (Colony wide) for having bloodfeeders in the colony, but not as the [[#Leaders|leader]].&lt;br /&gt;
* {{Thought|desc=The bloodfeeder's presence is a great honor. May they live forever.|label=bloodfeeder master|value=+2|stack=1}} (Colony wide) for having A bloodfeeder as the [[#Leaders|leader]].&lt;br /&gt;
Nullifies {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=fed on by &amp;lt;NAME&amp;gt;|value=-5|stack=1|duration=5}}{{Check Tag|Stacking?|Check if it stacks, change stack var as appropriate}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|20}} for being a Bloodfeeder&lt;br /&gt;
|-&lt;br /&gt;
| Reviled || Anyone who drinks blood to survive is a monster. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The only good bloodfeeder is a dead one.|label=bloodfeeder died|value=+5|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.&lt;br /&gt;
* {{Thought|desc=I am what I hate. I must rid myself of this curse.|label=bloodfeeder self hatred|value=-12|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=One of them walks among us. We should expel the bloodfeeder from our home.|label=bloodfeeder among us|value=-8|stack=1}} (Colony wide) for having a bloodfeeder in the colony.&lt;br /&gt;
'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|40}} for being a Bloodfeeder&lt;br /&gt;
|- id=&amp;quot;Child labor&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Child labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:ChildLabor.png|64px]]&lt;br /&gt;
| Encouraged || Children build character through work. It's important for everyone to contribute.|| || [[#Collectivist|Collectivist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Why are we letting children waste their youth on games?|label=children assigned recreation|value=-3|stack=1}}. Adults only.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Childhood is sacred. We should let kids be kids. || || [[#Individualist|Individualist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=It's upsetting to see children forced to work. They only get one childhood.|label=children assigned work|value=-3|stack=1}}. Adults only. Note: This refers to the Schedule tab. Children can have jobs assigned in their Work tab without mood penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Learning Rate Factor]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|- id=&amp;quot;Mechanoid labor&amp;quot;&lt;br /&gt;
! Mechanoid labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:MechanoidLabor.png|64px]]&lt;br /&gt;
| Enhanced || Why should we work when we have machines? || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{--|8%}}&lt;br /&gt;
* {{BiotechIcon}} [[Mech Work Speed Offset]]: {{+|20%}}&lt;br /&gt;
|- id=&amp;quot;Psychic rituals&amp;quot;&lt;br /&gt;
! rowspan=3| Psychic rituals{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:PsychicRituals.png|64px]]&lt;br /&gt;
| Abhorrent || Psychic rituals are utterly evil. || || || &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Prohibitions:'''&amp;lt;br/&amp;gt;Participate in psychic ritual&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Psychic ritual performed: {{--|4}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Involved in psychic ritual: {{--|12}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Psychic rituals should be avoided when possible. || || ||| &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=We shouldn't be using such dark powers. It's just not right.|label=Psychic ritual performed|value=-2|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=That ritual was wrong. I should not have been there.|label=Involved in psychic ritual|value=-6|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Connecting with psychic flows brings us closer to truth. || || [[#Ritualist|Ritualist]] || '''Mood:'''&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=It was an amazing experience to truly connect with something greater than myself.|label=Involved in psychic ritual|value=+3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Failing to use these rituals shows everyone how misguided we are.|label=No psychic ritual for 6 days (Min expectations: High)|value=-3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{+|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{+|10%}}&lt;br /&gt;
|- id=&amp;quot;Void study&amp;quot;&lt;br /&gt;
! rowspan=4| Void study{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:VoidStudy.png|64px]]&lt;br /&gt;
| Very inefficient || All this void nonsense is superstition. Let's focus on reality. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×50%}}&lt;br /&gt;
|-&lt;br /&gt;
| Inefficient || Trying to understand the unknowable is pointless. We should focus more on meaningful activities. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×75%}}&lt;br /&gt;
|-&lt;br /&gt;
| Efficient || The void is a true mystery that deserves to be studied. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×125%}}&lt;br /&gt;
|-&lt;br /&gt;
| Very efficient || The void is the ultimate truth. || || [[#Ritualist|Ritualist]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×150%}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Inhumanizing&amp;quot;&lt;br /&gt;
! Inhumanizing{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhumanizing.png|64px]]&lt;br /&gt;
| Required || Human morality and feeling are a distraction. We must leave humanity behind. &amp;lt;br/&amp;gt; Mental breaks will cause followers to become [[inhumanized]]. || || [[#Inhuman|Inhuman]] || '''Mood:'''&lt;br /&gt;
*{{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} if not inhumanized.&lt;br /&gt;
'''Mental breaks:'''&lt;br /&gt;
* [[Mental_break#Humanity_break|Humanity break]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fishing&amp;quot;&lt;br /&gt;
! rowspan=3 | Fishing{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Fishing.png|64px]]&lt;br /&gt;
| Prohibited || Fishing is immoral. We should never do it. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:''':&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
'''Mood''':&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! Our slippery brothers and sisters are dying.|label=Someone slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
{{--|10}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Fishing is gruesome. We should avoid it. || || [[#Animal personhood|Animal personhood]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I had to kill fish. It was an ugly thing to do.|label=Slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! We should protect these beautiful creatures.|label=Someone slaughtered fish|value=-2|stack=1|duration=6}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing speed]]: {{--|25%}}&lt;br /&gt;
*[[Fishing yield]]: {{--|10%}}&lt;br /&gt;
{{--|5}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sacred || Fishing is part of the right path. || || || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I wish we were somewhere we could fish.|label=Not enough fish|value=-4|stack=1}}.{{Check Tag|Conditions?}}&lt;br /&gt;
*{{Thought|desc=Fishing puts me on the right path - at least for a little while.|label=Fished recently|value=+2|stack=1|duration=1}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing yield]]: {{Good|+10%}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nomadic&amp;quot;&lt;br /&gt;
! Nomadic{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Nomadic.png|64px]]&lt;br /&gt;
| Desired || Staying in one place makes us weak. Travel makes us strong. || || || &lt;br /&gt;
'''Mood''':&lt;br /&gt;
* {{Thought|desc=It's great to be somewhere new.|label=Just resettled|value=+4|stack=1}} first 5 days{{Check Tag|Inclusive?}} after settling a new map{{Check Tag|Verfiy conditions|what counts? etc}}&lt;br /&gt;
* {{Thought|desc=It's good to be somewhere new.|label=Resettled recently|value=2|duration=5}} between 5 and 10 days{{Check Tag|Inclusive?}} after resettling.&lt;br /&gt;
* No mood between 10 and 20 days.{{Check Tag|Inclusive?}}&lt;br /&gt;
* {{Thought|desc=We've been here long enough. Let's move somewhere new.|label=Need to move soon|value=-2}} between 20 and 30 days{{Check Tag|Inclusive?}} after resettling.&lt;br /&gt;
* {{Thought|desc=We've been here too long. We need to move as soon as possible.|label=Must move soon|value=-6}} after 30 days{{Check Tag|Inclusive?}} without resettling.&lt;br /&gt;
'''Stats:''':&lt;br /&gt;
*[[Caravan Speed Factor]]: {{+|30%}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;Optional precepts&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meme-specific ===&lt;br /&gt;
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
! Age reversal&amp;lt;br/&amp;gt;[[File:AgeReversal.png|64px]]&lt;br /&gt;
| Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I'm getting old. I should get an age reversal in a biosculpter pod.|label=harmful aging|value=-4|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=My youth is draining away. I should get an age reversal in a biosculpter pod.|label=terrible aging|value=-7|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 15 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am trapped in a decaying prison of flesh! I need to get an age reversal in a biosculpter pod.|label=horrific aging|value=-10|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 30 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Aging and death have no hold on me. I am forever, as an enhanced human ought to be.|label=received age reversal|value=+3|stack=1|duration=4}} after age reversal.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Notes:'''&lt;br /&gt;
*Initial colonists, newly generated pawns (due to events, quests, raids, etc.), as well as pawns after changing map due to Archonexus quest have a 20 to 40 day grace period before they start demanding age reversal (it will replace their age reversal demanded date, even if it would come after that period).&lt;br /&gt;
*Whenever a pawn's faction or ideology change they'll get a 15-20 day grace period before they start demanding age reversal (unless their next age reversal demanded date will come after that period).&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
! Animal connection&amp;lt;br/&amp;gt;[[File:Precept animal connection.png|64px]]&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Bond Chance Factor]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blind psysense&amp;quot;&lt;br /&gt;
! Blind psysense&amp;lt;br/&amp;gt;[[File:BlindPsysense.png|64px]]&lt;br /&gt;
| Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Psychic Sensitivity]]: {{+|30%}} for [[Sight|blind]] pawns.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
! Bonding&amp;lt;br/&amp;gt;[[File:Bonding.png|64px]]&lt;br /&gt;
| Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Disables [[Animal husbandry#Bonding|animal bonding]] event for pawns with ideology. Does '''not''' disable pre-existing bonds or disable their [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
! Comfort&amp;lt;br/&amp;gt;[[File:Comfort.png|64px]]&lt;br /&gt;
| Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables [[comfort]] need, and comfort-related thoughts, both positive and negative&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eclipse&amp;quot;&lt;br /&gt;
! Eclipse&amp;lt;br/&amp;gt;[[File:Precept Eclipse.png|64px]]&lt;br /&gt;
| Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]&amp;lt;br/&amp;gt;''unless'' [[#Blindsight|blindsight]] || {{+|5}} mood for seeing an [[eclipse]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gauranlen connection&amp;quot;&lt;br /&gt;
! Gauranlen connection&amp;lt;br/&amp;gt;[[File:GauranlenConnection.png|64px]]&lt;br /&gt;
| Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree connection|Tree connection]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am happily connected to a Gauranlen tree.|label=Gauranlen connection|value=+3|stack=1}} when connected to [[Gauranlen tree]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-0|stack=1}}, at Very Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-1|stack=1}}, at Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-2|stack=1}}, at Moderate [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-4|stack=1}}, at High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-6|stack=1}}, at Sky High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Pruning speed]]: {{+|25%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield&amp;lt;br/&amp;gt;[[File:MiningYield.png|64px]]&lt;br /&gt;
| High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || [[#Tunneler|Tunneler]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Mining yield]]: {{+|10%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharge&amp;quot;&lt;br /&gt;
! Neural supercharge&amp;lt;br/&amp;gt;[[File:NeuralSupercharger.png|64px]]&lt;br /&gt;
| Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=Without a neural supercharge, I'm running below my true capacity. It's depressing.|label=want neural supercharge|value=-6|stack=1}} whenever 2+{{Check Tag|Verify time|Is it two days?}} days have passed since [[Neural supercharger|neural supercharging]], assuming Moderate [[expectations]] or higher.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pain&amp;quot;&lt;br /&gt;
! Pain&amp;lt;br/&amp;gt;[[File:Pain.png|64px]]&lt;br /&gt;
| Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain grounds me. I appreciate it|label=minor pain|value=+3|stack=1}}, [[pain]] between 1% and 14% inclusive. Replaces default {{--|5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain cleanses me. I like it.|label=serious pain|value=+5|stack=1}}, [[pain]] between 15% and 39% inclusive. Replaces default {{--|10}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain purifies me. I need it!|label=intense pain|value=+7|stack=1}}, [[pain]] between 40% and 79% inclusive. Replaces default {{--|15}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain makes me sublime! I wish to become it!|label=mind-shattering pain|value=+9|stack=1}}, [[pain]] of 80%+. Replaces default {{--|20}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Note:''' These thoughts are replaced by the [[Masochist]] specific thoughts for pawns with that trait, and with the default values for [[Wimp]]s.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Proselytizing&amp;quot;&lt;br /&gt;
! rowspan=3 | Proselytizing&amp;lt;br/&amp;gt;[[File:Proselytizing.png|64px]]&lt;br /&gt;
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×300'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×500'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×700'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ranching&amp;quot;&lt;br /&gt;
! Ranching&amp;lt;br/&amp;gt;[[File:Ranching.png|64px]]&lt;br /&gt;
| Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Plant Work Speed]]: {{Bad|x70%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Tame Animal Chance]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Gather Yield]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Butchery Efficiency]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animals Learning Factor]]: {{Good|x200%}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Products Price Improvement]]: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sowed a human food plant. It was wrong - humans should eat animals, and animals should eat nature-made plants.|label=sowed human food plant|value=-4|duration=2}} if Low [[expectations]] or higher. Does not apply to quest lodgers. Does not apply when harvesting plants, only when sowing. [[Rice plant|Rice]], [[Potato plant|potato]], [[Corn plant|corn]], [[Strawberry plant|strawberry]], [[nutrifungus]] and [[Toxipotato plant|toxipotato]] are considered human food plants. [[Cocoa tree|Cocoa trees]] are a notable exception.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful [[Quests#Hospitality|Animal hospitality]] quest.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rough living&amp;quot;&lt;br /&gt;
! Rough living&amp;lt;br/&amp;gt;[[File:RoughLiving.png|64px]]&lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep outdoors without any protection from the elements.|label=slept outside|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep on the ground like an animal.|label=slept on ground|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I'm soaking wet.|label=soaking wet|value=-3|stack=1|duration=0.1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slab bed&amp;quot;&lt;br /&gt;
! Slab bed&amp;lt;br/&amp;gt;[[File:Precept Slab Bed.png|64px]]&lt;br /&gt;
| Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
! Sleep accelerator&amp;lt;br/&amp;gt;[[File:Precept sleep accelerator.png|64px]]&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Indoors&amp;quot;&lt;br /&gt;
! Indoors&amp;lt;br/&amp;gt;[[File:SmallSpaces.png|64px]]&lt;br /&gt;
| Preferred || We were meant to live indoors. There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] [[#Shipborn|Shipborn]]{{OdysseyIcon}} || &lt;br /&gt;
*Adds needs: [[Needs#Indoors|Indoors]]&lt;br /&gt;
*Removes needs: [[Needs#Outdoors|Outdoors]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
! Temperature&amp;lt;br/&amp;gt;[[File:Precept temperature.png|64px]]&lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Shipborn|Shipborn]]{{OdysseyIcon}} || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to sleep in the cold. We really need some heaters.|label=slept in the cold|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep in unbearable heat. Can't we have air conditioning?|label=slept in the heat|value=-4|stack=1|duration=1}}&lt;br /&gt;
'''Note''': It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
! Work drive&amp;lt;br/&amp;gt;[[File:Precept work drive.png|64px]]&lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Space habitat&amp;quot;&lt;br /&gt;
! Space habitat{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Precept space habitat.png|64px]]&lt;br /&gt;
| Preferred || Planetary living is for lower animals. We should live in orbit or among the stars. || [[#Shipborn|Shipborn]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I'll never feel at home here in the dirt. We should be in space.|label=Planetary habitat|value=-2|stack=1}} whilst not in [[orbit]].{{OdysseyIcon}}&lt;br /&gt;
*{{Thought|desc=It feels good to be where I belong. I can't stand being down there in the dirt.|label=Space habitat|value=4|stack=1}} whilst in [[orbit]].{{OdysseyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{{Main|Roles}}&lt;br /&gt;
Roles are positions available to pawns that grant them both special benefits and drawbacks. Every ideoligion has at least two roles: [[Leader]] and [[Moral guide]]. There can be only 1 '''leader''' globally, and 1 '''moral guide''' per ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! colspan=5 | Abilities&lt;br /&gt;
|- id=&amp;quot;Leader&amp;quot;&lt;br /&gt;
! [[Leader]]&amp;lt;br/&amp;gt;[[File: Leader.png|link=Leader]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Combat command]]&amp;lt;br/&amp;gt;[[File:CombatCommand.png|link=Combat command|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Work drive]]&amp;lt;br/&amp;gt;[[File:WorkDrive.png|link=Work drive|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Leader speech]]&amp;lt;br/&amp;gt;[[File:LeaderSpeech.png|link=Leader speech|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Trial]]&amp;lt;br/&amp;gt;[[File:Trial.png|link=Trial|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Moral guide&amp;quot;&lt;br /&gt;
! [[Moral guide]]&amp;lt;br/&amp;gt;[[File: MoralGuide.png|link=Moral guide]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Roles#Convert|Convert]]&amp;lt;br/&amp;gt;[[File:Convert.png|link=Roles#Convert|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Counsel]]&amp;lt;br/&amp;gt;[[File:Counsel.png|link=Counsel|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Reassure]]&amp;lt;br/&amp;gt;[[File:Reassure.png|link=Reassure|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Conversion ritual]]&amp;lt;br/&amp;gt;[[File:ConversionRitual.png|link=Conversion ritual|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Preach health]]&amp;lt;br/&amp;gt;[[File:PreachHealth.png|link=Preach health|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, each ideoligion grants up to 2 types of [[specialist]]s; a role that grants large bonuses and abilities related to a specific field in exchange of inability of doing one or more types of work. This limitation only applies to the type of specialization, not the total number of specialists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
! [[Shooting specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistShooting.png|link=Shooting specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Marksman command]]&amp;lt;br/&amp;gt;[[File:MarksmanCommand.png|link=Marksman command|64px]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
! [[Animals specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistAnimals.png|link=Animals specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
* [[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Animal calm]]&amp;lt;br/&amp;gt;[[File:AnimalCalm.png|link=Animal calm|64px]]&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
! Medical Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMedical.png|link=Medical specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
* [[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Immunity drive]]&amp;lt;br/&amp;gt;[[File:ImmunityDrive.png|link=Immunity drive|64px]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
! Melee Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMelee.png|link=Melee specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Berserk trance]]&amp;lt;br/&amp;gt;[[File:BerserkTrance.png|link=Berserk trance|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
! [[Mining specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistMining.png|link=Mining specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
* [[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Mining command]]&amp;lt;br/&amp;gt;[[File:MiningCommand.png|link=Mining command|64px]]&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
! [[Plants specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistPlants.png|link=Plants specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#High life|High life]]&lt;br /&gt;
* [[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
* [[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Farming command]]&amp;lt;br/&amp;gt;[[File:FarmingCommand.png|link=Farming command|64px]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
! [[Production specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistProduction.png|link=Production specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Production command]]&amp;lt;br/&amp;gt;[[File:ProductionCommand.png|link=Production command|64px]]&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
! [[Research specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistResearch.png|link=Research specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Research command]]&amp;lt;br/&amp;gt;[[File:ResearchCommand.png|link=Research command|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Relics are objects revered by your ideoligion that require a series of quests in order to be obtained. These are always of legendary quality, when applicable. Relics grant various bonuses, both when found and when present in rituals, some of which require being placed in a [[Reliquary]]. A relic being lost causes a malus of {{Thought|desc=The relic has been lost! A travesty!|label=relic lost|value=-5|stack=5|duration=30}} while a relic being destroyed causes a malus of {{Thought|desc=The relic was destroyed! A travesty!|label=relic destroyed|value=-5|stack=5|duration=30}}.&lt;br /&gt;
&lt;br /&gt;
When placed in a Reliquary, pilgrims of your ideoligion will visit your colony to pay reverence to the relic.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Ideoligions can add special buildings that are required for either rituals or as statues of that ideologion.&lt;br /&gt;
&lt;br /&gt;
=== Ritual seat ===&lt;br /&gt;
Ideologions can have a maximum of 1 type of ritual seat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_pillow.png|32px]]&lt;br /&gt;
| [[Kneel_pillow|Kneel pillow]] &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_sheet.png|32px]]&lt;br /&gt;
| [[Kneel_sheet|Kneel sheet]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pew.png|32px]]&lt;br /&gt;
| [[Pew]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Ideologions can have a maximum of 5 types of ideologion-related buildings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Type !! Minimum expectations !! Room requirements !! Note&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ideogram_morbid_b.png|32px]]&lt;br /&gt;
| [[Ideogram]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed ||! rowspan=&amp;quot;5&amp;quot; | You can only have one Altar / Ideogram at the same time.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Small_altar.png|32px]]&lt;br /&gt;
| [[Small_altar|Small altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Medium_altar.png|32px]]&lt;br /&gt;
| [[Medium_altar|Medium altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Large_altar.png|32px]]&lt;br /&gt;
| [[Large_altar|Large altar]] || Altar / Ideogram || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Grand_altar.png|32px]]&lt;br /&gt;
| [[Grand_altar|Grand altar]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Christmas_tree.png|32px]]&lt;br /&gt;
| [[Christmas_tree|Christmas tree]] || Christmas tree || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sacrificial_flag.png|32px]]&lt;br /&gt;
| [[Sacrificial_flag|Sacrificial flag]] || Sacrificial flag || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a &amp;quot;[building name] disrespected&amp;quot; negative moodlet to all pawns of the ideologion.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_small_totemic_a.png|32px]]&lt;br /&gt;
| [[Small_sculpture|Small sculpture]] || Statue || High || Room impressiveness 60&amp;lt;br&amp;gt;Column x4&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Small sculpture as a named ideologion building is a variation of the regular small sculpture.&amp;lt;br&amp;gt;Its [[Small_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_large_totemic_a.png|32px]]&lt;br /&gt;
| [[Large_sculpture|Large sculpture]] || Statue  || High || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Large sculpture as a named ideologion building is a variation of the regular large sculpture.&amp;lt;br&amp;gt;Its [[Large_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_grand_totemic_a.png|32px]]&lt;br /&gt;
| [[Grand_sculpture|Grand sculpture]] || Statue  || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Grand sculpture as a named ideologion building is a variation of the regular grand sculpture.&amp;lt;br&amp;gt;Its [[Grand_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon preferences ==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn{{Check Tag|Verify}} with a noble weapon grants +3 mood for 1 day{{Check Tag|Thought Template|Convert to thought template}} while using a despised one to attack anything - including objects - grants -5 for 2 days.{{Check Tag|Thought Template|Convert to thought template}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
| Melee / Ranged || All melee weapons, including beer and wood{{Check Tag|equippable|power claws and fists ignored}} || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
| Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
| Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Apparel preferences ==&lt;br /&gt;
{{Stub|section=1|reason=Missing several details inc but not limited to how it spawns on pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Apparel type combinations ===&lt;br /&gt;
Some kinds of [[apparel]] can be set as desired apparel.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || [[Authority_cap|Authority cap]], [[Beret]], [[Bowler_hat|Bowler hat]], [[Broadwrap]], [[Ceremonial_hood|Ceremonial hood]], [[Cowboy_hat|Cowboy hat]], [[Face_mask|Face mask]], [[Flophat]], [[Headwrap]], [[Hood]], [[Ritual_mask|Ritual mask]], [[Shadecone]], [[Slicecap]], [[Tailcap]], [[Torture_crown|Torture crown]], [[Tribal_headdress|Tribal headdress]], [[Tuque]], [[Veil]], [[Visage_mask|Visage mask]], [[War_mask|War mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || [[Burka]], [[Robe]]&lt;br /&gt;
|}&lt;br /&gt;
The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds (a maximum of 9 {{Check Tag|Verify?|Verify what's the limit?}}) of apparel can be chosen. You can select both a relaxed and a strong desire for the same gender / apparel type combination, for example, a female relaxed headgear and a female strong headgear. Note that selecting the same apparel type and preference twice will result in a conflict, for example, if you select a female: strong cowboy hat and an everyone: strong hood. To maximize the number of available desired apparel:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Gender / Preference combination&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || Female: relaxed&amp;lt;br&amp;gt;Female: strong&amp;lt;br&amp;gt;Male: relaxed&amp;lt;br&amp;gt;Male: strong&amp;lt;br&amp;gt;[[Face_mask|Face mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || Everyone: relaxed&amp;lt;br&amp;gt;Everyone: strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mood effects ===&lt;br /&gt;
&lt;br /&gt;
Wearing a desired apparel or a certain color has mood effect on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== Desired apparel ====&lt;br /&gt;
&lt;br /&gt;
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.&lt;br /&gt;
&lt;br /&gt;
==== Color mood effect ====&lt;br /&gt;
&lt;br /&gt;
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at generation, while a pawn's favorite color is determined when the pawn is generated.{{Check Tag|Children?|Confirm when children gain a favorite color}} Apparel can be dyed at the [[styling station]] for one [[dye]] per piece of apparel. Note that unlike with preferred apparel, outside of the [[Man in Black]] event, pawns will not necessarily spawn wearing color that matches their ideoligion or preferred colors.&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
&lt;br /&gt;
Pawns that have an ideologion with desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.&lt;br /&gt;
&lt;br /&gt;
== Xenotype preferences ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that any other xenotypes are considered disliked and believers will be unhappy living alongside them.&lt;br /&gt;
&lt;br /&gt;
Up to three [[Xenotypes]] can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.&lt;br /&gt;
&lt;br /&gt;
Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. For example, if [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will be unable to give the reward.&lt;br /&gt;
&lt;br /&gt;
Opinion:&lt;br /&gt;
* Preferred xenotype: {{+|10}}&lt;br /&gt;
* Disliked xenotype: {{--|30}}&lt;br /&gt;
&lt;br /&gt;
Mood:&lt;br /&gt;
* All preferred xenotype: {{+|2}}&lt;br /&gt;
* Some disliked xenotypes: {{--|2}}&lt;br /&gt;
* Many disliked xenotypes: {{--|3}}&lt;br /&gt;
* Tons of disliked xenotypes: {{--|4}}&lt;br /&gt;
* I am disliked xenotype&amp;lt;: {{--|6}}&lt;br /&gt;
&lt;br /&gt;
This [[thought]] will only check for the &amp;quot;category&amp;quot; of the pawn's freedom, for example, [[Colonists]] will only check for other colonists xenotype, [[prisoners]] for other prisoners and [[slaves]] for other slaves, and not for example slaves checking for colonists. This means that slaves without a preferred  xenotype for an ideology can accept a [[xenogerm]] without upsetting the colonists who do follow this ideology. See more on [https://en.wikipedia.org/wiki/Master_race Wikipedia: Master Race]&lt;br /&gt;
&lt;br /&gt;
While colonists following this ideology may refuse being implanted with a xenogerm (or with [[gene implanter]]), a way to circumnavigate this is to swap ideologies or with the use of '''Fluid Ideologies''', by changing the preferred  xenotype to nothing and after implanting the genes swaping it back to normal.&lt;br /&gt;
&lt;br /&gt;
This above is useful because if the preferred  xenotype is of the [[Endogene]] kind (heritable), any xenotypes on top of this will be '''overlooked''' in favour of the pawn's original endotype, thus keeping the mood bonus and opinion bonus.&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
{{Stub|section=1|reason=General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size}}&lt;br /&gt;
{{Quote|This animal is considered by believers to hold a special spiritual or moral status, which means it must be venerated and may never be harmed.|Description}}&lt;br /&gt;
An ideoligion can have up to 18 venerated [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.&lt;br /&gt;
&lt;br /&gt;
Colonists will butcher venerated animals without any issue, but will refuse to eat their [[meat]] or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and '''cannot''' be manually ordered to do so. Colonists take no issue using [[leather]], [[wool]], [[milk]], or [[eggs]] of the venerated animal.&lt;br /&gt;
&lt;br /&gt;
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.&lt;br /&gt;
&lt;br /&gt;
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: &amp;lt;!-- +1 is bugged and will not appear, --&amp;gt;+2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.&lt;br /&gt;
&lt;br /&gt;
Despite being tameable, [[Insectoids]] cannot be selected as a venerated animal.&lt;br /&gt;
&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Hair and tattoos ==&lt;br /&gt;
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.&lt;br /&gt;
&lt;br /&gt;
Newly spawned pawns of an ideoligion will always have matching appearance.&lt;br /&gt;
&lt;br /&gt;
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks, and will have a {{--|2}} mood penalty{{Check Tag|Thought Template}} until they do so. They can also be sent to adjust their appearance manually.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
** Fix: Essential roles can be removed.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] -&lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept.&lt;br /&gt;
** Fix 5234: Pawns can build turrets when prohibited by precepts.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
** Fix: High life meme ideos generate with a warning about conflicting apparel.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed.&lt;br /&gt;
** Fix: There are some duplicate ideoligion icons.&lt;br /&gt;
** Fix: Tree lovers don't care about harvesting / chopping down cocoa trees. Individualist meme description changed from ''A community's role is to serve each individual.'' changed to ''Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform.'' Collectivist meme description changed from ''A person's role is to serve the community.'' changed to ''Each person is part of a greater whole. People should work to play their part and help the group.''&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - &lt;br /&gt;
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.&lt;br /&gt;
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
** Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.&lt;br /&gt;
** Fix: Special characters on named precepts can break UI.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood.&lt;br /&gt;
** Fix: Classic mode ideoligions don't start with some classic precepts.&lt;br /&gt;
** Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme &amp;quot;Flesh Purity&amp;quot; no longer forces the anti-biosculpting precept.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.&lt;br /&gt;
** Fix: Reforming a fluid ideo lists some precepts as &amp;quot;incompatible&amp;quot; when they actually aren’t.&lt;br /&gt;
** Fix: Ability gizmos are still available for roles that have been removed via reformation.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development. &amp;quot;No slaves in colony&amp;quot; thought does not apply at &amp;quot;Very low&amp;quot; expectations or below.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - &lt;br /&gt;
**Fix: Berserker trance makes pawn guilty even though they cannot attack allies.&lt;br /&gt;
** Fix: High Life harvest yield for Drug Use: Essential precept doesn't work. Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Biotech DLC]] cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added a new category of precept: Preferred xenotypes.&lt;br /&gt;
** Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome. Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Assign a fallback ideo{{Check Tag|Detail Needed}} to non-baby colonists during load that don't have an ideo set.&lt;br /&gt;
** Fix: &amp;quot;Child not in growth vat&amp;quot; thought appears for dead children.&lt;br /&gt;
** Fix: Banishing colonists doesn't recalculate faction ideoligions.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. &amp;quot;''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''&amp;quot; -&amp;gt; ''&amp;quot;A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&amp;quot;''&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Randomize symbols doesn't update member noun in ideology's description.&lt;br /&gt;
** Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Allowed the trader's guild faction to generate more variety in their ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scorcher&amp;diff=180638</id>
		<title>Scorcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scorcher&amp;diff=180638"/>
		<updated>2026-05-31T06:33:23Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* As an ally */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Scorcher&lt;br /&gt;
| image = ScorcherAncient east.png&lt;br /&gt;
| description = A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.&lt;br /&gt;
| combatPower = 75&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| psychic sensitivity = 0.5&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| bandwidth cost = 1&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Front left leg&lt;br /&gt;
| attack2dmg = 12&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = Front right leg&lt;br /&gt;
| attack3dmg = 8.5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunMiniFlameblaster&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 2&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 32&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| resource 4 = Standard subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''scorcher''' is a [[mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly scorchers can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect medium mechanoid''&amp;quot; bill. This requires the corpse of the friendly scorcher, {{Icon Small|Steel||50}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead scorchers may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the scorcher.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Scorchers will charge at the player, then try to stay at maximum range. Due to the short-ranged nature of their weapon, this behavior is somewhat counterproductive - see [[#Combat]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Mechanoids can raid the player's base through [[events]], and are found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. Scorchers are a fairly low level threat, but can be dangerous with other mechs.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: scorchers use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[large mech recharger]] (400W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Scorchers are always equipped with a [[mini-flameblaster]], which they do not drop upon death. Note that this weapon is unique in that it can fire during melee combat. See the [[mini-flameblaster]] page for further information.&lt;br /&gt;
&lt;br /&gt;
Scorchers have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General viability (is it good/bad?) post-bandwidth change. More specific for when it is good}}&lt;br /&gt;
With a range of just 4.9 tiles, the mini-flame blaster is the shortest ranged weapon in the entire game. However, it has the unique property of being able to ''fire against an enemy in melee combat''. Hostile scorchers are able to do so but do not actively take advantage of this fact. &lt;br /&gt;
&lt;br /&gt;
As its name suggests, the mini-flame blaster lights pawns on [[fire]], which will cause them to run around wildly if there is no [[firefoam pop pack|firefoam]] or water around. All [[mechanoid]]s are completely immune to fire.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Enemy scorchers are usually not much of a threat on their own. A scorcher in range of firing is also just a few tiles from melee range, and can be shot down as it tries to approach. But if it gets to shoot, fire is a very dangerous condition. It will send your pawns careening into the attacks of other mechanoids. A [[firefoam pop pack]] is useful.&lt;br /&gt;
&lt;br /&gt;
Scorchers may appear in quest buildings such as the [[ancient complex]]. In these close-quarters situations, they can pose a significant threat as the small rooms in the building mean they can easily burn all of your raiders as they open a room without visibility, and rooms deep in the complex will heat up quickly to extreme temperatures. Keep your raiders spread out when entering rooms, and extinguish fires quickly after taking out the scorcher. In dire circumstances, forcefully break outside walls with melee attacks to return to a normal outdoor temperature.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Scorchers have a very limited range, so are dedicated to melee combat, or to help other pawns out in melee combat. Fire will cause vulnerable enemies to stop attacking, which allows pawns in the front lines to survive for longer, giving more time to kill in general. It can be good in a hallway, but is less ideal in a [[melee block]]ing situation, as pawns lit on fire ignore collision and will run past the melee block. &lt;br /&gt;
&lt;br /&gt;
Scorchers can be useful against [[infestation]]s. They are particularly useful against many types of [[entities]],{{AnomalyIcon}} offering great utility for only 1 bandwidth. Earlier on, scorchers are also decent out in the open - but a few scorchers won't be enough to suppress a large tribal raid.&lt;br /&gt;
&lt;br /&gt;
[[Scyther]]s are accessible at the same time, have higher melee damage, melee penetration and almost twice the health scaling, but lack crowd-controlling flamethrower and cost 2 bandwidth; you can have two scorchers for every scyther.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Scorcher}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table|weapon=Mini-flameblaster}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Scorcher east.png| Age 0-99 Scorcher facing east&lt;br /&gt;
Scorcher north.png| Age 0-99 Scorcher facing north&lt;br /&gt;
Scorcher south.png| Age 0-99 Scorcher facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
ScorcherAncient east.png| Age 100+ Scorcher facing east&lt;br /&gt;
ScorcherAncient north.png| Age 100+ Scorcher facing north&lt;br /&gt;
ScorcherAncient south.png| Age 100+ Scorcher facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Bandwidth cost reduced from 2 to 1.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=180637</id>
		<title>Inhumanized</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=180637"/>
		<updated>2026-05-31T06:32:30Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
The inhumanized hediff removes both the upsides and downsides of comfort, social relationships, beauty, and outdoors, while also providing a permanent mood buff, decreasing pain, and decreasing skill in [[Skills#Animals|animals]], [[Artistic|art]], and [[Skills#Social|social]].&lt;br /&gt;
&lt;br /&gt;
== Ways to become inhumanized ==&lt;br /&gt;
Pawns from the [[Horax cult]] can spawn already inhumanized but all other pawns must acquire it elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ending ===&lt;br /&gt;
When you finish the Anomaly ending, you can choose between two different endings. If you choose the [[Endings#Ending_-_Embrace_the_Void|embrace the void]] ending, a pawn of your choosing becomes inhumanized, among other things.&lt;br /&gt;
&lt;br /&gt;
===Inhumanization: Required===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Pawns who are part of an [[ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept and who are not inhumanized have access to the [[Mental_break#Humanity_break|humanity break]] mental break. The first mood-based mental break of non-inhumanized pawns is replaced with the humanity break, which instantly inhumanizes them (beware that [[Frenzy_inducer|frenzy inducer]] overwrites humanity break to the berserk one). Inhumanized pawns can't use the humanity break, whether they became inhumanized before or after they joined your colony. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the {{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} moodlet. Pawns who are inhumanized have the {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}} moodlet instead.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a {{+|8}} mood and don't care about a lot of things that normal pawns do, making them harder to break as well.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
* [[Pain]]: {{Good|-50%}}. Note that this is an offset, not a multiplier.&lt;br /&gt;
* Nullifies all [[opinion]]s of others.&lt;br /&gt;
* Disables most [[social]] interactions.&lt;br /&gt;
* {{Good|{{Temperature|-16||delta}}}} [[Minimum comfortable temperature]]&lt;br /&gt;
* {{Bad|-12}} [[Animals skill]]&lt;br /&gt;
* {{Bad|-12}} [[Artistic|Artistic skill]]&lt;br /&gt;
* {{Bad|-12}} [[Social skill]]&lt;br /&gt;
* The colonist will randomly mutter, like [[creepjoiner]]s with &amp;quot;Disturbing&amp;quot; drawback do, which upsets other colonists with a stackable {{--|2}} mood debuff (debuff does not affect any other '''Inhumanized''' colonists)&lt;br /&gt;
* Disables the need for beauty&lt;br /&gt;
* Disables the need for outdoors&lt;br /&gt;
* Nullifies a large number of [[thoughts]], most notably familial and bonded animal deaths, the vast majority of social interactions, and many overlapping similarities with the [[Psychopath]] trait&lt;br /&gt;
* Permanent {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}}&lt;br /&gt;
* Enables [[Psyfocus#Void|Void meditation focus]].&lt;br /&gt;
* Receives a {{Thought|desc=The truth finally comes and swallows this false world.|label=Unnatural Sky|value=+5|stack=1}} buff while in lit areas during [[unnatural darkness]], instead of the {{Thought|desc=I am suffocated under a blanket of darkness.|label=Unnatural Darkness|value=-5|stack=1}} that other pawns get. They still receive the {{Thought|desc=The darkness is suffocating. I can't see or think!|label=Swallowed by darkness|value=-10|stack=1}} in dark areas as normal.&lt;br /&gt;
* Inhumanized pawns receive no mood debuff for eating [[twisted meat]] raw or as an ingredient in meals. Inhumanization only affects the debuffs for twisted meat, so such pawns will still receive the mood penalty if forced to eat [[insect meat]], [[human meat]], [[nutrient paste]], or other raw foods without an overriding ideological [[precept]]{{IdeologyIcon}} or [[gene]].{{BiotechIcon}} &amp;lt;!-- The Inhuman Meme comes with precepts that affect Nutrient Paste and Cannibalism by default, but the Inhumanization precept does not require the entire Inhuman Meme to be chosen to be added to an ideology. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is possible to remove the hediff with the [[brainwipe]] [[psychic ritual]].&lt;br /&gt;
&lt;br /&gt;
== Table of Nullified Thoughts == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+ Thoughts nullified by Inhumanization&lt;br /&gt;
|-&lt;br /&gt;
! Thought !! Mood Effect !! Opinion Effect !! DLC&lt;br /&gt;
|-&lt;br /&gt;
| attended concert || {{+|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| attended party || {{+|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| attended wedding || {{+|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal (name) banished || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal (name) died || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal (name) lost || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| (name)'s master&amp;lt;br/&amp;gt;master of (name) || {{+|5}}&amp;lt;br/&amp;gt;{{+|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal (name) released || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| broken up with by (name) || {{--|15}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| I butchered humanlike || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| butchered humanlike corpse || — || {{--|10}} || &lt;br /&gt;
|-&lt;br /&gt;
| cheated on by (name) || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| chitchat || — || {{+|0.66}} || &lt;br /&gt;
|-&lt;br /&gt;
| colonist banished || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| colonist banished to death || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| colonist left unburied || {{--|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| Colonist prisoner escaped || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| tainted&amp;lt;br/&amp;gt;tainted (+1)&amp;lt;br/&amp;gt;tainted (+2)&amp;lt;br/&amp;gt;tainted etc || {{--|5}}&amp;lt;br/&amp;gt;{{--|8}}&amp;lt;br/&amp;gt;{{--|11}}&amp;lt;br/&amp;gt;{{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| deep talk || — || {{+|15}} || &lt;br /&gt;
|-&lt;br /&gt;
| denied joining || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| divorced by (name) || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| had to rebuff (name) || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| failed to rescue (name) || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| got married to (name) || {{+|40}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| held concert || {{+|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| human leather&amp;lt;br/&amp;gt;human leather (+1)&amp;lt;br/&amp;gt;human leather (+2)&amp;lt;br/&amp;gt;human leather etc || {{--|2}}&amp;lt;br/&amp;gt;{{--|4}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| insulted || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| kind words || {{+|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| we butchered humanlike || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| colonist died || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| justified execution of colonist&amp;lt;br/&amp;gt;colonist euthanized&amp;lt;br/&amp;gt;colonist executed&amp;lt;br/&amp;gt;colonist organ-harvested&amp;lt;br/&amp;gt;colonist ripscanned || {{--|2}}&amp;lt;br/&amp;gt;{{--|3}}&amp;lt;br/&amp;gt;{{--|5}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| colonist's organ harvested || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| justified execution&amp;lt;br/&amp;gt;someone was euthanized&amp;lt;br/&amp;gt;someone was executed&amp;lt;br/&amp;gt;someone was organ-murdered&amp;lt;br/&amp;gt;someone was ripscanned || {{--|2}}&amp;lt;br/&amp;gt;{{--|3}}&amp;lt;br/&amp;gt;{{--|5}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| someone's organ harvested || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| innocent prisoner died || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| prisoner sold || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my aunt (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my aunt (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my brother (name) died || {{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my brother (name) lost || {{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my cousin (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my cousin (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my daughter (name) died || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my daughter (name) lost || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my father (name) died || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my father (name) lost || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my fiance (name) died || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my fiance (name) lost || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my fiancée (name) died || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my fiancée (name) lost || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my grandchild (name) died || {{--|12}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my grandchild (name) lost || {{--|12}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my grandparent (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my grandparent (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my half-sibling (name) died || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my half-sibling (name) lost || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my husband (name) died || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my husband (name) lost || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my kin (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my kin (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my lover (name) died || {{--|16}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my lover (name) lost || {{--|16}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my mother (name) died || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my mother (name) lost || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my nephew (name) died || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my nephew (name) lost || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my niece (name) died || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my niece (name) lost || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my sister (name) died || {{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my sister (name) lost || {{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my son (name) died || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my son (name) lost || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my uncle (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my uncle (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my wife (name) died || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my wife (name) lost || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| not (name)'s master&amp;lt;br/&amp;gt;not master of (name) || {{--|3}}&amp;lt;br/&amp;gt;{{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| nuzzled&amp;lt;br/&amp;gt;nuzzled || {{+|4}}&amp;lt;br/&amp;gt;{{+|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| observed corpse || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my rival (name) died || {{+|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my rival (name) lost || {{+|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my friend (name) died || {{--|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my friend (name) lost || {{--|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| prisoner banished to death || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| rebuffed by (name) || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my proposal was rejected by (name) || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| prisoner released || {{+|2}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| rescued (name) || {{+|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal given away || {{--|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| sold prisoner to slavery || — || {{--|15}} || &lt;br /&gt;
|-&lt;br /&gt;
| witnessed ally's death || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| witnessed family member's death || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| witnessed outsider's death || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| traveler died || {{--|12}} || — || {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (name) was born healthy || {{+|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my baby {BABY_nameDef} is sick&amp;lt;br/&amp;gt;my babies are sick || {{--|8}}&amp;lt;br/&amp;gt;{{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my child is in a growth vat || {{--|4}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| enslaved child || {{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| killed a child || {{--|6}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| killed a child || — || {{--|20}} || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| miscarried || {{--|12}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my birth mother (name) died || {{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my birth mother (name) lost || {{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my child {CHILD_nameDef} is happy || {{+|6}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my child {CHILD_nameDef} is unhappy || {{--|6}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my children are happy || {{+|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my children are unhappy || {{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| parent is happy || {{+|6}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| parents are happy || {{+|12}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| desperately wants to play&amp;lt;br/&amp;gt;really wants to play&amp;lt;br/&amp;gt;wants to play&amp;lt;br/&amp;gt;entertained&amp;lt;br/&amp;gt;very entertained || {{--|20}}&amp;lt;br/&amp;gt;{{--|10}}&amp;lt;br/&amp;gt;{{--|5}}&amp;lt;br/&amp;gt;{{+|5}}&amp;lt;br/&amp;gt;{{+|10}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (name) miscarried || {{--|12}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| stillbirth || {{--|15}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| happy youngsters || {{+|2}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| sad youngsters || {{--|2}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| ate twisted meat || {{--|10}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (name) became a ghoul || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Bioferrite generator || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unnatural darkness lifted || {{+|8}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| death refusal || {{--|8}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| flesh tentacle || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| flesh whip || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| ghoul || — || {{--|20}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| gray pall&amp;lt;br/&amp;gt;gray pall exposure || {{--|3}}&amp;lt;br/&amp;gt;{{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| healed me || — || {{+|10}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (name) rambling || {{--|2}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| juggernaut serum || {{--|10}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (ritual) guilt&amp;lt;br/&amp;gt;(ritual) guilt&amp;lt;br/&amp;gt;(ritual) guilt || {{--|3}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|10}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Sleep suppressor || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unsettling conversation || — || {{--|3}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unsettling conversation || {{--|4}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unnatural corpse || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unnatural corpse is angry || {{--|12}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| used me for psychic ritual || — || {{--|20}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| voidsight || {{--|4}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| dread leather&amp;lt;br/&amp;gt;dread leather (+1)&amp;lt;br/&amp;gt;dread leather (+2)&amp;lt;br/&amp;gt;dread leather etc || {{--|2}}&amp;lt;br/&amp;gt;{{--|4}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|8}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| made statue of me || — || {{+|12}} || {{OdysseyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Inhumanization significantly narrows the inputs that affect a colonist's mood. Inhumanized pawns no longer have a beauty or outdoors need, meaning that they will happily toil away in cold filthy underground tunnels without complaint. It is worth noting that this means Inhumanized pawns will also be unable to gain the mood boost from beautiful environments, and that beauty is one of the four factors in determining room impressiveness which still affects Inhumanized pawn's mood. &lt;br /&gt;
&lt;br /&gt;
Having no social opinions can lead to a reduction in social fights and mental breaks after a loved one passes away, but also prevents positive thoughts from social ties. The void pleasure buff sits between [[optimist]] and [[sanguine]] in magnitude and generally ensures that Inhumanized pawns are content.&lt;br /&gt;
&lt;br /&gt;
The massive skill penalty to the Social skill makes recruiting and converting prisoners more difficult, as it can be very difficult to keep your [[Ideoligion#Moral_guide|Moral Guide]] from having Inhumanization mental breaks with the {{Bad|-8}} mood penalty from the Inhumanization: Required precept. Inhumanized pawns will also get worse trade prices.&lt;br /&gt;
&lt;br /&gt;
Ranching is significantly more difficult as non-domesticated animals have a [[Minimum Handling Skill]] starting at 4, meaning that an Inhumanized pawn would require an animal skill of 16 to tame animals such as [[Turkey]]s, or [[Wild boar]]s, and a skill of 17 to tame [[Boomalope]]s. Taming animals with a wildness above 80% such as [[Megasloth]]s, [[Thrumbo]]s, and [[Rhinoceros]]es is impossible for Inhumanized pawns without the aid of a [[Sentience catalyst]]{{OdysseyIcon}} or genetic aptitude bonuses{{BiotechIcon}}. Training already tamed animals is restricted by the same stat, meaning that previously tamed animals with a handling requirement above what your pawns possess will slowly lose skills and eventually become wild animals once more.&lt;br /&gt;
&lt;br /&gt;
While the &amp;quot;Observed corpse&amp;quot; thought is removed, &amp;quot;Observed Rotting Corpse&amp;quot; is '''not''' removed, meaning you cannot simply toss all corpses to the side with reckless disregard.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Baby&amp;diff=180636</id>
		<title>Baby</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Baby&amp;diff=180636"/>
		<updated>2026-05-31T06:27:16Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Rewrite|reason=Split directly from [[Reproduction]]; likely needs adjusting as its own article}}&lt;br /&gt;
{{About|humans from 0 to 3|pregnancy and birth|Reproduction|Older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Babies''' are the end result of human [[reproduction]]. Humans are considered babies from ages 0 to 3 - they are small, helpless creatures that cannot walk or do anything by themselves. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
* Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
* Natural human [[pregnancy]], when two [[Reproduction#Chance|fertile]] pawns do [[lovin']].&lt;br /&gt;
* Surrogacy, by implanting an [[embryo]] from a fertilized [[ovum]] into a female human.&lt;br /&gt;
* Artificial birth by placing an embryo inside a [[growth vat]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: [[food]], [[sleep]], and [[#Play|play]] (their equivalent of [[recreation]]).&lt;br /&gt;
&lt;br /&gt;
Babies are born with no [[trait]]s or skills: these develop during [[child]]hood [[Growth moment]]s They also have no [[ideoligion]]. {{IdeologyIcon}} Unless they have temporary health effects from being [[Reproduction#Outcomes|born sick]], they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
If a [[prisoner]] gives birth, the baby will initially be an enemy but can be adopted with a click on the 'adopt' gizmo.&lt;br /&gt;
&lt;br /&gt;
The baby life stage lasts for ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age 3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], babies will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Depending on the [[Ideoligion#Growth vats|growth vat precept]] {{IdeologyIcon}} colonists may be sad about their baby being, or not being, in a growth vat. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available [[crib]]. Usually a colonist will quickly try to do this automatically. If you [[draft]] a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
[[Artificial body parts]] cannot be applied to babies, but [[xenogerm]]s can be. Babies cannot be ordered to apply xenogerms by selecting them and right-clicking on the xenogerm, as they cannot walk. Players must instead place an order for it on the health tab.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
{{Stub|section=1|reason=How much less nutrition}}&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any [[#Lactation|lactating]] pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a [[campfire]] or [[stove]] from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence due to their very small body sizes (x0.20 of the size of an adult). Each drug causes a higher severity, increasing its duration. But due to the massive [[Drugs#Addiction and Tolerance|tolerance]], any further drugs are very likely to get them addicted. The actual effects of a drug are the same between babies and adults.&lt;br /&gt;
&lt;br /&gt;
=== Sleep ===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
Babies can sleep in [[crib]]s, [[bed]]s, or any other type of [[sleep furniture]]. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play. Babies that are somehow [[psychopath]]s or [[inhumanized]]{{AnomalyIcon}} will be unaffected by this need, this cannot be seen outside of developer mode and adding the trait or hediff.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[psychic drone]]s, [[Psychic soothe|soothes]], and [[psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
==== Giggling and crying ====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying ''fits'' which give a mood boost or penalty to other pawns who hear them. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
Each fit lasts {{ticks|1200}}, and every {{ticks|151}} the baby emits a sound that can be heard by nearby pawns. Only the initial sound of the series can actually be heard in the game by the player. Each specific fit only affects pawns once; it happens when they first hear it. Pawns with 0% [[Hearing]] don't hear the sounds and aren't affected by them. The maximum distance of hearing the baby is {{Good|9.9}} tiles, with the pawn's Hearing as a multiplier capped at 100%.&lt;br /&gt;
&lt;br /&gt;
Sounds can only travel to other [[rooms]] through open doors ([[fence gate]]s and [[animal flap]]s count as doors) and multiple doors can be traversed sequentially. For this matter, an opening door is considered open, and a closing door is considered closed.{{Check Tag|Bug?|The difference is unnatural.}} Counter-intuitively, hearing distance is not measured along the sound path through the doors, but in a straight line.&lt;br /&gt;
&lt;br /&gt;
In caravans moving across the world map, all caravan members hear the baby's fits, even those who are deaf.{{Check Tag|Bug?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Giggling occurance&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    , 25   , 50, 75, 100&lt;br /&gt;
 | y = 0.125,  0.25,  1,  2,   4 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Average occurance (times per day)&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Crying occurance&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, 25, 50, 75   , 100&lt;br /&gt;
 | y = 12,  6,  1,  0.25,   0.125 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Average occurance (times per day)&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Giggling to crying ratio (higher is better)&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    , 25    , 50, 75, 100&lt;br /&gt;
 | y = 0.011,  0.042,  1,  8,  32 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[social]] opinion boosts from [[Social#Family by Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{+|16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. Breastfeeding provides a similar{{Check Tag|Same?|Is the opinion boost the same?}} benefit. An adult who feeds a baby will gain about {{+|4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of {{+|16}} opinion of the baby. Adults who breastfeed a baby gain about {{+|7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.{{Check Tag|Detail Needed|Stacking behavior - even if they don't stack, explicitly note this in the article}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The [[baby]] stage lasts for 45 days (3/4ths of a year) by default. It requires a notably high amount of colonist labor, as the baby must both be fed and played with by adults. &lt;br /&gt;
&lt;br /&gt;
Feeding babies takes a surprisingly long time, especially if breastfed. The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days. &lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to speed up the baby stage. This does not harm or hinder the baby's growth at all, although it comes at the cost of nutrition, a slight mood penalty to the parents, and the loss of mood buffs/penalities from baby interactions.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced. Humans have a gestation cycle defined without Biotech, but they can not get pregnant.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Babies can carry items in caravans.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Babies being assigned child body type on load.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error placing hostile baby in bed. Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held. Fix: Error when a pawn is playing with a baby in some circumstances. Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed. Fix: BabyTalk not generated correctly for text with non-ASCII characters. Fix: Exception feeding a baby which died during feeding.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error when baby being breastfed dies.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vanometric_power_cell&amp;diff=180619</id>
		<title>Vanometric power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vanometric_power_cell&amp;diff=180619"/>
		<updated>2026-05-27T12:13:53Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| name = Vanometric power cell&lt;br /&gt;
| image = Vanometric power cell.png&lt;br /&gt;
| description = Generates free energy, forever, without using fuel. This technology is developed by archotechs, and is beyond even most glitterworld societies. While nobody knows exactly how it works, scholars believe it somehow extracts energy directly from fluctuations in the quantum foam.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| size = 1 ˣ 2&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 200&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = 1000&lt;br /&gt;
| glowradius = 3&lt;br /&gt;
| glowcolor = (227, 233, 168)&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| tradeTags = ExoticBuilding&lt;br /&gt;
| tradeability = Sellable&lt;br /&gt;
| thingCategories = BuildingsSpecial&lt;br /&gt;
| deconstruct yield = {{Icon Small|Steel}} 50 + {{Icon Small|Advanced component}} 3&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
| tradeability = Sellable&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''vanometric power cell''' is a [[Events#World incidents|World quest]] reward [[Power#Power generators|power generator]] that constantly provides 1000W for free and can be installed anywhere.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Vanometric power cells 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 any vanometric power cells in a given play-through.  &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Vanometric power cells provide a constant {{P|Power Consumption}}W of [[power]] without requiring refueling of any kind, or requiring any particular [[terrain]] or [[weather]]. They can also be freely uninstalled and reinstalled. [[Solar flare]]s and [[EMI dynamo]]s disable all electric devices, which prevents the vanometric power cell from functioning.&lt;br /&gt;
&lt;br /&gt;
For comparison, a battery discharging at 1000 W would deplete in roughly {{#expr: 24*600/{{P|Power Consumption #}} }} in-game hours or {{Ticks|2500*24*600/{{P|Power Consumption #}} }}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The vanometric power cell is free and 100% reliable power that can be placed anywhere, which is almost always useful. However, it is a relatively low impact item, as despite being rare, it can largely be replaced by [[chemfuel generator]]s and [[batteries]].&lt;br /&gt;
&lt;br /&gt;
In addition to general power usage, this item is particularly useful to power:&lt;br /&gt;
* High-priority equipment (such as base defenses or climate control) in case other power sources fail. &lt;br /&gt;
* &amp;quot;Off-grid&amp;quot; equipment, such as [[deep drill]]s, without needing conduits.&lt;br /&gt;
* Turrets and other supplies when loaded into a [[caravan]] or [[transport pod]].&lt;br /&gt;
&lt;br /&gt;
In the endgame, you can build [[ship reactor]]s for the same 1000 W of power as the vanometric cell, with the same amount of consistency. The ship reactor costs {{Required Resources|Ship reactor}}. Note that the reactor also takes up much more space, cannot be moved, and cannot be built under any roof, including overhead mountain, though a roof can be constructed afterwards.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - added.&lt;br /&gt;
* Beta 19 - The power output was buffed from 500W to 1000W &lt;br /&gt;
&lt;br /&gt;
{{Nav|special|wide}}&lt;br /&gt;
{{Nav|power|wide}}&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Special]]&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plants&amp;diff=180611</id>
		<title>Plants</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plants&amp;diff=180611"/>
		<updated>2026-05-25T03:21:26Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Nutrifungus greenhouses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
! {{MainSection_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Plants_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Cleanup and clarity}}&lt;br /&gt;
{{for|the skill of the same name|Skills#Plants{{!}}Skills}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Plants''' are passive, flammable objects available in numerous species of different appearance, growth rate, lifespan, '''fertility''' requirements, and biome. Plants are generally passable, minifiable, provide no cover, and are not susceptible to Sharp or Blunt damage (except trees, cacti, and bushes.) All plants can be destroyed by [[Fire]], [[Work#Plant_cut|cutting]], a [[Defoliator ship]], or being consumed by an animal.&lt;br /&gt;
Plants may spontaneously grow in available tiles or can be cultivated by colonists in [[growing zone]]s or [[hydroponics basin]]s. With adequate time and environmental conditions, plants will age into a '''mature''' lifestage when they can be '''harvested''' by colonists assigned to [[Work#Grow|Grow]] work.&lt;br /&gt;
&lt;br /&gt;
Plants are essential to producing [[food]], [[textile]]s, feed for [[animals]], [[dye]], [[wood]], [[chemfuel]], [[drug]]s, and [[medicine]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Plantation growing zone.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Growth rate factors ==&lt;br /&gt;
&lt;br /&gt;
===Fertility===&lt;br /&gt;
{{For|[[human]] fertility|Reproduction#Fertility{{!}}Reproduction}}&lt;br /&gt;
Fertility is a measure of a location's efficacy for growing plants. Most plants have a Fertility requirement of at least 50% (except trees at a measly 30% Fertility). Plant growth speed is also positively correlated to soil Fertility. However, fertility does ''not'' affect the harvested yield from a plant, just the time to mature to that yield. Different [[terrain]]s or growing apparatuses have different fertilities.&lt;br /&gt;
&lt;br /&gt;
Most plants have a [[Property:Fertility_Sensitivity|fertility sensitivity]], known internally as fertilityFactorGrowthRate, which is used to determine how &amp;quot;picky&amp;quot; a plant is about terrain fertility. A plant with a [[Property:Fertility_Sensitivity|fertility sensitivity]] of 0% will not care if it is planted on fertile soil or sand; it will grow at the same rate on any possible terrain tile. In contrast, a plant with a [[Property:Fertility_Sensitivity|fertility sensitivity]] of 100% will not grow so well if it is planted on anything less fertile than standard soil.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Beyond 100% Fertility, high Fertility Sensitivity becomes a bonus rather than a penalty. For such cases highly sensitive plants are preferable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''(GRF(F)) Growth Rate Factor(Fertility) {{=}} (Fertility &amp;amp;divide; 100% &amp;amp;minus; 1) &amp;amp;times; fertilityFactorGrowthRate + 1}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fertility table ====&lt;br /&gt;
{{See also|Terrain}}&lt;br /&gt;
The table below lists the fertility of different terrains and other valid places to grow crops. Note that not all of the below support all plants - for example, trees cannot be grown in hydroponics basins, even though the basin's fertility is above their fertility requirement.&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Fertility&lt;br /&gt;
|-&lt;br /&gt;
! [[Hydroponics basin]]&lt;br /&gt;
| 280%&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Plant pot]]&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
! Soil &lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
! [[Bonsai pot]] {{IdeologyIcon}}&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Fungal gravel]] {{IdeologyIcon}}&lt;br /&gt;
| 70%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
For normal growth rate, most plants require a [[temperature]] between {{Temperature|6}} and {{Temperature|42}}. &amp;lt;!--Plant growth rate drops by 10.0% for each degree Celsius below {{Temperature|6}}, and by 6.25% for each degree above {{Temperature|42}}.--&amp;gt; The plant's info window will show ''&amp;amp;apos;Non-ideal temperature. Temperature growth multiplier: #%&amp;amp;apos;''. Plants will not grow, and colonists will refuse to sow crops, when the temperature falls outside the plant's growth range. In most cases this is {{Temperature|0}} to {{Temperature|58}}, although heat-resistant plants such as cacti have a range of {{Temperature|0}} to {{Temperature|75}}. The plant's info window will show ''&amp;amp;apos;Non-ideal temperature. Not growing.&amp;amp;apos;''&lt;br /&gt;
&lt;br /&gt;
If the temperature drops below {{Temperature|-10}}, plants start to either die or lose their leaves, depending on their type. &lt;br /&gt;
* Most crops die, together with cultivated flowers and cocoa trees. [[Healroot]], [[nutrifungus]]{{IdeologyIcon}} and [[fibercorn]]{{IdeologyIcon}} are the only cold-resistant crops.&lt;br /&gt;
* Most wild plants merely become leafless. Mature plants such as [[berry bush]]es can still be harvested even if it's not obvious at first glance. [[Glowstool]]s, [[bryolux]], and [[psilocap]]{{OdysseyIcon}} are fragile and die from the cold.&lt;br /&gt;
&lt;br /&gt;
Each plant has its own temperature threshold, set at a random temperature between {{Temperature|-18}} and {{Temperature|-10}}, which is why not all crops die at the same time. As long as the temperature stays above {{Temperature|-19}}, some crops might survive. Beyond that, they won't.&lt;br /&gt;
&lt;br /&gt;
Leafless plants are inedible by animals. The leafless effect is obvious on deciduous trees, because they are shown without leaves, and on bushes and grass, because they look brown and shrivelled. But it actually applies to all plants, including those that look unchanged, such as pine trees, wild healroot or wild flowers. It takes 24 hours for leafless plants to regrow leaves after the temperature rises back above the plant's leafless threshold. Note that, despite being unedible during that time, they start growing again as soon as the temperature is above {{Temperature|0}}. &lt;br /&gt;
&lt;br /&gt;
An additional reason why animals might starve in cold weather is that deep snow can cover low lying plants and prevent animals from eating them, even if the temperature is not low enough to make them leafless.&lt;br /&gt;
&lt;br /&gt;
The actual values of temperature and temperature growth multiplier are unseen real numbers, the game only shows rounded values. Thus, it is possible, for example, to see a 3% multiplier at 58°C (the actual temperature may be 57.52°C).&lt;br /&gt;
{{GraphChart|width=400|height=100|xAxisTitle=Temperature (°C)|yAxisTitle=Growth Factor|type=line|x=0, 6, 42, 58 |y1=0, 1, 1, 0|yType=number}}&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} Temperature &amp;amp;divide; 6°C {{X|&amp;amp;nbsp;|15}}; Temperature &amp;lt; 6°C}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} 1 {{X|&amp;amp;nbsp;|44}} ; 6°C ≤ Temperature ≤ 42°C}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} (58°C &amp;amp;minus; Temperature) &amp;amp;divide; 16°C ; Temperature &amp;gt; 42°C}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
Most plants typically require at least 51% [[Environment#Light|light]] to grow.&lt;br /&gt;
&lt;br /&gt;
Decorative Plants typically require at least 30% [[Environment#Light|light]] to grow.&lt;br /&gt;
&lt;br /&gt;
All mushrooms, such as nutrifungus, need 0% [[Environment#Light|light]] to grow. Any light from non-mushroom sources will cause the nutrifungus to die.&lt;br /&gt;
&lt;br /&gt;
When a plant lacks adequate light its info window indicates this with the text &amp;lt;tt&amp;gt;'Needs light level: ##%'&amp;lt;/tt&amp;gt;. Over that minimum a plant's growth rate will increase until it reaches its optimal light level (100% standard).&lt;br /&gt;
: Example: Rose (Needs light level: 30% Optimal light 100%). In soil or Plant pot (Fertility 100%) under Standing lamp Light (50%) growing Speed 29%) &lt;br /&gt;
&lt;br /&gt;
Most artificial light sources only provide 50% light. Only decorative plants, [[tinctoria]], and [[Fibercorn|fibercorn]] can grow under such poor light conditions. The [[sun lamp]] provides 100% light in its radius, and is thus usually required for any indoor growing.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;big&amp;gt;{{math|''(GRF(L)) Growth Rate Factor(Light) {{=}}&amp;lt;br&amp;gt;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199; (Light &amp;amp;minus; growMinGlow) &amp;amp;divide; (growOptimalGlow &amp;amp;minus; growMinGlow)}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [[Modding|mods]], this minimum light value can be modified by changing a plant's &amp;lt;growMinGlow&amp;gt; value. A plant's optimal light level can be modified by changing its &amp;lt;growOptimalGlow&amp;gt; value.&lt;br /&gt;
&lt;br /&gt;
==Rest==&lt;br /&gt;
[[File:Plants-Growing_Time.png|right|thumb|Overview of the hourly plant activity.]]&lt;br /&gt;
All plants rest from hour 19 through hour 5. More accurately, plants rest for 11h of the day, leaving 13h of the day for growing.&lt;br /&gt;
&lt;br /&gt;
During the plant resting time period, plants will not grow no matter the light level.&lt;br /&gt;
&lt;br /&gt;
A new constant, Growing Ticks/Day, can be found by multiplying Ticks/Day by 13/24 (approx. 54.167%) :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''Growing Ticks/Day {{=}} (60,000 Ticks/Day &amp;amp;times; 13/24) {{=}} 32,500 Ticks}}&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Actual growth time==&lt;br /&gt;
The Growth Time displayed in-game can tend to confuse a player into thinking a plant will be fully grown in X number of days.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to the various Growth Rate Factors (Fertility, Temperature, Light) and every plant's need to rest, the growDays or &amp;quot;Growing Time&amp;quot; listed in-game is not an accurate/intuitive representation of how long a plant actually takes to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''Actual Growth Time {{=}} (60,000 Ticks/Day &amp;amp;times; growDays) &amp;amp;divide; (Growing Ticks/Day &amp;amp;times; GRF(Fert) &amp;amp;times; GRF(Temp) &amp;amp;times; GRF(Light))}}&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore, Real Growth days is approximately 1.8462 times bigger than in-game value of &amp;quot;Growing Time&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
For example: If to sow a Potato plant (5.8:growDays), on Soil (1:Fert), experiencing optimal temperature and light 100% of the time (1:Temp, 1:Light), it will take approximately 10.7 actual in-game days to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
It is important to remember this when setting up your growing zones.&lt;br /&gt;
&lt;br /&gt;
==Lifespan==&lt;br /&gt;
If they are not harvested or eaten, plants will eventually die. The [[Menus#Messages 2|message]] will be named ''&amp;lt;plant&amp;gt; died from rotting''. The counting of their lifetime starts when the plant is sown/spawned. Since plants only grow during certain hours, and growth rate varies greatly under different circumstances, it is possible for a plant to die before it reaches full maturity or even while still on the initial progress. A plant will also die from rotting if it is completely deprived of light - for example, if a roof is built over it.&lt;br /&gt;
&lt;br /&gt;
The lifespan of a plant is calculated by  multiplying the plant's ''growDays'' by its ''lifespanFraction''.&lt;br /&gt;
Most vanilla plants have a default ''lifespanFraction'' of 5, but some go as high as 8. Trees have this property as well, but due to their long growth time (''growDays''), their lifespan is longer than is generally relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Types of plants ==&lt;br /&gt;
There are no clear categories of plants provided by the game. For the purpose of easier comparison, plants can be split in the following categories. Note that many plants fall in more than one category.&lt;br /&gt;
* '''[[Wild plants]]''' are plants that can't be planted by the player.&lt;br /&gt;
* '''[[Decorative plants]]''' are plants that can be planted by the player and which main purpose is to add [[Beauty]] to a room or area.&lt;br /&gt;
* '''[[Trees]]''' are plants that yield wood or have &amp;quot;tree&amp;quot; in their name.&lt;br /&gt;
* '''[[Domesticated plants]]''' are plants that can be planted by the player and yield something else than wood.&lt;br /&gt;
* '''Food plants''' are plants that yield food.&lt;br /&gt;
* '''Resource plants''' are plants that yield something else than food and wood.&lt;br /&gt;
&lt;br /&gt;
=== Domesticated plants ===&lt;br /&gt;
{{#ask: [[Category:Domesticated plants]]&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Yield Per Day (70) # = Yield Per Day (Gravel)&lt;br /&gt;
| ?Harvest Yield Per Day (100) # = Yield Per Day (Normal)&lt;br /&gt;
| ?Harvest Yield Per Day (140) # = Yield Per Day (Fertile)&lt;br /&gt;
| ?Harvest Yield Per Day (280) # = Yield Per Day (Hydroponic)&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
{{math|''Real Grow Days'' {{=}} Grow Days &amp;amp;divide; 0.5417}}&lt;br /&gt;
{{math|''Nutrition per Day'' {{=}} Harvest Yield &amp;amp;times; Nutrition (0.05) &amp;amp;divide; Real Grow Days}}&lt;br /&gt;
&lt;br /&gt;
=== Decorative plants ===&lt;br /&gt;
{{Main|Decorative plants}}&lt;br /&gt;
{{#ask: [[Category:Decorative plants]]&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Lifespan&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
| ?Sow Work&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Wild plants ===&lt;br /&gt;
{{#ask: [[Category:Wild plants]]&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Product&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
{{Main|Trees}}&lt;br /&gt;
{{#ask: [[Category:Trees]]&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Yield Per Day (70) # = Yield Per Day (Gravel)&lt;br /&gt;
| ?Harvest Yield Per Day (100) # = Yield Per Day (Normal)&lt;br /&gt;
| ?Harvest Yield Per Day (140) # = Yield Per Day (Fertile)&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
{{math|''Yield per Day' {{=}} Yield  &amp;amp;times; (1 &amp;amp;minus; Plant Resting&amp;lt;ref&amp;gt;This is the fraction of the day when plants don't grow, 0.45 is used in above calculation.   [[#Actual growth time|Actual growth time]] for more information&amp;lt;/ref&amp;gt;)&amp;amp;times;[(Fertility of Soil&amp;lt;ref&amp;gt;Normal soil (1.00) is used in above equation.&amp;lt;/ref&amp;gt; &amp;amp;times; Fertility Factor) + 1 &amp;amp;minus; Fertility Factor) &amp;amp;divide; Growth Time]}}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Yield ==&lt;br /&gt;
The yield of plants with products depends on four factors: &lt;br /&gt;
# The base yield of the plant&lt;br /&gt;
# The maturity of the plant. Plants that are harvested at the first possible moment (at growth 65%) will only grant half of the total normal yield; this scales linearly towards full harvest as the growth percentage increases. This gives a slight penalty to early harvests.&lt;br /&gt;
# The health of the plant. Damaged plants will lose up to half of their yield. A plant at 50% health will lose 25% of the yield.&lt;br /&gt;
# The [[Plant Harvest Yield]] of the harvesting pawn which acts as a scalar on the resulting number.&lt;br /&gt;
# The [[AI Storytellers#Economy|Harvest Yield]] storyteller variable - note that [[Difficulty]] settings change variable even if a custom difficulty is not selected.&lt;br /&gt;
&lt;br /&gt;
As plant harvest yield increases with [[Skills#Plants|Plants skill]], pawns with the highest skills should ideally be used to harvest plants, while any pawn can be used to sow them.&lt;br /&gt;
&lt;br /&gt;
== Plants per pawn ==&lt;br /&gt;
{{Move|section=true|destination=Food|reason=Alternative destination: [[Food production]]. Avoid redundancy. Those pages are way more specific while this page covers all plants not just food plants}}&lt;br /&gt;
The number of food-bearing plants required per pawn depends on a number of factors, including:&lt;br /&gt;
&lt;br /&gt;
* Hunger rate of the pawn&lt;br /&gt;
* Soil type, including the use of [[hydroponics]] &lt;br /&gt;
* [[Meal]] type's nutrient efficiency &lt;br /&gt;
* Whether [[meat]] is available&lt;br /&gt;
* Light times including the effect of latitude, sun lamps, and sun blocking [[events]] and [[condition causer]]s such as [[Eclipse]]s&lt;br /&gt;
* [[Plant Harvest Yield]] of the harvesting pawn&lt;br /&gt;
* Whether pawns are allowed to eat before they are hungry enough to reap the full benefit from the nutrition offered by the meal.&lt;br /&gt;
* Whether the pawn has a large enough [[Saturation]] bar to reap the full benefit from the nutrition offered by the meal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Plants per Pawn = Hunger rate&amp;lt;ref&amp;gt;This is {{#vardefineecho:hungerRate|{{#expr: 1.6 * {{Q|Human|Base Hunger Rate}} }} }} for [[Human]]s&amp;lt;/ref&amp;gt;  &amp;amp;divide; (Yield per Day&amp;lt;ref&amp;gt;Depends on soil type, see [[#Fertility|Fertility]] for details.&amp;lt;/ref&amp;gt;  &amp;amp;times; Nutrition of each harvested item&amp;lt;ref&amp;gt;This is 0.05 for all crop products at the time of writing. See the page of the relevant raw food for details.&amp;lt;/ref&amp;gt; &amp;amp;times; Nutrient efficiency of the meal&amp;lt;ref&amp;gt;This varies from as low as [[Vegetarian lavish meal|40%]] to as high as [[Nutrient paste meal|300%]]. See [[Meals]] for details. &amp;lt;/ref&amp;gt; &amp;amp;times; Plant Harvest Yield&amp;lt;ref&amp;gt;This varies from 0% to 150%. See [[Plant Harvest Yield]] for details.&amp;lt;/ref&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick reference ===&lt;br /&gt;
The table below assumes humans with a [[Hunger Rate Factor]] of 100% are fed in a manner that the maximum [[overeating]] occurs and the plants are harvested with a [[Plant Harvest Yield]] of 100%.&lt;br /&gt;
&lt;br /&gt;
{{Plants Per Pawn Table|{{#var:hungerRate}} }}&lt;br /&gt;
&lt;br /&gt;
To calculate the number of plants per pawn for non-vegan meals in addition to the other ingredients needed, calculate the following:&lt;br /&gt;
* For [[packaged survival meal]]s, multiply the numbers for [[simple meal]] by 3/5.&lt;br /&gt;
* For [[fine meal]]s, divide the numbers for [[vegetarian fine meal]] by 3.&lt;br /&gt;
* For [[lavish meal]]s, divide the numbers for [[vegetarian lavish meal]] by 2.5.&lt;br /&gt;
&lt;br /&gt;
To calculate the number of plants per pawn for the Blood and dust and Losing is fun [[AI_Storytellers#Difficulties|difficulties]], calculate the following:&lt;br /&gt;
* For Blood and dust, divide the numbers by 0.95.&lt;br /&gt;
* For Losing is fun, divide the numbers by 0.80.&lt;br /&gt;
&lt;br /&gt;
==Plant growth approaches==&lt;br /&gt;
The player has a number of options to get plants grown for food and raw material. Each of them has their up- and downsides and a proper mix of them is necessary to be resistant to disruptions, including seasons.&lt;br /&gt;
&lt;br /&gt;
===Fields===&lt;br /&gt;
You just define a growing zone, select the crop and let nature and your pawns set to growing do the rest.&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* No cost, excluding the work time to clear trees, sow crops, and harvesting.&lt;br /&gt;
* Available at the start, regardless of technology level&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Outdoor growing is dependent on the local seasonal weather and even impossible in the coldest biomes&lt;br /&gt;
* Highly vulnerable to irregular temperature variations such as [[Events#Cold snap|cold snaps]] and [[Events#Heat Wave|heat waves]] that could stop growth or even kill plants&lt;br /&gt;
* Outdoor growing is vulnerable to events like [[Events#Toxic fallout|toxic fallout]] and [[Events#Volcanic winter|volcanic winter]]&lt;br /&gt;
* Without walls, raiders can easily set your crops ablaze and wild animals can eat your crops. Tamed animals can be excluded via zones however&lt;br /&gt;
&lt;br /&gt;
=== Greenhouse ===&lt;br /&gt;
The Greenhouse is a walled and roofed growing zone, with a sun lamp providing light and heaters or coolers maintaining climate&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Walling off your crops keeps out raiders and wild animals&lt;br /&gt;
* Low costs for the walls and sun lamp alone&lt;br /&gt;
* Full resistance to temperature variations once [[heater]]s or [[cooler]]s are built&lt;br /&gt;
* Slightly increased growth, due to the persistent 100% lighting level from the sun lamp during the day&lt;br /&gt;
* Energy shortages will only kill existing plants if the temperature gets too extreme&lt;br /&gt;
* Immune to events like toxic fallout and volcanic winter&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Trees cannot be planted in greenhouses&lt;br /&gt;
* Needs tiles that can support building walls to support the roof, which is difficult in swamp biomes&lt;br /&gt;
* High energy costs for maintaining sun lamps&lt;br /&gt;
* Requires electricity research to unlock&lt;br /&gt;
&lt;br /&gt;
==== Open roof greenhouses ====&lt;br /&gt;
Only indoor rooms can control temperature, however any room is considered indoors so long as less than 1/4 of the tiles are unroofed, up to a limit of 300 unroofed tiles. Though unroofed sections increase the rate of temperature equalization significantly, this allows the creation of greenhouses that can be used to grow trees, which cannot usually be grown under [[roof]]s, or even without sun lamps.  &lt;br /&gt;
&lt;br /&gt;
These are constructed like most greenhouses, but with the [[remove roof area]] order used to remove 1 tile fewer than 1/4 of the roof. If for growing trees, these removed areas should be spaced 1 tile away from each other gap both horizontally and vertically, as trees cannot be sown next to each other. For growing traditional crops without a sun lamp, this should all be concentrated in one area to limit time spent traveling from place to place while sowing and harvesting.&lt;br /&gt;
&lt;br /&gt;
Due to the costs of controlling the temperature, using this strategy to avoid the cost of sun lamps may or may not break even depending on the biome and the heating or cooling required.  In cold biomes, combination with a [[steam geyser]] can significantly reduce heating costs, making this strategy much more viable regardless of the intent. If using [[campfire]]s to heat the greenhouse, they should be placed in the roofed areas to prevent additional fuel usage during inclement [[weather]]. &lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Does not require sun lamps or even electricity&lt;br /&gt;
* Can support trees, including [[cocoa tree]]s.&lt;br /&gt;
** When used for trees, no larger than is necessary as trees can't be planted adjacent to each other anyway.&lt;br /&gt;
** Forces trees to be sown perfectly spaced without having to micromanage it, improving yields/area&lt;br /&gt;
* Easy to convert to and from more traditional greenhouses&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Needs significantly more heating/cooling&lt;br /&gt;
* 4x larger for the same volume of non-tree greenhouse space&lt;br /&gt;
* Slow and/or difficult to adapt to changing weather conditions.&lt;br /&gt;
* Net wood-negative when using campfires to grow trees.&lt;br /&gt;
&lt;br /&gt;
==== Nutrifungus greenhouses ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Completely roofed and dark growroom for year-round growing. Can be heated by any source but a [[darktorch]] hallway allows for closed-loop production.&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Does not require sun lamps or even electricity&lt;br /&gt;
* Easier to keep heated than open roof greenhouses&lt;br /&gt;
* Net fungus positive even if heated with fungal torches&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Only produces fungus, which some pawns dislike.&lt;br /&gt;
* Torch hallway requires more labor and space than electric heaters&lt;br /&gt;
&lt;br /&gt;
===Hydroponics basin===&lt;br /&gt;
[[Hydroponics basin|Hydroponics]] allows plants to grow without soil by using nutrients dissolved in a water bath. In-game, it requires research to unlock and the construction of one or more Hydroponics basins. These basins will override any growing zone they are placed on top of.&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Basins provide fertility of 280%, the highest rating in the game&lt;br /&gt;
* Plants with high fertility sensitivity grow especially well&lt;br /&gt;
* Can be combined with [[#Greenhouse|greenhouses]] for growing in environments too cold or hot for outdoor plant growth, including mountains&lt;br /&gt;
* Requires less space for the same amount of crop growth - this makes it easier to defend and faster to travel to.&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Building a sun lamp and 24 basins (the maximum amount of basins that can fit within a sun lamp's radius of light) requires a huge resource and power commitment, requiring 4580 watts, 1720 steel, and 24 components.&lt;br /&gt;
* If the basin loses power or breaks down, the plants within will begin taking rotting damage which will kill most plants within 8 hours unless power is restored or the basin is repaired.  If the power stays off for an extended amount of time or the basin cannot be repaired, then harvesting the plants as soon as possible is recommended.&lt;br /&gt;
* A power outage including [[Events#Solar flare|solar flares]] can wipe all of your hydroponic crops, requiring extensive replanting and usually disrupting food production.&lt;br /&gt;
* There are fewer options for growing crops within hydroponics basins.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).&lt;br /&gt;
* Beta 19/1.0 - All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plants&amp;diff=180610</id>
		<title>Plants</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plants&amp;diff=180610"/>
		<updated>2026-05-25T03:20:44Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* {IdeologyIcon} Nutrifungus greenhouses */&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
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&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Cleanup and clarity}}&lt;br /&gt;
{{for|the skill of the same name|Skills#Plants{{!}}Skills}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Plants''' are passive, flammable objects available in numerous species of different appearance, growth rate, lifespan, '''fertility''' requirements, and biome. Plants are generally passable, minifiable, provide no cover, and are not susceptible to Sharp or Blunt damage (except trees, cacti, and bushes.) All plants can be destroyed by [[Fire]], [[Work#Plant_cut|cutting]], a [[Defoliator ship]], or being consumed by an animal.&lt;br /&gt;
Plants may spontaneously grow in available tiles or can be cultivated by colonists in [[growing zone]]s or [[hydroponics basin]]s. With adequate time and environmental conditions, plants will age into a '''mature''' lifestage when they can be '''harvested''' by colonists assigned to [[Work#Grow|Grow]] work.&lt;br /&gt;
&lt;br /&gt;
Plants are essential to producing [[food]], [[textile]]s, feed for [[animals]], [[dye]], [[wood]], [[chemfuel]], [[drug]]s, and [[medicine]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Plantation growing zone.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Growth rate factors ==&lt;br /&gt;
&lt;br /&gt;
===Fertility===&lt;br /&gt;
{{For|[[human]] fertility|Reproduction#Fertility{{!}}Reproduction}}&lt;br /&gt;
Fertility is a measure of a location's efficacy for growing plants. Most plants have a Fertility requirement of at least 50% (except trees at a measly 30% Fertility). Plant growth speed is also positively correlated to soil Fertility. However, fertility does ''not'' affect the harvested yield from a plant, just the time to mature to that yield. Different [[terrain]]s or growing apparatuses have different fertilities.&lt;br /&gt;
&lt;br /&gt;
Most plants have a [[Property:Fertility_Sensitivity|fertility sensitivity]], known internally as fertilityFactorGrowthRate, which is used to determine how &amp;quot;picky&amp;quot; a plant is about terrain fertility. A plant with a [[Property:Fertility_Sensitivity|fertility sensitivity]] of 0% will not care if it is planted on fertile soil or sand; it will grow at the same rate on any possible terrain tile. In contrast, a plant with a [[Property:Fertility_Sensitivity|fertility sensitivity]] of 100% will not grow so well if it is planted on anything less fertile than standard soil.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Beyond 100% Fertility, high Fertility Sensitivity becomes a bonus rather than a penalty. For such cases highly sensitive plants are preferable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''(GRF(F)) Growth Rate Factor(Fertility) {{=}} (Fertility &amp;amp;divide; 100% &amp;amp;minus; 1) &amp;amp;times; fertilityFactorGrowthRate + 1}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fertility table ====&lt;br /&gt;
{{See also|Terrain}}&lt;br /&gt;
The table below lists the fertility of different terrains and other valid places to grow crops. Note that not all of the below support all plants - for example, trees cannot be grown in hydroponics basins, even though the basin's fertility is above their fertility requirement.&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Fertility&lt;br /&gt;
|-&lt;br /&gt;
! [[Hydroponics basin]]&lt;br /&gt;
| 280%&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Plant pot]]&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
! Soil &lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
! [[Bonsai pot]] {{IdeologyIcon}}&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Fungal gravel]] {{IdeologyIcon}}&lt;br /&gt;
| 70%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
For normal growth rate, most plants require a [[temperature]] between {{Temperature|6}} and {{Temperature|42}}. &amp;lt;!--Plant growth rate drops by 10.0% for each degree Celsius below {{Temperature|6}}, and by 6.25% for each degree above {{Temperature|42}}.--&amp;gt; The plant's info window will show ''&amp;amp;apos;Non-ideal temperature. Temperature growth multiplier: #%&amp;amp;apos;''. Plants will not grow, and colonists will refuse to sow crops, when the temperature falls outside the plant's growth range. In most cases this is {{Temperature|0}} to {{Temperature|58}}, although heat-resistant plants such as cacti have a range of {{Temperature|0}} to {{Temperature|75}}. The plant's info window will show ''&amp;amp;apos;Non-ideal temperature. Not growing.&amp;amp;apos;''&lt;br /&gt;
&lt;br /&gt;
If the temperature drops below {{Temperature|-10}}, plants start to either die or lose their leaves, depending on their type. &lt;br /&gt;
* Most crops die, together with cultivated flowers and cocoa trees. [[Healroot]], [[nutrifungus]]{{IdeologyIcon}} and [[fibercorn]]{{IdeologyIcon}} are the only cold-resistant crops.&lt;br /&gt;
* Most wild plants merely become leafless. Mature plants such as [[berry bush]]es can still be harvested even if it's not obvious at first glance. [[Glowstool]]s, [[bryolux]], and [[psilocap]]{{OdysseyIcon}} are fragile and die from the cold.&lt;br /&gt;
&lt;br /&gt;
Each plant has its own temperature threshold, set at a random temperature between {{Temperature|-18}} and {{Temperature|-10}}, which is why not all crops die at the same time. As long as the temperature stays above {{Temperature|-19}}, some crops might survive. Beyond that, they won't.&lt;br /&gt;
&lt;br /&gt;
Leafless plants are inedible by animals. The leafless effect is obvious on deciduous trees, because they are shown without leaves, and on bushes and grass, because they look brown and shrivelled. But it actually applies to all plants, including those that look unchanged, such as pine trees, wild healroot or wild flowers. It takes 24 hours for leafless plants to regrow leaves after the temperature rises back above the plant's leafless threshold. Note that, despite being unedible during that time, they start growing again as soon as the temperature is above {{Temperature|0}}. &lt;br /&gt;
&lt;br /&gt;
An additional reason why animals might starve in cold weather is that deep snow can cover low lying plants and prevent animals from eating them, even if the temperature is not low enough to make them leafless.&lt;br /&gt;
&lt;br /&gt;
The actual values of temperature and temperature growth multiplier are unseen real numbers, the game only shows rounded values. Thus, it is possible, for example, to see a 3% multiplier at 58°C (the actual temperature may be 57.52°C).&lt;br /&gt;
{{GraphChart|width=400|height=100|xAxisTitle=Temperature (°C)|yAxisTitle=Growth Factor|type=line|x=0, 6, 42, 58 |y1=0, 1, 1, 0|yType=number}}&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} Temperature &amp;amp;divide; 6°C {{X|&amp;amp;nbsp;|15}}; Temperature &amp;lt; 6°C}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} 1 {{X|&amp;amp;nbsp;|44}} ; 6°C ≤ Temperature ≤ 42°C}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} (58°C &amp;amp;minus; Temperature) &amp;amp;divide; 16°C ; Temperature &amp;gt; 42°C}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
Most plants typically require at least 51% [[Environment#Light|light]] to grow.&lt;br /&gt;
&lt;br /&gt;
Decorative Plants typically require at least 30% [[Environment#Light|light]] to grow.&lt;br /&gt;
&lt;br /&gt;
All mushrooms, such as nutrifungus, need 0% [[Environment#Light|light]] to grow. Any light from non-mushroom sources will cause the nutrifungus to die.&lt;br /&gt;
&lt;br /&gt;
When a plant lacks adequate light its info window indicates this with the text &amp;lt;tt&amp;gt;'Needs light level: ##%'&amp;lt;/tt&amp;gt;. Over that minimum a plant's growth rate will increase until it reaches its optimal light level (100% standard).&lt;br /&gt;
: Example: Rose (Needs light level: 30% Optimal light 100%). In soil or Plant pot (Fertility 100%) under Standing lamp Light (50%) growing Speed 29%) &lt;br /&gt;
&lt;br /&gt;
Most artificial light sources only provide 50% light. Only decorative plants, [[tinctoria]], and [[Fibercorn|fibercorn]] can grow under such poor light conditions. The [[sun lamp]] provides 100% light in its radius, and is thus usually required for any indoor growing.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;big&amp;gt;{{math|''(GRF(L)) Growth Rate Factor(Light) {{=}}&amp;lt;br&amp;gt;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199; (Light &amp;amp;minus; growMinGlow) &amp;amp;divide; (growOptimalGlow &amp;amp;minus; growMinGlow)}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [[Modding|mods]], this minimum light value can be modified by changing a plant's &amp;lt;growMinGlow&amp;gt; value. A plant's optimal light level can be modified by changing its &amp;lt;growOptimalGlow&amp;gt; value.&lt;br /&gt;
&lt;br /&gt;
==Rest==&lt;br /&gt;
[[File:Plants-Growing_Time.png|right|thumb|Overview of the hourly plant activity.]]&lt;br /&gt;
All plants rest from hour 19 through hour 5. More accurately, plants rest for 11h of the day, leaving 13h of the day for growing.&lt;br /&gt;
&lt;br /&gt;
During the plant resting time period, plants will not grow no matter the light level.&lt;br /&gt;
&lt;br /&gt;
A new constant, Growing Ticks/Day, can be found by multiplying Ticks/Day by 13/24 (approx. 54.167%) :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''Growing Ticks/Day {{=}} (60,000 Ticks/Day &amp;amp;times; 13/24) {{=}} 32,500 Ticks}}&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Actual growth time==&lt;br /&gt;
The Growth Time displayed in-game can tend to confuse a player into thinking a plant will be fully grown in X number of days.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to the various Growth Rate Factors (Fertility, Temperature, Light) and every plant's need to rest, the growDays or &amp;quot;Growing Time&amp;quot; listed in-game is not an accurate/intuitive representation of how long a plant actually takes to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''Actual Growth Time {{=}} (60,000 Ticks/Day &amp;amp;times; growDays) &amp;amp;divide; (Growing Ticks/Day &amp;amp;times; GRF(Fert) &amp;amp;times; GRF(Temp) &amp;amp;times; GRF(Light))}}&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore, Real Growth days is approximately 1.8462 times bigger than in-game value of &amp;quot;Growing Time&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
For example: If to sow a Potato plant (5.8:growDays), on Soil (1:Fert), experiencing optimal temperature and light 100% of the time (1:Temp, 1:Light), it will take approximately 10.7 actual in-game days to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
It is important to remember this when setting up your growing zones.&lt;br /&gt;
&lt;br /&gt;
==Lifespan==&lt;br /&gt;
If they are not harvested or eaten, plants will eventually die. The [[Menus#Messages 2|message]] will be named ''&amp;lt;plant&amp;gt; died from rotting''. The counting of their lifetime starts when the plant is sown/spawned. Since plants only grow during certain hours, and growth rate varies greatly under different circumstances, it is possible for a plant to die before it reaches full maturity or even while still on the initial progress. A plant will also die from rotting if it is completely deprived of light - for example, if a roof is built over it.&lt;br /&gt;
&lt;br /&gt;
The lifespan of a plant is calculated by  multiplying the plant's ''growDays'' by its ''lifespanFraction''.&lt;br /&gt;
Most vanilla plants have a default ''lifespanFraction'' of 5, but some go as high as 8. Trees have this property as well, but due to their long growth time (''growDays''), their lifespan is longer than is generally relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Types of plants ==&lt;br /&gt;
There are no clear categories of plants provided by the game. For the purpose of easier comparison, plants can be split in the following categories. Note that many plants fall in more than one category.&lt;br /&gt;
* '''[[Wild plants]]''' are plants that can't be planted by the player.&lt;br /&gt;
* '''[[Decorative plants]]''' are plants that can be planted by the player and which main purpose is to add [[Beauty]] to a room or area.&lt;br /&gt;
* '''[[Trees]]''' are plants that yield wood or have &amp;quot;tree&amp;quot; in their name.&lt;br /&gt;
* '''[[Domesticated plants]]''' are plants that can be planted by the player and yield something else than wood.&lt;br /&gt;
* '''Food plants''' are plants that yield food.&lt;br /&gt;
* '''Resource plants''' are plants that yield something else than food and wood.&lt;br /&gt;
&lt;br /&gt;
=== Domesticated plants ===&lt;br /&gt;
{{#ask: [[Category:Domesticated plants]]&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Yield Per Day (70) # = Yield Per Day (Gravel)&lt;br /&gt;
| ?Harvest Yield Per Day (100) # = Yield Per Day (Normal)&lt;br /&gt;
| ?Harvest Yield Per Day (140) # = Yield Per Day (Fertile)&lt;br /&gt;
| ?Harvest Yield Per Day (280) # = Yield Per Day (Hydroponic)&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
{{math|''Real Grow Days'' {{=}} Grow Days &amp;amp;divide; 0.5417}}&lt;br /&gt;
{{math|''Nutrition per Day'' {{=}} Harvest Yield &amp;amp;times; Nutrition (0.05) &amp;amp;divide; Real Grow Days}}&lt;br /&gt;
&lt;br /&gt;
=== Decorative plants ===&lt;br /&gt;
{{Main|Decorative plants}}&lt;br /&gt;
{{#ask: [[Category:Decorative plants]]&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Lifespan&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
| ?Sow Work&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Wild plants ===&lt;br /&gt;
{{#ask: [[Category:Wild plants]]&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Product&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
{{Main|Trees}}&lt;br /&gt;
{{#ask: [[Category:Trees]]&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Yield Per Day (70) # = Yield Per Day (Gravel)&lt;br /&gt;
| ?Harvest Yield Per Day (100) # = Yield Per Day (Normal)&lt;br /&gt;
| ?Harvest Yield Per Day (140) # = Yield Per Day (Fertile)&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
{{math|''Yield per Day' {{=}} Yield  &amp;amp;times; (1 &amp;amp;minus; Plant Resting&amp;lt;ref&amp;gt;This is the fraction of the day when plants don't grow, 0.45 is used in above calculation.   [[#Actual growth time|Actual growth time]] for more information&amp;lt;/ref&amp;gt;)&amp;amp;times;[(Fertility of Soil&amp;lt;ref&amp;gt;Normal soil (1.00) is used in above equation.&amp;lt;/ref&amp;gt; &amp;amp;times; Fertility Factor) + 1 &amp;amp;minus; Fertility Factor) &amp;amp;divide; Growth Time]}}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Yield ==&lt;br /&gt;
The yield of plants with products depends on four factors: &lt;br /&gt;
# The base yield of the plant&lt;br /&gt;
# The maturity of the plant. Plants that are harvested at the first possible moment (at growth 65%) will only grant half of the total normal yield; this scales linearly towards full harvest as the growth percentage increases. This gives a slight penalty to early harvests.&lt;br /&gt;
# The health of the plant. Damaged plants will lose up to half of their yield. A plant at 50% health will lose 25% of the yield.&lt;br /&gt;
# The [[Plant Harvest Yield]] of the harvesting pawn which acts as a scalar on the resulting number.&lt;br /&gt;
# The [[AI Storytellers#Economy|Harvest Yield]] storyteller variable - note that [[Difficulty]] settings change variable even if a custom difficulty is not selected.&lt;br /&gt;
&lt;br /&gt;
As plant harvest yield increases with [[Skills#Plants|Plants skill]], pawns with the highest skills should ideally be used to harvest plants, while any pawn can be used to sow them.&lt;br /&gt;
&lt;br /&gt;
== Plants per pawn ==&lt;br /&gt;
{{Move|section=true|destination=Food|reason=Alternative destination: [[Food production]]. Avoid redundancy. Those pages are way more specific while this page covers all plants not just food plants}}&lt;br /&gt;
The number of food-bearing plants required per pawn depends on a number of factors, including:&lt;br /&gt;
&lt;br /&gt;
* Hunger rate of the pawn&lt;br /&gt;
* Soil type, including the use of [[hydroponics]] &lt;br /&gt;
* [[Meal]] type's nutrient efficiency &lt;br /&gt;
* Whether [[meat]] is available&lt;br /&gt;
* Light times including the effect of latitude, sun lamps, and sun blocking [[events]] and [[condition causer]]s such as [[Eclipse]]s&lt;br /&gt;
* [[Plant Harvest Yield]] of the harvesting pawn&lt;br /&gt;
* Whether pawns are allowed to eat before they are hungry enough to reap the full benefit from the nutrition offered by the meal.&lt;br /&gt;
* Whether the pawn has a large enough [[Saturation]] bar to reap the full benefit from the nutrition offered by the meal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Plants per Pawn = Hunger rate&amp;lt;ref&amp;gt;This is {{#vardefineecho:hungerRate|{{#expr: 1.6 * {{Q|Human|Base Hunger Rate}} }} }} for [[Human]]s&amp;lt;/ref&amp;gt;  &amp;amp;divide; (Yield per Day&amp;lt;ref&amp;gt;Depends on soil type, see [[#Fertility|Fertility]] for details.&amp;lt;/ref&amp;gt;  &amp;amp;times; Nutrition of each harvested item&amp;lt;ref&amp;gt;This is 0.05 for all crop products at the time of writing. See the page of the relevant raw food for details.&amp;lt;/ref&amp;gt; &amp;amp;times; Nutrient efficiency of the meal&amp;lt;ref&amp;gt;This varies from as low as [[Vegetarian lavish meal|40%]] to as high as [[Nutrient paste meal|300%]]. See [[Meals]] for details. &amp;lt;/ref&amp;gt; &amp;amp;times; Plant Harvest Yield&amp;lt;ref&amp;gt;This varies from 0% to 150%. See [[Plant Harvest Yield]] for details.&amp;lt;/ref&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick reference ===&lt;br /&gt;
The table below assumes humans with a [[Hunger Rate Factor]] of 100% are fed in a manner that the maximum [[overeating]] occurs and the plants are harvested with a [[Plant Harvest Yield]] of 100%.&lt;br /&gt;
&lt;br /&gt;
{{Plants Per Pawn Table|{{#var:hungerRate}} }}&lt;br /&gt;
&lt;br /&gt;
To calculate the number of plants per pawn for non-vegan meals in addition to the other ingredients needed, calculate the following:&lt;br /&gt;
* For [[packaged survival meal]]s, multiply the numbers for [[simple meal]] by 3/5.&lt;br /&gt;
* For [[fine meal]]s, divide the numbers for [[vegetarian fine meal]] by 3.&lt;br /&gt;
* For [[lavish meal]]s, divide the numbers for [[vegetarian lavish meal]] by 2.5.&lt;br /&gt;
&lt;br /&gt;
To calculate the number of plants per pawn for the Blood and dust and Losing is fun [[AI_Storytellers#Difficulties|difficulties]], calculate the following:&lt;br /&gt;
* For Blood and dust, divide the numbers by 0.95.&lt;br /&gt;
* For Losing is fun, divide the numbers by 0.80.&lt;br /&gt;
&lt;br /&gt;
==Plant growth approaches==&lt;br /&gt;
The player has a number of options to get plants grown for food and raw material. Each of them has their up- and downsides and a proper mix of them is necessary to be resistant to disruptions, including seasons.&lt;br /&gt;
&lt;br /&gt;
===Fields===&lt;br /&gt;
You just define a growing zone, select the crop and let nature and your pawns set to growing do the rest.&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* No cost, excluding the work time to clear trees, sow crops, and harvesting.&lt;br /&gt;
* Available at the start, regardless of technology level&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Outdoor growing is dependent on the local seasonal weather and even impossible in the coldest biomes&lt;br /&gt;
* Highly vulnerable to irregular temperature variations such as [[Events#Cold snap|cold snaps]] and [[Events#Heat Wave|heat waves]] that could stop growth or even kill plants&lt;br /&gt;
* Outdoor growing is vulnerable to events like [[Events#Toxic fallout|toxic fallout]] and [[Events#Volcanic winter|volcanic winter]]&lt;br /&gt;
* Without walls, raiders can easily set your crops ablaze and wild animals can eat your crops. Tamed animals can be excluded via zones however&lt;br /&gt;
&lt;br /&gt;
=== Greenhouse ===&lt;br /&gt;
The Greenhouse is a walled and roofed growing zone, with a sun lamp providing light and heaters or coolers maintaining climate&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Walling off your crops keeps out raiders and wild animals&lt;br /&gt;
* Low costs for the walls and sun lamp alone&lt;br /&gt;
* Full resistance to temperature variations once [[heater]]s or [[cooler]]s are built&lt;br /&gt;
* Slightly increased growth, due to the persistent 100% lighting level from the sun lamp during the day&lt;br /&gt;
* Energy shortages will only kill existing plants if the temperature gets too extreme&lt;br /&gt;
* Immune to events like toxic fallout and volcanic winter&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Trees cannot be planted in greenhouses&lt;br /&gt;
* Needs tiles that can support building walls to support the roof, which is difficult in swamp biomes&lt;br /&gt;
* High energy costs for maintaining sun lamps&lt;br /&gt;
* Requires electricity research to unlock&lt;br /&gt;
&lt;br /&gt;
==== Open roof greenhouses ====&lt;br /&gt;
Only indoor rooms can control temperature, however any room is considered indoors so long as less than 1/4 of the tiles are unroofed, up to a limit of 300 unroofed tiles. Though unroofed sections increase the rate of temperature equalization significantly, this allows the creation of greenhouses that can be used to grow trees, which cannot usually be grown under [[roof]]s, or even without sun lamps.  &lt;br /&gt;
&lt;br /&gt;
These are constructed like most greenhouses, but with the [[remove roof area]] order used to remove 1 tile fewer than 1/4 of the roof. If for growing trees, these removed areas should be spaced 1 tile away from each other gap both horizontally and vertically, as trees cannot be sown next to each other. For growing traditional crops without a sun lamp, this should all be concentrated in one area to limit time spent traveling from place to place while sowing and harvesting.&lt;br /&gt;
&lt;br /&gt;
Due to the costs of controlling the temperature, using this strategy to avoid the cost of sun lamps may or may not break even depending on the biome and the heating or cooling required.  In cold biomes, combination with a [[steam geyser]] can significantly reduce heating costs, making this strategy much more viable regardless of the intent. If using [[campfire]]s to heat the greenhouse, they should be placed in the roofed areas to prevent additional fuel usage during inclement [[weather]]. &lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Does not require sun lamps or even electricity&lt;br /&gt;
* Can support trees, including [[cocoa tree]]s.&lt;br /&gt;
** When used for trees, no larger than is necessary as trees can't be planted adjacent to each other anyway.&lt;br /&gt;
** Forces trees to be sown perfectly spaced without having to micromanage it, improving yields/area&lt;br /&gt;
* Easy to convert to and from more traditional greenhouses&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Needs significantly more heating/cooling&lt;br /&gt;
* 4x larger for the same volume of non-tree greenhouse space&lt;br /&gt;
* Slow and/or difficult to adapt to changing weather conditions.&lt;br /&gt;
* Net wood-negative when using campfires to grow trees.&lt;br /&gt;
&lt;br /&gt;
==== Nutrifungus greenhouses ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Completely roofed and dark growroom for year-round growing. Can be heated by any source but a [[darklight torch lamp]] hallway allows for closed-loop production.&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Does not require sun lamps or even electricity&lt;br /&gt;
* Easier to keep heated than open roof greenhouses&lt;br /&gt;
* Net fungus positive even if heated with fungal torches&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Only produces fungus, which some pawns dislike.&lt;br /&gt;
* Torch hallway requires more labor and space than electric heaters&lt;br /&gt;
&lt;br /&gt;
===Hydroponics basin===&lt;br /&gt;
[[Hydroponics basin|Hydroponics]] allows plants to grow without soil by using nutrients dissolved in a water bath. In-game, it requires research to unlock and the construction of one or more Hydroponics basins. These basins will override any growing zone they are placed on top of.&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Basins provide fertility of 280%, the highest rating in the game&lt;br /&gt;
* Plants with high fertility sensitivity grow especially well&lt;br /&gt;
* Can be combined with [[#Greenhouse|greenhouses]] for growing in environments too cold or hot for outdoor plant growth, including mountains&lt;br /&gt;
* Requires less space for the same amount of crop growth - this makes it easier to defend and faster to travel to.&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Building a sun lamp and 24 basins (the maximum amount of basins that can fit within a sun lamp's radius of light) requires a huge resource and power commitment, requiring 4580 watts, 1720 steel, and 24 components.&lt;br /&gt;
* If the basin loses power or breaks down, the plants within will begin taking rotting damage which will kill most plants within 8 hours unless power is restored or the basin is repaired.  If the power stays off for an extended amount of time or the basin cannot be repaired, then harvesting the plants as soon as possible is recommended.&lt;br /&gt;
* A power outage including [[Events#Solar flare|solar flares]] can wipe all of your hydroponic crops, requiring extensive replanting and usually disrupting food production.&lt;br /&gt;
* There are fewer options for growing crops within hydroponics basins.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).&lt;br /&gt;
* Beta 19/1.0 - All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plants&amp;diff=180609</id>
		<title>Plants</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plants&amp;diff=180609"/>
		<updated>2026-05-25T03:15:22Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Quick reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
! {{MainSection_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Plants_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Cleanup and clarity}}&lt;br /&gt;
{{for|the skill of the same name|Skills#Plants{{!}}Skills}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Plants''' are passive, flammable objects available in numerous species of different appearance, growth rate, lifespan, '''fertility''' requirements, and biome. Plants are generally passable, minifiable, provide no cover, and are not susceptible to Sharp or Blunt damage (except trees, cacti, and bushes.) All plants can be destroyed by [[Fire]], [[Work#Plant_cut|cutting]], a [[Defoliator ship]], or being consumed by an animal.&lt;br /&gt;
Plants may spontaneously grow in available tiles or can be cultivated by colonists in [[growing zone]]s or [[hydroponics basin]]s. With adequate time and environmental conditions, plants will age into a '''mature''' lifestage when they can be '''harvested''' by colonists assigned to [[Work#Grow|Grow]] work.&lt;br /&gt;
&lt;br /&gt;
Plants are essential to producing [[food]], [[textile]]s, feed for [[animals]], [[dye]], [[wood]], [[chemfuel]], [[drug]]s, and [[medicine]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Plantation growing zone.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Growth rate factors ==&lt;br /&gt;
&lt;br /&gt;
===Fertility===&lt;br /&gt;
{{For|[[human]] fertility|Reproduction#Fertility{{!}}Reproduction}}&lt;br /&gt;
Fertility is a measure of a location's efficacy for growing plants. Most plants have a Fertility requirement of at least 50% (except trees at a measly 30% Fertility). Plant growth speed is also positively correlated to soil Fertility. However, fertility does ''not'' affect the harvested yield from a plant, just the time to mature to that yield. Different [[terrain]]s or growing apparatuses have different fertilities.&lt;br /&gt;
&lt;br /&gt;
Most plants have a [[Property:Fertility_Sensitivity|fertility sensitivity]], known internally as fertilityFactorGrowthRate, which is used to determine how &amp;quot;picky&amp;quot; a plant is about terrain fertility. A plant with a [[Property:Fertility_Sensitivity|fertility sensitivity]] of 0% will not care if it is planted on fertile soil or sand; it will grow at the same rate on any possible terrain tile. In contrast, a plant with a [[Property:Fertility_Sensitivity|fertility sensitivity]] of 100% will not grow so well if it is planted on anything less fertile than standard soil.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Beyond 100% Fertility, high Fertility Sensitivity becomes a bonus rather than a penalty. For such cases highly sensitive plants are preferable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''(GRF(F)) Growth Rate Factor(Fertility) {{=}} (Fertility &amp;amp;divide; 100% &amp;amp;minus; 1) &amp;amp;times; fertilityFactorGrowthRate + 1}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fertility table ====&lt;br /&gt;
{{See also|Terrain}}&lt;br /&gt;
The table below lists the fertility of different terrains and other valid places to grow crops. Note that not all of the below support all plants - for example, trees cannot be grown in hydroponics basins, even though the basin's fertility is above their fertility requirement.&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Fertility&lt;br /&gt;
|-&lt;br /&gt;
! [[Hydroponics basin]]&lt;br /&gt;
| 280%&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Plant pot]]&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
! Soil &lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
! [[Bonsai pot]] {{IdeologyIcon}}&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Fungal gravel]] {{IdeologyIcon}}&lt;br /&gt;
| 70%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
For normal growth rate, most plants require a [[temperature]] between {{Temperature|6}} and {{Temperature|42}}. &amp;lt;!--Plant growth rate drops by 10.0% for each degree Celsius below {{Temperature|6}}, and by 6.25% for each degree above {{Temperature|42}}.--&amp;gt; The plant's info window will show ''&amp;amp;apos;Non-ideal temperature. Temperature growth multiplier: #%&amp;amp;apos;''. Plants will not grow, and colonists will refuse to sow crops, when the temperature falls outside the plant's growth range. In most cases this is {{Temperature|0}} to {{Temperature|58}}, although heat-resistant plants such as cacti have a range of {{Temperature|0}} to {{Temperature|75}}. The plant's info window will show ''&amp;amp;apos;Non-ideal temperature. Not growing.&amp;amp;apos;''&lt;br /&gt;
&lt;br /&gt;
If the temperature drops below {{Temperature|-10}}, plants start to either die or lose their leaves, depending on their type. &lt;br /&gt;
* Most crops die, together with cultivated flowers and cocoa trees. [[Healroot]], [[nutrifungus]]{{IdeologyIcon}} and [[fibercorn]]{{IdeologyIcon}} are the only cold-resistant crops.&lt;br /&gt;
* Most wild plants merely become leafless. Mature plants such as [[berry bush]]es can still be harvested even if it's not obvious at first glance. [[Glowstool]]s, [[bryolux]], and [[psilocap]]{{OdysseyIcon}} are fragile and die from the cold.&lt;br /&gt;
&lt;br /&gt;
Each plant has its own temperature threshold, set at a random temperature between {{Temperature|-18}} and {{Temperature|-10}}, which is why not all crops die at the same time. As long as the temperature stays above {{Temperature|-19}}, some crops might survive. Beyond that, they won't.&lt;br /&gt;
&lt;br /&gt;
Leafless plants are inedible by animals. The leafless effect is obvious on deciduous trees, because they are shown without leaves, and on bushes and grass, because they look brown and shrivelled. But it actually applies to all plants, including those that look unchanged, such as pine trees, wild healroot or wild flowers. It takes 24 hours for leafless plants to regrow leaves after the temperature rises back above the plant's leafless threshold. Note that, despite being unedible during that time, they start growing again as soon as the temperature is above {{Temperature|0}}. &lt;br /&gt;
&lt;br /&gt;
An additional reason why animals might starve in cold weather is that deep snow can cover low lying plants and prevent animals from eating them, even if the temperature is not low enough to make them leafless.&lt;br /&gt;
&lt;br /&gt;
The actual values of temperature and temperature growth multiplier are unseen real numbers, the game only shows rounded values. Thus, it is possible, for example, to see a 3% multiplier at 58°C (the actual temperature may be 57.52°C).&lt;br /&gt;
{{GraphChart|width=400|height=100|xAxisTitle=Temperature (°C)|yAxisTitle=Growth Factor|type=line|x=0, 6, 42, 58 |y1=0, 1, 1, 0|yType=number}}&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} Temperature &amp;amp;divide; 6°C {{X|&amp;amp;nbsp;|15}}; Temperature &amp;lt; 6°C}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} 1 {{X|&amp;amp;nbsp;|44}} ; 6°C ≤ Temperature ≤ 42°C}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} (58°C &amp;amp;minus; Temperature) &amp;amp;divide; 16°C ; Temperature &amp;gt; 42°C}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
Most plants typically require at least 51% [[Environment#Light|light]] to grow.&lt;br /&gt;
&lt;br /&gt;
Decorative Plants typically require at least 30% [[Environment#Light|light]] to grow.&lt;br /&gt;
&lt;br /&gt;
All mushrooms, such as nutrifungus, need 0% [[Environment#Light|light]] to grow. Any light from non-mushroom sources will cause the nutrifungus to die.&lt;br /&gt;
&lt;br /&gt;
When a plant lacks adequate light its info window indicates this with the text &amp;lt;tt&amp;gt;'Needs light level: ##%'&amp;lt;/tt&amp;gt;. Over that minimum a plant's growth rate will increase until it reaches its optimal light level (100% standard).&lt;br /&gt;
: Example: Rose (Needs light level: 30% Optimal light 100%). In soil or Plant pot (Fertility 100%) under Standing lamp Light (50%) growing Speed 29%) &lt;br /&gt;
&lt;br /&gt;
Most artificial light sources only provide 50% light. Only decorative plants, [[tinctoria]], and [[Fibercorn|fibercorn]] can grow under such poor light conditions. The [[sun lamp]] provides 100% light in its radius, and is thus usually required for any indoor growing.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;big&amp;gt;{{math|''(GRF(L)) Growth Rate Factor(Light) {{=}}&amp;lt;br&amp;gt;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199; (Light &amp;amp;minus; growMinGlow) &amp;amp;divide; (growOptimalGlow &amp;amp;minus; growMinGlow)}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [[Modding|mods]], this minimum light value can be modified by changing a plant's &amp;lt;growMinGlow&amp;gt; value. A plant's optimal light level can be modified by changing its &amp;lt;growOptimalGlow&amp;gt; value.&lt;br /&gt;
&lt;br /&gt;
==Rest==&lt;br /&gt;
[[File:Plants-Growing_Time.png|right|thumb|Overview of the hourly plant activity.]]&lt;br /&gt;
All plants rest from hour 19 through hour 5. More accurately, plants rest for 11h of the day, leaving 13h of the day for growing.&lt;br /&gt;
&lt;br /&gt;
During the plant resting time period, plants will not grow no matter the light level.&lt;br /&gt;
&lt;br /&gt;
A new constant, Growing Ticks/Day, can be found by multiplying Ticks/Day by 13/24 (approx. 54.167%) :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''Growing Ticks/Day {{=}} (60,000 Ticks/Day &amp;amp;times; 13/24) {{=}} 32,500 Ticks}}&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Actual growth time==&lt;br /&gt;
The Growth Time displayed in-game can tend to confuse a player into thinking a plant will be fully grown in X number of days.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to the various Growth Rate Factors (Fertility, Temperature, Light) and every plant's need to rest, the growDays or &amp;quot;Growing Time&amp;quot; listed in-game is not an accurate/intuitive representation of how long a plant actually takes to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''Actual Growth Time {{=}} (60,000 Ticks/Day &amp;amp;times; growDays) &amp;amp;divide; (Growing Ticks/Day &amp;amp;times; GRF(Fert) &amp;amp;times; GRF(Temp) &amp;amp;times; GRF(Light))}}&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore, Real Growth days is approximately 1.8462 times bigger than in-game value of &amp;quot;Growing Time&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
For example: If to sow a Potato plant (5.8:growDays), on Soil (1:Fert), experiencing optimal temperature and light 100% of the time (1:Temp, 1:Light), it will take approximately 10.7 actual in-game days to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
It is important to remember this when setting up your growing zones.&lt;br /&gt;
&lt;br /&gt;
==Lifespan==&lt;br /&gt;
If they are not harvested or eaten, plants will eventually die. The [[Menus#Messages 2|message]] will be named ''&amp;lt;plant&amp;gt; died from rotting''. The counting of their lifetime starts when the plant is sown/spawned. Since plants only grow during certain hours, and growth rate varies greatly under different circumstances, it is possible for a plant to die before it reaches full maturity or even while still on the initial progress. A plant will also die from rotting if it is completely deprived of light - for example, if a roof is built over it.&lt;br /&gt;
&lt;br /&gt;
The lifespan of a plant is calculated by  multiplying the plant's ''growDays'' by its ''lifespanFraction''.&lt;br /&gt;
Most vanilla plants have a default ''lifespanFraction'' of 5, but some go as high as 8. Trees have this property as well, but due to their long growth time (''growDays''), their lifespan is longer than is generally relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Types of plants ==&lt;br /&gt;
There are no clear categories of plants provided by the game. For the purpose of easier comparison, plants can be split in the following categories. Note that many plants fall in more than one category.&lt;br /&gt;
* '''[[Wild plants]]''' are plants that can't be planted by the player.&lt;br /&gt;
* '''[[Decorative plants]]''' are plants that can be planted by the player and which main purpose is to add [[Beauty]] to a room or area.&lt;br /&gt;
* '''[[Trees]]''' are plants that yield wood or have &amp;quot;tree&amp;quot; in their name.&lt;br /&gt;
* '''[[Domesticated plants]]''' are plants that can be planted by the player and yield something else than wood.&lt;br /&gt;
* '''Food plants''' are plants that yield food.&lt;br /&gt;
* '''Resource plants''' are plants that yield something else than food and wood.&lt;br /&gt;
&lt;br /&gt;
=== Domesticated plants ===&lt;br /&gt;
{{#ask: [[Category:Domesticated plants]]&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Yield Per Day (70) # = Yield Per Day (Gravel)&lt;br /&gt;
| ?Harvest Yield Per Day (100) # = Yield Per Day (Normal)&lt;br /&gt;
| ?Harvest Yield Per Day (140) # = Yield Per Day (Fertile)&lt;br /&gt;
| ?Harvest Yield Per Day (280) # = Yield Per Day (Hydroponic)&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
{{math|''Real Grow Days'' {{=}} Grow Days &amp;amp;divide; 0.5417}}&lt;br /&gt;
{{math|''Nutrition per Day'' {{=}} Harvest Yield &amp;amp;times; Nutrition (0.05) &amp;amp;divide; Real Grow Days}}&lt;br /&gt;
&lt;br /&gt;
=== Decorative plants ===&lt;br /&gt;
{{Main|Decorative plants}}&lt;br /&gt;
{{#ask: [[Category:Decorative plants]]&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Lifespan&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
| ?Sow Work&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Wild plants ===&lt;br /&gt;
{{#ask: [[Category:Wild plants]]&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Product&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
{{Main|Trees}}&lt;br /&gt;
{{#ask: [[Category:Trees]]&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Yield Per Day (70) # = Yield Per Day (Gravel)&lt;br /&gt;
| ?Harvest Yield Per Day (100) # = Yield Per Day (Normal)&lt;br /&gt;
| ?Harvest Yield Per Day (140) # = Yield Per Day (Fertile)&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
{{math|''Yield per Day' {{=}} Yield  &amp;amp;times; (1 &amp;amp;minus; Plant Resting&amp;lt;ref&amp;gt;This is the fraction of the day when plants don't grow, 0.45 is used in above calculation.   [[#Actual growth time|Actual growth time]] for more information&amp;lt;/ref&amp;gt;)&amp;amp;times;[(Fertility of Soil&amp;lt;ref&amp;gt;Normal soil (1.00) is used in above equation.&amp;lt;/ref&amp;gt; &amp;amp;times; Fertility Factor) + 1 &amp;amp;minus; Fertility Factor) &amp;amp;divide; Growth Time]}}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Yield ==&lt;br /&gt;
The yield of plants with products depends on four factors: &lt;br /&gt;
# The base yield of the plant&lt;br /&gt;
# The maturity of the plant. Plants that are harvested at the first possible moment (at growth 65%) will only grant half of the total normal yield; this scales linearly towards full harvest as the growth percentage increases. This gives a slight penalty to early harvests.&lt;br /&gt;
# The health of the plant. Damaged plants will lose up to half of their yield. A plant at 50% health will lose 25% of the yield.&lt;br /&gt;
# The [[Plant Harvest Yield]] of the harvesting pawn which acts as a scalar on the resulting number.&lt;br /&gt;
# The [[AI Storytellers#Economy|Harvest Yield]] storyteller variable - note that [[Difficulty]] settings change variable even if a custom difficulty is not selected.&lt;br /&gt;
&lt;br /&gt;
As plant harvest yield increases with [[Skills#Plants|Plants skill]], pawns with the highest skills should ideally be used to harvest plants, while any pawn can be used to sow them.&lt;br /&gt;
&lt;br /&gt;
== Plants per pawn ==&lt;br /&gt;
{{Move|section=true|destination=Food|reason=Alternative destination: [[Food production]]. Avoid redundancy. Those pages are way more specific while this page covers all plants not just food plants}}&lt;br /&gt;
The number of food-bearing plants required per pawn depends on a number of factors, including:&lt;br /&gt;
&lt;br /&gt;
* Hunger rate of the pawn&lt;br /&gt;
* Soil type, including the use of [[hydroponics]] &lt;br /&gt;
* [[Meal]] type's nutrient efficiency &lt;br /&gt;
* Whether [[meat]] is available&lt;br /&gt;
* Light times including the effect of latitude, sun lamps, and sun blocking [[events]] and [[condition causer]]s such as [[Eclipse]]s&lt;br /&gt;
* [[Plant Harvest Yield]] of the harvesting pawn&lt;br /&gt;
* Whether pawns are allowed to eat before they are hungry enough to reap the full benefit from the nutrition offered by the meal.&lt;br /&gt;
* Whether the pawn has a large enough [[Saturation]] bar to reap the full benefit from the nutrition offered by the meal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Plants per Pawn = Hunger rate&amp;lt;ref&amp;gt;This is {{#vardefineecho:hungerRate|{{#expr: 1.6 * {{Q|Human|Base Hunger Rate}} }} }} for [[Human]]s&amp;lt;/ref&amp;gt;  &amp;amp;divide; (Yield per Day&amp;lt;ref&amp;gt;Depends on soil type, see [[#Fertility|Fertility]] for details.&amp;lt;/ref&amp;gt;  &amp;amp;times; Nutrition of each harvested item&amp;lt;ref&amp;gt;This is 0.05 for all crop products at the time of writing. See the page of the relevant raw food for details.&amp;lt;/ref&amp;gt; &amp;amp;times; Nutrient efficiency of the meal&amp;lt;ref&amp;gt;This varies from as low as [[Vegetarian lavish meal|40%]] to as high as [[Nutrient paste meal|300%]]. See [[Meals]] for details. &amp;lt;/ref&amp;gt; &amp;amp;times; Plant Harvest Yield&amp;lt;ref&amp;gt;This varies from 0% to 150%. See [[Plant Harvest Yield]] for details.&amp;lt;/ref&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick reference ===&lt;br /&gt;
The table below assumes humans with a [[Hunger Rate Factor]] of 100% are fed in a manner that the maximum [[overeating]] occurs and the plants are harvested with a [[Plant Harvest Yield]] of 100%.&lt;br /&gt;
&lt;br /&gt;
{{Plants Per Pawn Table|{{#var:hungerRate}} }}&lt;br /&gt;
&lt;br /&gt;
To calculate the number of plants per pawn for non-vegan meals in addition to the other ingredients needed, calculate the following:&lt;br /&gt;
* For [[packaged survival meal]]s, multiply the numbers for [[simple meal]] by 3/5.&lt;br /&gt;
* For [[fine meal]]s, divide the numbers for [[vegetarian fine meal]] by 3.&lt;br /&gt;
* For [[lavish meal]]s, divide the numbers for [[vegetarian lavish meal]] by 2.5.&lt;br /&gt;
&lt;br /&gt;
To calculate the number of plants per pawn for the Blood and dust and Losing is fun [[AI_Storytellers#Difficulties|difficulties]], calculate the following:&lt;br /&gt;
* For Blood and dust, divide the numbers by 0.95.&lt;br /&gt;
* For Losing is fun, divide the numbers by 0.80.&lt;br /&gt;
&lt;br /&gt;
==Plant growth approaches==&lt;br /&gt;
The player has a number of options to get plants grown for food and raw material. Each of them has their up- and downsides and a proper mix of them is necessary to be resistant to disruptions, including seasons.&lt;br /&gt;
&lt;br /&gt;
===Fields===&lt;br /&gt;
You just define a growing zone, select the crop and let nature and your pawns set to growing do the rest.&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* No cost, excluding the work time to clear trees, sow crops, and harvesting.&lt;br /&gt;
* Available at the start, regardless of technology level&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Outdoor growing is dependent on the local seasonal weather and even impossible in the coldest biomes&lt;br /&gt;
* Highly vulnerable to irregular temperature variations such as [[Events#Cold snap|cold snaps]] and [[Events#Heat Wave|heat waves]] that could stop growth or even kill plants&lt;br /&gt;
* Outdoor growing is vulnerable to events like [[Events#Toxic fallout|toxic fallout]] and [[Events#Volcanic winter|volcanic winter]]&lt;br /&gt;
* Without walls, raiders can easily set your crops ablaze and wild animals can eat your crops. Tamed animals can be excluded via zones however&lt;br /&gt;
&lt;br /&gt;
=== Greenhouse ===&lt;br /&gt;
The Greenhouse is a walled and roofed growing zone, with a sun lamp providing light and heaters or coolers maintaining climate&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Walling off your crops keeps out raiders and wild animals&lt;br /&gt;
* Low costs for the walls and sun lamp alone&lt;br /&gt;
* Full resistance to temperature variations once [[heater]]s or [[cooler]]s are built&lt;br /&gt;
* Slightly increased growth, due to the persistent 100% lighting level from the sun lamp during the day&lt;br /&gt;
* Energy shortages will only kill existing plants if the temperature gets too extreme&lt;br /&gt;
* Immune to events like toxic fallout and volcanic winter&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Trees cannot be planted in greenhouses&lt;br /&gt;
* Needs tiles that can support building walls to support the roof, which is difficult in swamp biomes&lt;br /&gt;
* High energy costs for maintaining sun lamps&lt;br /&gt;
* Requires electricity research to unlock&lt;br /&gt;
&lt;br /&gt;
==== Open roof greenhouses ====&lt;br /&gt;
Only indoor rooms can control temperature, however any room is considered indoors so long as less than 1/4 of the tiles are unroofed, up to a limit of 300 unroofed tiles. Though unroofed sections increase the rate of temperature equalization significantly, this allows the creation of greenhouses that can be used to grow trees, which cannot usually be grown under [[roof]]s, or even without sun lamps.  &lt;br /&gt;
&lt;br /&gt;
These are constructed like most greenhouses, but with the [[remove roof area]] order used to remove 1 tile fewer than 1/4 of the roof. If for growing trees, these removed areas should be spaced 1 tile away from each other gap both horizontally and vertically, as trees cannot be sown next to each other. For growing traditional crops without a sun lamp, this should all be concentrated in one area to limit time spent traveling from place to place while sowing and harvesting.&lt;br /&gt;
&lt;br /&gt;
Due to the costs of controlling the temperature, using this strategy to avoid the cost of sun lamps may or may not break even depending on the biome and the heating or cooling required.  In cold biomes, combination with a [[steam geyser]] can significantly reduce heating costs, making this strategy much more viable regardless of the intent. If using [[campfire]]s to heat the greenhouse, they should be placed in the roofed areas to prevent additional fuel usage during inclement [[weather]]. &lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Does not require sun lamps or even electricity&lt;br /&gt;
* Can support trees, including [[cocoa tree]]s.&lt;br /&gt;
** When used for trees, no larger than is necessary as trees can't be planted adjacent to each other anyway.&lt;br /&gt;
** Forces trees to be sown perfectly spaced without having to micromanage it, improving yields/area&lt;br /&gt;
* Easy to convert to and from more traditional greenhouses&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Needs significantly more heating/cooling&lt;br /&gt;
* 4x larger for the same volume of non-tree greenhouse space&lt;br /&gt;
* Slow and/or difficult to adapt to changing weather conditions.&lt;br /&gt;
* Net wood-negative when using campfires to grow trees.&lt;br /&gt;
&lt;br /&gt;
==== {IdeologyIcon} Nutrifungus greenhouses ====&lt;br /&gt;
Completely roofed dark grow for year-round growing heated by a darklight torch hallway &lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Does not require sun lamps or even electricity&lt;br /&gt;
* Easier to keep heated than open roof greenhouses&lt;br /&gt;
* Net fungus positive, if heated with fungal torches&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Only produces fungus&lt;br /&gt;
* Torch hallway requires more labor and space than electric heaters&lt;br /&gt;
&lt;br /&gt;
===Hydroponics basin===&lt;br /&gt;
[[Hydroponics basin|Hydroponics]] allows plants to grow without soil by using nutrients dissolved in a water bath. In-game, it requires research to unlock and the construction of one or more Hydroponics basins. These basins will override any growing zone they are placed on top of.&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Basins provide fertility of 280%, the highest rating in the game&lt;br /&gt;
* Plants with high fertility sensitivity grow especially well&lt;br /&gt;
* Can be combined with [[#Greenhouse|greenhouses]] for growing in environments too cold or hot for outdoor plant growth, including mountains&lt;br /&gt;
* Requires less space for the same amount of crop growth - this makes it easier to defend and faster to travel to.&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Building a sun lamp and 24 basins (the maximum amount of basins that can fit within a sun lamp's radius of light) requires a huge resource and power commitment, requiring 4580 watts, 1720 steel, and 24 components.&lt;br /&gt;
* If the basin loses power or breaks down, the plants within will begin taking rotting damage which will kill most plants within 8 hours unless power is restored or the basin is repaired.  If the power stays off for an extended amount of time or the basin cannot be repaired, then harvesting the plants as soon as possible is recommended.&lt;br /&gt;
* A power outage including [[Events#Solar flare|solar flares]] can wipe all of your hydroponic crops, requiring extensive replanting and usually disrupting food production.&lt;br /&gt;
* There are fewer options for growing crops within hydroponics basins.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).&lt;br /&gt;
* Beta 19/1.0 - All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Rimworld_new_biomes.png&amp;diff=180608</id>
		<title>File:Rimworld new biomes.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Rimworld_new_biomes.png&amp;diff=180608"/>
		<updated>2026-05-25T03:11:06Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated version of rimworld biomes difficulty chart&lt;br /&gt;
[[Category: Images - Graphics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Rimworld_new_biomes.png&amp;diff=180607</id>
		<title>File:Rimworld new biomes.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Rimworld_new_biomes.png&amp;diff=180607"/>
		<updated>2026-05-25T03:10:58Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated version of rimworld biomes difficulty chart&lt;br /&gt;
[[Category: Images- Graphics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Rimworld_biomes_difficulty_graph.png&amp;diff=180606</id>
		<title>File:Rimworld biomes difficulty graph.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Rimworld_biomes_difficulty_graph.png&amp;diff=180606"/>
		<updated>2026-05-25T03:09:54Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated biomes difficulty chart for the new odyssey biomes&lt;br /&gt;
[[Category: Images - Graphics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Autobong&amp;diff=180548</id>
		<title>Autobong</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Autobong&amp;diff=180548"/>
		<updated>2026-05-19T02:46:25Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Autobong&lt;br /&gt;
| image = Autobong.png&lt;br /&gt;
| description = An automatic smokeleaf-burning device which generates a smoke cloud around itself. Anyone in the cloud will become high on smokeleaf over time.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.2&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 80&lt;br /&gt;
| power = -150&lt;br /&gt;
| glowradius = 10&lt;br /&gt;
| glowcolor = (252, 187, 113)&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Microelectronics&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Smokeleaf leaves&lt;br /&gt;
| resource 2 amount = 25&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| fuel filter = Smokeleaf leaves&lt;br /&gt;
| fuel capacity = 25.0&lt;br /&gt;
| fuel consumption rate = 1.66&lt;br /&gt;
| initial fuel percent = 1 &amp;lt;!-- 100% --&amp;gt;&lt;br /&gt;
| page verified for version = 1.3.3072&lt;br /&gt;
}}&lt;br /&gt;
An '''autobong''' is a building added by the [[Ideology DLC]]. It creates a smoke cloud with a radius of 5 tiles, and anyone in the cloud will become high on [[smokeleaf]] over time.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
Autobongs can only be built by pawns that follow a [[high life]] ideoligion, by a [[constructoid]]{{BiotechIcon}} (if there is at least 1 controllable pawn with high life in the colony to place a blueprint), or if the ideoligion system is disabled.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= Tolerance?}}&lt;br /&gt;
The autobong consumes {{Icon Small|smokeleaf leaves}} 1.66 [[smokeleaf leaves]] per day as long as it is lit. It can hold up to 25 leaves at a time, for a maximum run time of {{#expr:25/1.66 round 2}} [[Time|days]]. Any non-[[mechanoid]] pawn inside that cloud will become [[Smokeleaf joint#Stone on smokeleaf|Stoned on smokeleaf]], with severity increasing by 0.5% per second. This smoke cloud does not affect shooting accuracy, unlike [[blind smoke]].&lt;br /&gt;
&lt;br /&gt;
It outputs [[light]] in a 10-tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit.&lt;br /&gt;
&lt;br /&gt;
While running, it produces a smoke cloud in a radius of 5 tiles around itself. All open cells that are pathable from the Autobong within a radius of 5 cells are affected. The smoke cannot travel through open doors, nor through vents, but can appear on the other side of very long walls as long as those walls do have one single pathable opening. [[Roof]]ing is not relevant. &lt;br /&gt;
[[File:Smokebong.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== As a drug ===&lt;br /&gt;
The autobong causes a [[smokeleaf]] high, providing {{+|13}} mood for {{--|30%}} [[Consciousness]], a further {{--|10%}} [[Moving]] (for -40% total), and a few other downsides. Consciousness, in turn, impacts almost everything a colonist can do. The smokeleaf high lasts for as long as the pawn stays in the cloud, and upon leaving, persists for ~5x the length stayed, to a maximum of 24 hours once the pawn reaches 100% smokeleaf high severity after 4.8 hours in the cloud. This is before considering the effects of drug [[tolerance]]. '''Be careful, as if a pawn with a Consciousness of 30% or below passes through a smoke cloud for an extended period of time, they will die from a lack of consciousness.'''&lt;br /&gt;
&lt;br /&gt;
The Consciousness and Moving debuffs severely inhibit a colonist's ability to do work. &amp;quot;Therapy bedrooms&amp;quot; can be created by placing an autobong in a room and unhappy pawns can be swapped in and out when needed. &lt;br /&gt;
&lt;br /&gt;
Compared to actual [[smokeleaf joint]]s, each joint costs {{Required Resources|Smokeleaf joint}} and lasts for up to 12 hours. The autobong consumes {{Icon Small|smokeleaf leaves}} 1.66 [[smokeleaf leaves]] per day, and lasts for x6 the duration you stay in the cloud. It can also affect multiple pawns at once. Therefore, pawns using the autobong for at least {{#expr: (1.66 / 4) * 12 / 6 round 1}} combined hours per day running is more efficient than actual smokeleaf joints for high duration. Note that joints give a burst of chemical Recreation, which can equate to more mood faster.&lt;br /&gt;
&lt;br /&gt;
Smokeleaf joints have to be made for {{Ticks|{{Q|Smokeleaf joint|Work To Make}}}}, while autobongs just need to be hauled to. In contrast, autobongs are stationary, which can make a single autobong inconvenient.&lt;br /&gt;
&lt;br /&gt;
Autobongs bypass &amp;quot;no drug use&amp;quot; precepts, and thus are useful for keeping guests happy.&lt;br /&gt;
&lt;br /&gt;
=== As a weapon ===&lt;br /&gt;
It can be used offensively to provide a consciousness penalty to raiders, providing a modest penalty to their aiming and movement.  Care should be taken to put it within range of the entrance while still putting it as far out of harm's way as possible.  Be careful not to let your pawns restock it while a raid is in progress. Long hallways can be used so the Autobong can affect enemies while not being easily reachable by those enemies. &lt;br /&gt;
&lt;br /&gt;
[[File:BongKillbox.png|thumb|Basics of how to use Autobong in a Killbox]]&lt;br /&gt;
&lt;br /&gt;
=== Prisoner control ===&lt;br /&gt;
Given the radius can effect a large number of pawns at once, the autobong can also be used to manage the risks of large prison breaks at the cost of {{Icon Small|Smokeleaf leaves||1.66}} per day. Smokeleaf reduces [[consciousness]] and [[moving]]. Moving is one of the factors in the mean time between [[prison break]]s. And since the prisoners are stoned, if they do have a [[mental break]] or try to break out, they are far easier to down and much less dangerous to others. Note however that this sort of extreme measure is typically only necessary and only cost effective when dealing with large numbers of prisoners, such as when employing a bleedbox, when the [[AI Storytellers#Enemy death on downed|Enemy death on downed]] is reduced, or collecting them for [[human resources]]. &lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Now satisfies smokeleaf dependency. Mechanoids are no longer affected by the smoke cloud.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Selecting autobong blueprint causes NullReferenceException.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beauty_(Pawn)&amp;diff=180510</id>
		<title>Beauty (Pawn)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beauty_(Pawn)&amp;diff=180510"/>
		<updated>2026-05-18T07:49:02Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the beauty stat of pawns|beauty of all other items|Beauty}}{{Stat&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How physically attractive this person is. This affects social interactions.&lt;br /&gt;
| category = PawnSocial&lt;br /&gt;
}} Beauty only affects pawns' [[opinion]]s of each other.&lt;br /&gt;
&lt;br /&gt;
Beauty has a base of 0, a maximum of 4 and a minimum of -4. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} '''20''' and is capped at {{+|}}/{{--|}} '''40''' meaning anything more than 2 beauty, either positive or negative, has no effect on gameplay. The beauty of worn equipment has no effect on pawn beauty. Each step of beauty adds {{+|}}/{{--|}}'''20%''' to the market value of a pawn, up to a limit of {{+|}}/{{--|}}'''40%''', in addition to any increases from installed [[Bionic]]s.&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat. [[Psychopath]]s do not gain any opinion boost from talking so it's worth trying to improve the beauty stat of pawns in regular contact with psychopaths to avoid constant social fights and insults.&lt;br /&gt;
&lt;br /&gt;
[[Romance]] success chances increase with beauty scores above 0, and decrease with beauty below 0 due to the effects on opinion. Positive beauty stats give an additional {{Good|x230%}} boost to the chances of forming a new [[romance]]. Negative beauty scores do not inflict any additional penalty beyond lower opinion.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
All beauty modifiers are cumulative meaning a pawn with {{+|1}} Beauty from the [[Pretty]] trait and {{+|1}} Beauty from the [[aesthetic nose]] {{RoyaltyIcon}} will have a total beauty of {{+|2}}. &lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[Disfigurement]] adds {{--|15}} opinion and while it doesn't affect the beauty stat of a pawn, it disables the effect of positive beauty on the pawn. Disfigurement stacks with the effect of negative beauty possibly leading to {{--|55}} opinion on a pawn with less than or equal to {{--|2}} beauty. As with beauty itself, [[kind]] pawns also ignore disfigurement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Effect&lt;br /&gt;
! Type&lt;br /&gt;
! Beauty Change&lt;br /&gt;
! Opinion Change&lt;br /&gt;
|-&lt;br /&gt;
! [[Beautiful]]&lt;br /&gt;
| [[Trait]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{+|40}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Pretty]]&lt;br /&gt;
| [[Trait]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{+|20}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Ugly]]&lt;br /&gt;
| [[Trait]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Staggeringly ugly]]&lt;br /&gt;
| [[Trait]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic nose]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{+|20}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic shaper]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{+|20}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Very attractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{+|40}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Attractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{+|20}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Unattractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|- &lt;br /&gt;
! [[Very unattractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Flesh tentacle]] {{AnomalyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Flesh whip]] {{AnomalyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Pawn beauty stat is now visible even when the value is zero.&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_mining_charge&amp;diff=180509</id>
		<title>Ancient mining charge</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_mining_charge&amp;diff=180509"/>
		<updated>2026-05-18T07:44:49Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Project|Ruins}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient mining charge&lt;br /&gt;
| image = Ancient mining charge.png&lt;br /&gt;
| description = An explosive device used to quickly blast through rock. It is made from refined chemfuel. The explosive is old, but still ready to detonate. &lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| mass base = 1&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1x1&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| constructable = false&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| deconstruct yield = 0 &lt;br /&gt;
| junk = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
The '''ancient mining charge''' is an explosive device found very frequently in [[Odyssey]]-related [[ruins]] along with the larger, immobile [[ancient explosives crate]]. It is useful for mining and demolition, but is also a potentially dangerous trap.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Despite the description listing &amp;quot;refined chemfuel&amp;quot; as a material of the charge, it can neither be crafted nor deconstructed. Ancient mining charges are only found in the following Odyssey-related sites:&lt;br /&gt;
* Ancient Chemfuel Refinery Explosives Room&lt;br /&gt;
* Ancient Chemfuel Refinery Workshop&lt;br /&gt;
* Ancient Ruins Frozen Lab&lt;br /&gt;
* Orbital Storeroom&lt;br /&gt;
* Orbital Ruins Storeroom&lt;br /&gt;
* Basic Asteroid&lt;br /&gt;
* Ancient Quarry&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Mining charge 1x1 AoE.png|thumb|left|The radius of the ancient mining charge]]&lt;br /&gt;
&lt;br /&gt;
When detonated, an ancient mining charge will begin to spark and emit a hissing sound for {{ticks|480}} before exploding, dealing 100 [[MiningBomb]] damage in a 3.9-tile radius. The final damage applied depends on the type of object. MiningBomb damage does {{Good|30x}} damage to impassable structures (like walls and ore), '''5x''' damage to passable ones and '''10x''' to plants, which is enough to destroy most walls and structures in a single detonation. For reference, mining charges destroy all ground-based [[mech_cluster]] turrets in one blast and never cause them to detonate afterwards. &lt;br /&gt;
&lt;br /&gt;
Mining charges are volatile, detonating instantly if destroyed, and igniting from any lesser amount of damage. They cannot be deconstructed or yield any resources when destroyed, but as the name implies, they have a unique utility when used for explosive mining operations, see below.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When encountered in ancient ruins by themselves, ancient mining charges are not much of a threat because of their long wick ignition time and small damage radius. However, they are more dangerous when found with the fixed 2x2 [[Ancient explosives crate]] buildings with a 5.9-tile explosion radius because of chain-reaction explosions. Additionally, fuel nodes, turrets, hostiles, intercepted shots and especially hunter drone traps can also trigger ancient mining charges.&lt;br /&gt;
&lt;br /&gt;
Ancient mining charges can be uninstalled by player-controlled colonists and workers and reinstalled elsewhere to be detonated. Additionally, ancient mining charges yield {{Good|100%}} (difficulty-adjusted) of resources from ore tiles destroyed by them, equivalent to a [[skill]] of 8 in mining. Aside from mining itself, all other damage types produce a minimum 1 resource from a mineable body, making mining charges potentially useful for a skill-insufficiency situation. [[Compacted plasteel]] and [[uranium ore]] have high enough hit points to require multiple charges. &lt;br /&gt;
&lt;br /&gt;
=== Placement for mining yield ===&lt;br /&gt;
[[File:Ancient mining charge max ores destroyed.png|thumb|left|Maximum number of ores that can be destroyed by a single charge (19)]]&lt;br /&gt;
&lt;br /&gt;
Explosive damage is absorbed by ores and other solid objects, so an ancient mining charge will not be able to clear out all ores in its explosion radius if some are blocking others, regardless of the max hit points of the ores. The maximum number of ore tiles that can be destroyed by one ancient mining charge is 20 if all the ores are on the perimeter of the charge's blast radius, but only 19 is realistically possible in a playthrough as there will need to be at least one gap in the ores in order for a pawn to place and detonate the charge.&lt;br /&gt;
&lt;br /&gt;
However, in order to achieve the shape for the maximum amount of ores destroyed in a single blast, a pawn will have to mine out a shape for the ancient mining charge. A simpler method would be to place the charge next to the ore without mining a space for it first, but the maximum amount of ore tiles blasted from a single charge in this way is only 7. Ancient mining charges cannot be bought or crafted, so maximizing the speed and value of limited charges is best with gold, silver or jade, high value, &amp;quot;soft&amp;quot; ores that don't drop limited-hp raw resources. [[Components]] should be collected and cleared between repeated detonations.&lt;br /&gt;
&lt;br /&gt;
=== Placement for combat purposes ===&lt;br /&gt;
Ancient mining charges deal 1,500 damage to [[fortified wall]]s, requiring 6 charges to destroy a wall. They can also be used to destroy buildings with high hit points like [[Crashed ship parts|psychic or defoliator ship]]s, but due to their infrequency on the planetary surface it may be more practical to use [[breach axe]]s instead. Minified Ancient mining charges are disarmed or otherwise stable and don't explode even when destroyed, so storing them for use in combat is practically safe. &lt;br /&gt;
&lt;br /&gt;
Ancient mining charges are not [[security]] traps, so they can be placed adjacent to [[IED]]s, more charges or used with other [[trap]]s for chain-reaction explosions.&lt;br /&gt;
&lt;br /&gt;
Ancient mining charges do enough damage to destroy most [[mech cluster]]{{RoyaltyIcon}} defenses and problem causers like [[auto charge turret]]s or [[psychic suppressor]]s with a single blast, and this makes them even more reliable than [[frag grenade]]s for precise destruction, because they pulverize everything in a controllable radius with consistent explosive power. &lt;br /&gt;
&lt;br /&gt;
Some cluster defenses still survive a single charge and are likely to detonate in a chain reaction immediately afterwards, or are unsafe because they can't be safely deactivated at all, like [[automortar]]s, [[unstable power cell]]s or filled [[mech capsule]]s respectively. Although installing them close to dormant mechs is likely to awaken them, Ancient mining charges are ideal for removing the remains of a mechanoid-emptied cluster under the cover of [[blind smoke]] and retrieving the useful remnants intact.&lt;br /&gt;
&lt;br /&gt;
[[Obelisk]]s{{AnomalyIcon}} will be instantly destroyed by two mining charges set off at the same time, preventing the effect at full activation.&lt;br /&gt;
&lt;br /&gt;
=== As a detonator === &lt;br /&gt;
Ancient mining charges do equal explosive damage to all tiles in their radius, and detonate instantly on destruction, making 'daisy-chain' explosives relatively safe and straightforward to setup.&lt;br /&gt;
&lt;br /&gt;
=== Roof Fall Trap ===&lt;br /&gt;
Ancient mining charges are ignited by thin collapsing roofs and have a larger radius than a high explosive IED, meaning a falling trap with a charge as its main sequence detonation can have a larger radius than a reusable one, or detonate multiple explosives in sequence. The larger radius also means that [[overhead mountain]] roof that are supported outside the range of a single tile can also be collapsed, potentially enclosing a cone of collapsed rocks with a hollow core. This could require a high-hp secondary explosive or a supporting tile capable of resisting the explosive (Note that collapsing roofs contain the explosion of a destroyed charge). Experimentation is encouraged. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The explosives expert backstory will have 1 ancient mining charge in the pawn's inventory.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - drops more than 1 mined resource from detonated ores, equivalent to mining yield{{Check Tag|What mining yield?}}&lt;br /&gt;
* [[Version/1.6.4630|1.6.4630]] - Fix: Some explosive buildings explode twice when the wick ends.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lore&amp;diff=180494</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lore&amp;diff=180494"/>
		<updated>2026-05-17T01:00:56Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Horax and the Void */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General. Also Ideology [[Ruins]], shared info on all game-host rimworlds, generated ideology and quest descriptions, archotech, and the starting scenarios. Also Horax. Known timeline. Boomshrooms-&amp;gt;Boomaniamls also odyssey generally, military info on power armor and xenotypes, datacards on tvs}}&lt;br /&gt;
The '''Lore''' of RimWorld is limited and is mostly interpreted from information provided in game. However several documents have been published outlining the lore for new players. Keep in mind that the lore is being updated and that later releases retcon old ones. Old lore is only presented here as a matter of interest. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom: .5em; float: none;  width: auto;&amp;quot; class=&amp;quot;toclimit-3&amp;quot;}}&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assorted Lore ==&lt;br /&gt;
This section includes lore from assorted sources, including [[backstories]], that is not included in the Revival Briefing.&lt;br /&gt;
=== Named Places ===&lt;br /&gt;
{{Recode|section=1|reason=Add a toggle to hide all the places that are just &amp;quot;Blah - exists&amp;quot; or &amp;quot;Blah = this planet type&amp;quot; - alternatively reformatting such that they don't get their own row without being more interesting}}&lt;br /&gt;
==== Worlds ====&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Planet Type !! Description&lt;br /&gt;
|- id=&amp;quot;Ticonderoga&amp;quot;&lt;br /&gt;
! Ticonderoga &lt;br /&gt;
| Unknown &lt;br /&gt;
| A planet populated with tribals and mountains.&amp;lt;ref name=&amp;quot;Jon&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Jonathan Craig|Jonathan 'Jon' Craig]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Aracena VI&amp;quot;&lt;br /&gt;
! Aracena VI &lt;br /&gt;
| Feudalworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;&amp;gt;RulePacks_Book_Descriptions.xml - World names book description generation strings&amp;lt;/ref&amp;gt;&lt;br /&gt;
| A planet with the Novo Mosteiro dos Jerónimos monastery on it, at least 2 continents and alcohol prohibition leading to the rise of bootleggers.&amp;lt;ref name=&amp;quot;Oahnip&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Vitor Pinhao|Vitor 'Oahnip' Pinhao]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Rural Pen’The&amp;quot;&lt;br /&gt;
! Rural Pen’The &lt;br /&gt;
| Unknown&lt;br /&gt;
| A lucrative spice mining colony.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Benn Tannen|Benn 'Ben' Tannen]]&amp;lt;/ref&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' This is likely a reference to Rura Penthe, the penal colony from 1954 Disney film &amp;quot;20,000 Leagues Under the Sea&amp;quot; or the Klingon penal planetoid named after it in the Star Trek universe.''&lt;br /&gt;
|- id=&amp;quot;Khalderia&amp;quot;&lt;br /&gt;
! Khalderia &lt;br /&gt;
| [[#Midworld|Midworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A world with towering forests and fern farmers. The seedy underworld of racing, illegal speeder racing, zipping in and out of the massive canopies and gorgeous vistas of the world occurred here.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Russell Shackleford|Russell 'Rusty' Shackleford]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Earth&amp;quot;&lt;br /&gt;
! Earth &lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A planet, from which all known naturally evolved life originated. Humanity's diaspora from Earth occurred 3400 years before the Cryptosleep Debriefing, or in the year 2100 CE assuming the Debriefing is contemporaneous with the beginning of the game in 5500.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;&amp;gt;[[#Cryptosleep Revival Briefing|Cryptosleep Revival Briefing]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Euterpe&amp;quot;&lt;br /&gt;
! Euterpe &lt;br /&gt;
| [[#Urbworld|Urbworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A planet that hosted people awakening from long periods of cryptosleep. Also had an Ordo Historia archive on-world.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Euterpe was one of the Muses in Greek mythology, presiding over music, and later, lyric poetry. 27 Euterpe is also the name of an asteroid in the Inner Asteroid Belt, and one of the brightest asteroids in the night sky''&lt;br /&gt;
|- id=&amp;quot;Sorne&amp;quot;&lt;br /&gt;
! Sorne &lt;br /&gt;
| [[#Animal world|Animal world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| The original homeworld of the [[insectoid]]s, before being captured, genetically modified, and vat-grown by interstellar entrepreneurs for use as weapons, and exported to other worlds by parties unknown. As all seemingly-alien life is claimed to have originated on Earth, it is possible that the original pre-weaponization Sorne Geneline evolved from Earth life on the planet, or were already genetically engineered for some reason before being modified again.&amp;lt;ref name=&amp;quot;Insectoid Faction Description&amp;quot;&amp;gt;[[Insectoid]] Faction Description&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Carthago&amp;quot;&lt;br /&gt;
! Carthago&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' This is likely a reference to Carthage, an ancient empire that fought the Roman Republic during the Punic Wars. The Romans famously destroyed Carthage and apocryphally sowed the land with salt to prevent habitation. The specific form of the name harkens to the phrase &amp;quot;Carthago delenda est&amp;quot; a phrase used by Cato the Elder to advocate for the destruction of Carthage. Both are fitting references for a deathworld.''&lt;br /&gt;
|- id=&amp;quot;Rayth&amp;quot;&lt;br /&gt;
! Rayth&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Spectra&amp;quot;&lt;br /&gt;
! Spectra &lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Grimcore&amp;quot;&lt;br /&gt;
! Grimcore&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;JNovahex&amp;quot;&lt;br /&gt;
! JNovahex{{Sic}}&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Amen-Ti&amp;quot;&lt;br /&gt;
! Amen-Ti &lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A glitterworld planet. Capital of the Star Empire, which maintains a military called Starforce which trains its cadets at the Star Academy. Fields Manned Fighters launched from Carrier Ships, and has been involved in at least 3 wars against &amp;quot;more advanced aggressor cultures&amp;quot;.&amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Sam Wissa|Sam 'Nerhesi' Wissa]]&amp;lt;/ref&amp;gt; Relationship with [[#Rogia|Rogia]], another glitterworld which also hosts a &amp;quot;Starforce&amp;quot;, is unknown. It is possible that they are part of the same Star Empire.&lt;br /&gt;
|- id=&amp;quot;Kalthas IV&amp;quot;&lt;br /&gt;
! Kalthas IV &lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
| A planet with elite training school for socially gifted students on it.&amp;lt;ref name=&amp;quot;Darkeye&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Matis Saro|Matis 'Darkeye' Saro]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Utmaior&amp;quot;&lt;br /&gt;
! Utmaior&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&lt;br /&gt;
| A glitterworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Presumably the location of [[#Utmaior Academy|Utmaior Academy]].&lt;br /&gt;
|- id=&amp;quot;Kenerella&amp;quot;&lt;br /&gt;
! Kenerella&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&lt;br /&gt;
| A glitterworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Caspian&amp;quot;&lt;br /&gt;
! Caspian&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&lt;br /&gt;
| A glitterworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Presumably the location of the [[#Caspian School of Engineering|Caspian School of Engineering]].&lt;br /&gt;
|- id=&amp;quot;Dedchenko&amp;quot;&lt;br /&gt;
! Dedchenko&lt;br /&gt;
| [[#Iceworld|Iceworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| An iceworld planet.&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to the Vanch-Yakh Glacier, a large glacier in Tajikistan previously known as the Fedchenko Glacier prior to 2023. &lt;br /&gt;
|- id=&amp;quot;Baltoro&amp;quot;&lt;br /&gt;
! Baltoro&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to Baltoro Glacier in Pakistan, one of the longest glaciers outside the polar regions.''&lt;br /&gt;
|- id=&amp;quot;Furtwale&amp;quot;&lt;br /&gt;
! Furtwale&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Given the naming convention used for other Iceworlds, may be a reference to Furtwängler Glacier in Tanzania.''&lt;br /&gt;
|- id=&amp;quot;Jaqua&amp;quot;&lt;br /&gt;
! Jaqua&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Christensen&amp;quot;&lt;br /&gt;
! Christensen&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to Christensen Glacier in South Georgia, a part of the British Overseas Territory of South Georgia and the South Sandwich Islands.''&lt;br /&gt;
|- id=&amp;quot;Barnes&amp;quot;&lt;br /&gt;
! Barnes&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to Barnes Glacier in Antarctica.''&lt;br /&gt;
|- id=&amp;quot;La Grand&amp;quot;&lt;br /&gt;
! La Grand&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Dalles&amp;quot;&lt;br /&gt;
! Dalles&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Twig Falls&amp;quot;&lt;br /&gt;
! Twig Falls&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Old Boise&amp;quot;&lt;br /&gt;
! Old Boise&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Devil's Gate&amp;quot;&lt;br /&gt;
! Devil's Gate&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Laramiere&amp;quot;&lt;br /&gt;
! Laramiere&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Corliss&amp;quot;&lt;br /&gt;
! Corliss&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Borassic&amp;quot;&lt;br /&gt;
! Borassic&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Savery II&amp;quot;&lt;br /&gt;
! Savery II&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Heron&amp;quot;&lt;br /&gt;
! Heron&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Malmesburi&amp;quot;&lt;br /&gt;
! Malmesburi&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Possibly a reference to Malmesbury, an English town that was the site of early textile industrialization.''&lt;br /&gt;
|- id=&amp;quot;Architonnerre&amp;quot;&lt;br /&gt;
! Architonnerre&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a direct reference to the Architonnerre, a steam-powered cannon described in the papers of Leonardo da Vinci but that he attributed to Archimedes.&lt;br /&gt;
|- id=&amp;quot;Escapement&amp;quot;&lt;br /&gt;
! Escapement&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Escapements are a type of mechanic linkage used in analogue watches and clocks, a fitting reference given the association between steampunk and clockwork''&lt;br /&gt;
|- id=&amp;quot;Xaroh&amp;quot;&lt;br /&gt;
! Xaroh&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Xaroh is [[Horax]] backwards. Horax is an archotech, while Xaroh is a transcendent world and therefore likely created by an archotech taking over the planet and incorporating it into itself, however how or even if the two are otherwise related is unknown. &amp;lt;!--Xaroh may represent an opponent to Horax as his mirror image, it may be a place he previously incorporated which was named after him, it may be from before his interaction with the Void and the reversal of his name representing a twisting of his original iteration to what he is now, or they may be entirely unrelated. --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Immanence VI&amp;quot;&lt;br /&gt;
! Immanence VI&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Qabba&amp;quot;&lt;br /&gt;
! Qabba&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Einsof&amp;quot;&lt;br /&gt;
! Einsof&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Mitvo&amp;quot;&lt;br /&gt;
! Mitvo&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Samydi&amp;quot;&lt;br /&gt;
! Samydi&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Samsarr&amp;quot;&lt;br /&gt;
! Samsarr&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Ceti V&amp;quot;&lt;br /&gt;
! Ceti V &lt;br /&gt;
| [[#Glassworld|Glassworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A planet with an assassin's guild.&amp;lt;ref name=&amp;quot;Darkeye&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Thebes XIV&amp;quot;&lt;br /&gt;
! Thebes XIV&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Naga&amp;quot;&lt;br /&gt;
! Naga&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Merv&amp;quot;&lt;br /&gt;
! Merv&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Given the identical pronunciation and link to weapons of mass destruction, likely a reference to MIRVs, or multiple independently targetable reentry vehicle, a payload for ballistic missiles in which several warheads capable to each targeting a different location are carried by one missile. The concept is almost invariably associated with intercontinental ballistic missiles carrying thermonuclear warheads,''&lt;br /&gt;
|- id=&amp;quot;Perse&amp;quot;&lt;br /&gt;
! Perse&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Shechem&amp;quot;&lt;br /&gt;
! Shechem&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Shechem was the name of an ancient Canaanite city. The relevance of this is unknown.''&lt;br /&gt;
|- id=&amp;quot;Yelhazor&amp;quot;&lt;br /&gt;
! Yelhazor&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Tel Hazor is an archeological site located in modern Israel. While the names do not match, the similarity of the names, the proximity of the Y &amp;amp; T keys, and the references to [[#Shechem|Shechem]] as a similar site in the same source makes the similarity bear noting.''&lt;br /&gt;
|- id=&amp;quot;Avenna&amp;quot;&lt;br /&gt;
! Avenna&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Essalon&amp;quot;&lt;br /&gt;
! Essalon&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=Enike&amp;quot;&lt;br /&gt;
! Enike&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Adocia&amp;quot;&lt;br /&gt;
! Adocia&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;N'toch&amp;quot;&lt;br /&gt;
! N'toch&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=Barca&amp;quot;&lt;br /&gt;
! Barca&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Puobell&amp;quot;&lt;br /&gt;
! Puobell&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to &amp;quot;poubelle&amp;quot;, a French word meaning garbage can.''&lt;br /&gt;
|- id=&amp;quot;Deni IX&amp;quot;&lt;br /&gt;
! Deni IX&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Garbsh&amp;quot;&lt;br /&gt;
! Garbsh&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' A portmanteau of &amp;quot;'''Garb'''age&amp;quot; and &amp;quot;Tra'''sh'''&amp;quot;.''&lt;br /&gt;
|- id=&amp;quot;Tra'age&amp;quot;&lt;br /&gt;
! Tra'age&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' A portmanteau of &amp;quot;'''Tra'''sh&amp;quot; and &amp;quot;Garb'''age'''&amp;quot;.''&lt;br /&gt;
|- id=&amp;quot;Reepsyk&amp;quot;&lt;br /&gt;
! Reepsyk&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' May be a reference to Resyk of Judge Dredd comics, itself a euphemistic reference to the &amp;quot;recycling&amp;quot; of biomatter including human corpses.''&lt;br /&gt;
|- id=&amp;quot;Mystras&amp;quot;&lt;br /&gt;
! Mystras&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Destria&amp;quot;&lt;br /&gt;
! Destria&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Given the name, presumably involved in the [[#Inner Destrian War|Inner Destrian War]] as either a battlefield or belligerent.&amp;lt;ref name=&amp;quot;Stonejaw&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Chad Walcenville|Chad 'Stonejaw' Walcenville]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Trophic&amp;quot;&lt;br /&gt;
! Trophic&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Matrio&amp;quot;&lt;br /&gt;
! Matrio&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Samen&amp;quot;&lt;br /&gt;
! Samen&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Xinthia&amp;quot;&lt;br /&gt;
! Xinthia&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Ferbine&amp;quot;&lt;br /&gt;
! Ferbine&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Callos IX&amp;quot;&lt;br /&gt;
! Callos IX&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Presumably the site of the [[#Callos IX incident|Callos IX incident]],&amp;lt;ref name=&amp;quot;Doc&amp;quot;/&amp;gt; which may be the reason it is now a [[#Deadworld|deadworld]].&lt;br /&gt;
|- id=&amp;quot;Haspia&amp;quot;&lt;br /&gt;
! Haspia&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; See [[#Haspian monk|Haspian monk]]. &lt;br /&gt;
|- id=&amp;quot;Gost IV&amp;quot;&lt;br /&gt;
! Gost IV&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' GOST 4 is a Russian protection rating for ballistic armor. It is unknown if this is relevant''&lt;br /&gt;
|- id=&amp;quot;Berimund&amp;quot;&lt;br /&gt;
! Berimund&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Ardar&amp;quot;&lt;br /&gt;
! Ardar&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Kremhild&amp;quot;&lt;br /&gt;
! Kremhild&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Melisandz&amp;quot;&lt;br /&gt;
! Melisandz&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Irithir&amp;quot;&lt;br /&gt;
! Irithir &lt;br /&gt;
| [[#Indworld|Indworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A trading hub planet.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#William Gregory-Heap|William Gregory-Heap]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;New China&amp;quot;&lt;br /&gt;
! New China &lt;br /&gt;
| [[#Indworld|Indworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| Planet.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Yutong Li|Yutong 'Li' Li]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Hudders&amp;quot;&lt;br /&gt;
! Hudders&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Iver&amp;quot;&lt;br /&gt;
! Iver&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Achesta&amp;quot;&lt;br /&gt;
! Achesta&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Oods&amp;quot;&lt;br /&gt;
! Oods&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Iladelf&amp;quot;&lt;br /&gt;
! Iladelf&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;!--Ph-iladelp-ia?--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Pichu&amp;quot;&lt;br /&gt;
! Pichu&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&lt;br /&gt;
| A ruinworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Most of the ruinworlds in this source are references to ancient, ruined cities. This is most likely a reference to Machu Pichu, the famous ruined Incan citadel.''&lt;br /&gt;
|- id=&amp;quot;Perdida&amp;quot;&lt;br /&gt;
! Perdida&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&lt;br /&gt;
| A ruinworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Most of the ruinworlds in this source are references to ancient, ruined cities. Perdida is Spanish for lost, but given the theme in the naming of ruinworlds, it likely specifically a reference to Ciudad Perdida, a ruined pre-Columbian city near Santa Marta, Colombia''&lt;br /&gt;
|- id=&amp;quot;Hisarlik&amp;quot;&lt;br /&gt;
! Hisarlik&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&lt;br /&gt;
| A ruinworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Most of the ruinworlds in this source are references to ancient, ruined cities. Hisarlık is the modern-day location of the ruins of Troy, the city famously, and possibly apocryphally, besieged by the Greeks during the Trojan War.''&lt;br /&gt;
|- id=&amp;quot;Helike&amp;quot;&lt;br /&gt;
! Helike&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&lt;br /&gt;
| A ruinworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Most of the ruinworlds in this source are references to ancient, ruined cities. Helike is the name of ancient Greek city-state, destroyed by a tsunami, and whose ruins were rediscovered in 2001.''&lt;br /&gt;
|- id=&amp;quot;Cerospor&amp;quot;&lt;br /&gt;
! Cerospor &lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Cerospor is also a brand name used for a form of antibiotics.''&lt;br /&gt;
|- id=&amp;quot;Scylla&amp;quot;&lt;br /&gt;
! Scylla&lt;br /&gt;
| [[#Toxicworld|Toxicworld]]&lt;br /&gt;
| A toxicworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Scylla is a character from Greek myth, originally a naiad but turned into a monster when poison was poured into the water in which she was bathing.''&lt;br /&gt;
|- id=&amp;quot;Thylacine&amp;quot;&lt;br /&gt;
! Thylacine&lt;br /&gt;
| [[#Animal world|Animal world]]&lt;br /&gt;
| An animal world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Thylacines, also known as the Tasmanian tiger or Tasmanian wolf, are a type of extinct carnivorous marsupial that was native to Australia and Papua New Guinea. Given the resurrection of other extinct species by genetic engineering, this may indicate that this planet was used for this purpose and that is why it was kept an animal world.''&lt;br /&gt;
|- id=&amp;quot;Jiai&amp;quot;&lt;br /&gt;
! Jiai&lt;br /&gt;
| [[#Animal world|Animal world]]&lt;br /&gt;
| An animal world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Jiai is a transliteration of 慈愛, the Japanese word for Charity or Compassion. The relevance of this, if any, is unknown.''{{Check Tag|Japanese language check|Someone with real knowledge of the language should check this.}}&lt;br /&gt;
|- id=&amp;quot;Aukton&amp;quot;&lt;br /&gt;
! Aukton&lt;br /&gt;
| [[#Animal world|Animal world]]&lt;br /&gt;
| An animal world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Steller's World&amp;quot;&lt;br /&gt;
! Steller's World&lt;br /&gt;
| [[#Animal world|Animal world]]&lt;br /&gt;
| An animal world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Sophiamunda&amp;quot;&lt;br /&gt;
! Sophiamunda {{RoyaltyIcon}}&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Royalty Places&amp;quot;&amp;gt;Royalty Places.xml&amp;lt;/ref&amp;gt;&lt;br /&gt;
| A techno-feudal world with castles and palaces. Native Sophians work as knights, squires, dukes, maids, and swordsmiths. Revolutionists and their rebels sometimes attack those living there. People carry [[warhammer]]s and [[persona plasmasword]]s as personal weapons. [[Orbital mech cluster targeter]]s, bio-engineered plagues, and armies of fallen knights have been deployed there. Described in code-comments as ''Sophiamunda is the shattered empire's home world.'' Generally the canonicity of such comments is unclear, though in this instance it directly agrees with other sources. &amp;lt;ref name=&amp;quot;Royalty Places&amp;quot;/&amp;gt; This information listed here is limited to that listed in the places file, for more information see: [[#Empire|Empire]].&lt;br /&gt;
|- id=&amp;quot;Oubanyen&amp;quot;&lt;br /&gt;
! Oubanyen&lt;br /&gt;
| Jungle world&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;/[[#Dino-world|Dino-world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A steamy jungle world with tree-top villages, hill-top ziggurats, city temples, and shaman caves. Native Oubanyeni work as Shamans, hunters, fishers, gatherers and [[goat]]herds. Tree-harvesters and their henchmen sometimes attack those living there. People carry [[pila]] and [[ikwa]] as personal weapons. Lethal [[psychic drone]]s and neurotoxin bombs have been deployed there. Described in code-comments as ''A steamy world of wet jungles, strange tribes with psychic powers'', however the canonicity of such comments is unclear.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Chelis&amp;quot;&lt;br /&gt;
! Chelis&lt;br /&gt;
| Arid world&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Medieval world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| An arid world with moisture farms, parch-towns, water centres and high lifehalls. Native Chelisi work as water gatherers, lizardskinners, oasis seekers, cactus gatherers and scav-herders. Chiefs and their sand-warriors sometimes attack those living there. People carry sand-arrows and cactus-clubs as personal weapons. Archotech-induced sandstorms and spikelizard stampedes have been deployed there. Described in code-comments as ''An arid world of moisture-farming tribes'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Ilwaba&amp;quot;&lt;br /&gt;
! Ilwaba&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A regrown ruin-world with skyscraper villages, highway trade-posts, blast-land oases, and houses of regrowth. Native Ilwabans work as crete-farmers, path-makers, artifact hunters, tunnelwalkers, and artifact restorers. Crypto-leaders and their crypto-soldiers sometimes attack those living there. People carry scrap-swords and jag-dagger as personal weapons. Dug-up nukes and ancient poison bombs have been deployed there. Described in code-comments as ''A regrown deathworld where tribes live among overgrown cities'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Boccocarro&amp;quot;&lt;br /&gt;
! Boccocarro&lt;br /&gt;
| Shell-world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A cavernous shell-world with surface tunnels, fungus caverns, drip-wells, and speech-halls. Native Boccin work as miners, fungus growers, surface scavengers, community cooks, and frog-hunters. Mine hypervisor and their abyssal marines sometimes attack those living there. People carry pickaxes and hydraulic crossbows as personal weapons. Seismic quake-generation devices and blackpowder bombs have been deployed there. Described in code-comments as ''A subterranean world with vast caverns and a baked, inhospitable surface. Many factious but isolated city-states'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Nuchadus&amp;quot;&lt;br /&gt;
! Nuchadus&lt;br /&gt;
| Volcano-world&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Feudalworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A dim volcano-world with basalt islands, caldera laketowns, dirigible villages, and thermal fortresses. Native nuchadeans work as seismologists, lava-snail farmers, tank-tread repairers, and airborne scouts. Lava lords and their stygian soldiers sometimes attack those living there. People carry obsidian daggers and harpoon rifles as personal weapons. Chem-warfare bombs and archotech-induced volcano eruptions have been deployed there. Described in code-comments as ''A chaotic volcanic world far from the sun, covered with lava flows and black sand dunes. There are nomads and movable cities'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Zoutera&amp;quot;&lt;br /&gt;
! Zoutera&lt;br /&gt;
| [[#Dino-world|Dino-world]]&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;/Animal world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A grassy dino-world with trading outposts, trent villages, mammoth burial grounds, and hill-top forts. Native Zoutin work as dino-riders, [[muffalo]]-herders, hunters, and toughleather makers. Tusk-kings and their tusk-warriors sometimes attack those living there. People carry bamboo staves and hunt-bomb arrows as personal weapons. Fertilizer bombs and stampeding herds of ankylosaurs, blue mammoths, and novoraptors have been deployed there. Described in code-comments as ''A grassy planet populated by megafauna'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Wavia&amp;quot;&lt;br /&gt;
! Wavia&lt;br /&gt;
| Oceanic world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| An oceanic planet with trading atolls, floating villages, seaweed refineries, and capitol bridges. Native Wavians work as fishers, pearl divers, sail makers, captains, and sea-grass gatherers. Whaler admirals and their whaler-marines sometimes attack those living there. People carry harpoons and barbed nets as personal weapons. High-yield torpedoes and baited deep-kraken and Wavian leviathans have been deployed there. Described in code-comments as ''A water world dotted with atolls and floating seaweed'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to the 1995 post-apocalyptic action film 'Waterworld'.''&lt;br /&gt;
|- id=&amp;quot;Bagua 5&amp;quot;&lt;br /&gt;
! Bagua 5&lt;br /&gt;
| Junkyard planet&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Trashworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A junkyard planet with fortified scrapyards, rainwater processing plants, scrap-towns and trader spaceports. Native Bagucinquans work as scavengers, traders, tinkerers, guards, and scrappers. Junk lords and their metal-heads sometimes attack those living there. People carry pipe rifles and scrap-swords as personal weapons. Salvaged nukes and rust viruses have been deployed there. Described in code-comments as ''A junkyard planet of crashed ships, broken machinery, scavengers and traders'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' &amp;quot;Bagua&amp;quot; is the name of eight symbols used in Taoist cosmology and of a province of Peru - it is unclear if either etymology of the name is correct. The &amp;quot;-cinquan&amp;quot; suffix of the demonym simply comes from the French term for five - the inhabitants are literally &amp;quot;Bagua-5-ans&amp;quot;.''&lt;br /&gt;
|- id=&amp;quot;Rhydell&amp;quot;&lt;br /&gt;
! Rhydell{{IdeologyIcon}}&lt;br /&gt;
| Forest moon&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;/[[#Animal world|Animal world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A savage forest moon with converted dropships, low-shielded encampments, communication centers, and armored habitats. Native Rhydellians work as frontier botanists, trophy hunters, medics, camp cooks, and biolab engineers. Deepcorp executives and their deepcorp enforcers sometimes attack those living there. People carry [[sniper rifle]]s and machetes as personal weapons. Plant-derived neurotoxin gas and orbital laser strikes have been deployed there. Described in code-comments as ''A forest moon filled valuable flora and with dangerous predators'', however the canonicity of such comments is unclear.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; Its secondary description as an animal world is confusing given that people apparently are living on the world, however it may indicate that it was simply an animal world in the past or that that full colonisation efforts have not begun.&lt;br /&gt;
|- id=&amp;quot;Iwamura&amp;quot;&lt;br /&gt;
! Iwamura{{IdeologyIcon}}&lt;br /&gt;
| Stony asteroid&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A stony asteroid with market capsules, warehouse capsules, docking piers, and station bridges. Native Iwamurian work as life-support engineers, merchants, flight controllers, zero-g athletes, and radio hosts. Mega-corp CEOs and their rent-a-cops sometimes attack those living there. People carry [[charge rifle]]s and welding torches as personal weapons. Aerosolized toxins, life-support sabotage viruses and EMP strikes to the life support systems have been deployed there. Described in code-comments as ''Iwamura is a stony asteroid housing a large trading hub'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Novaroma&amp;quot;&lt;br /&gt;
! Novaroma{{IdeologyIcon}}{{BiotechIcon}}&lt;br /&gt;
| Planetoid/[[#Coreworld|Coreworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A planetoid with ministries of permits, gated suburbs, over-cities, undercities, and megacity overhalls. Native novaromans work as clerks, officials, food couriers, taxi drivers, and retail workers. High-underlords and their undertroops sometimes attack those living there. People carry [[revolver]]s and [[knife|knives]] as personal weapons. Seismic quake-generation devices, cluster bombs, and nuclear suitcase-bombs have been deployed there. Described in code-comments as ''[...] a planetoid covered in a vast city, ruled by a bureaucracy'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; The line of [[highmates]] found on the colony's rimworld fit the fashions of Novaroma.&amp;lt;ref&amp;gt;[[Highmate]] [[xenotype]] description&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' The name translates to New Rome in Latin.''&lt;br /&gt;
|- id=&amp;quot;Filson&amp;quot;&lt;br /&gt;
! Filson&lt;br /&gt;
| Farm-world&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Feudalworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Rimworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A rural farm-world with fertilizer processing plants, mega-granaries, water-bore sites, and town halls. Native Filsoners work as farm hands, fruit pickers, transport drivers, school teachers, and soil engineers. Landowners and their militia sometimes attack those living there. People carry rifles and scythes as personal weapons. Fertilizer bombs, weaponized pesticide sprays and space lenses have been deployed there. Described in code-comments as ''[...] a rural planet of vast agriculture plots and territorial landowners'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Creticon&amp;quot;&lt;br /&gt;
! Creticon{{IdeologyIcon}}&lt;br /&gt;
| [[#Deathworld|Deathworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A blasted death-world with bunkers, caverns, ice-shelters, and director's bunkers. Native Creticonians work as water-recycler repairers, algae farmers, doctors, teachers, militia commanders, and shuttle pilots. Warlords and their mercenaries sometimes attack those living there. People carry [[autopistol]]s and [[LMG]]s as personal weapons. Shoulder-mounted nuclear missiles, orbital bombardments, chemical bombs, and hacked mechanoids have been deployed there. Described in code-comments as ''[...] a high-tech death-world where everyone lives in bunkers'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Yttak&amp;quot;&lt;br /&gt;
! Yttak{{IdeologyIcon}}{{BiotechIcon}}&lt;br /&gt;
| Ice-moon&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Icy planet&amp;lt;ref name=&amp;quot;Yttakin pirates&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Iceworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;/[[#Prison planet|Prison world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| An ice-moon prison with meal halls, guard barracks, detention centers, and warden's office complex. Native Yttaki are detainees and escapees, or work as guards, maintenance workers, and transport drivers. Prison wardens and their corrupt guards sometimes attack those living there. People carry shivs and SMGs as personal weapons. Improvised chemical bombs and orbital laser strikes have been deployed there. Described in code-comments as ''[...] a frigid ice-moon prison colony'', however the canonicity of such comments is unclear.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; The [[#Yttakin|Yttakin]] xenohumans were first engineered to populate Yttak and they've since spread to other worlds.&amp;lt;ref name=&amp;quot;Yttakin pirates&amp;quot;&amp;gt;[[Yttakin pirates]] [[faction]] description&amp;lt;/ref&amp;gt; Yttak is alternately referred to as a moon,&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; a planet,&amp;lt;ref name=&amp;quot;Yttakin pirates&amp;quot;/&amp;gt; and a world&amp;lt;ref&amp;gt;[[Yttakin]] [[xenotype]] description&amp;lt;/ref&amp;gt; which could apply to either. It is unclear which is canonically correct. Given the pronunciation of Yttakin as &amp;quot;ee-ta-keen&amp;quot;,&amp;lt;ref name=&amp;quot;Biotech Preview 4&amp;quot;&amp;gt;[https://store.steampowered.com/news/app/294100/view/3319740412995643281 Biotech Preview #4] Steam Announcement&amp;lt;/ref&amp;gt; the name of the world is likely pronounced &amp;quot;Ee-tak&amp;quot;.&lt;br /&gt;
|- id=&amp;quot;Kemia&amp;quot;&lt;br /&gt;
! Kemia{{IdeologyIcon}}&lt;br /&gt;
| Toxic [[#War-world|war-world]]&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A toxic war-world with slums, tunnel colonies, undertowns, and city lordhouses. Native Kemian work as street sweepers, cleanup engineers, protein farmers, taxi drivers, and weapons builders. Poison lords and their venom-soldiers sometimes attack those living there. People carry gas bombs and toxic flamethrowers as personal weapons. Nuclear dirty bombs, bio-engineered plagues, and penetrating toxic bombs have been deployed there. Described in code-comments as ''[...] a toxic, overcrowded world with an oppressive government'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Rogia&amp;quot;&lt;br /&gt;
! Rogia&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A glitter-tech world with medical institutes, space elevators, robotics factories, and a planetary capitol. Native Rogians work as starforce cadets, artisan farmers, social-media prodigies, zero-g athletes, and glitter-tech smugglers. Corrupt bureaucrats and their bionic guards sometimes attack those living there. People carry [[charge lance]]s and [[persona monosword]]s as personal weapons. Antimatter warheads, weaponized computer viruses, and remote-controlled mechanoid workers have been deployed there. Described in code-comments as ''[...] a world of windy prairies and towering glitter-tech cities'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; Relationship with [[#Amen-Ti|Amen-Ti]], another glitterworld which also hosts a &amp;quot;Starforce&amp;quot;, is unknown. It is possible that they are part of the same Star Empire, of which Amen-Ti is the capital.&lt;br /&gt;
|- id=&amp;quot;Xanides&amp;quot;&lt;br /&gt;
! Xanides{{IdeologyIcon}}&lt;br /&gt;
| Mineral-planet&lt;br /&gt;
| An exploited mineral-planet with strip mines, ore refineries, nutrient paste cafeterias, and oxygen depots. Native Xanidians work as miners, supervisors, technicians, mechanics, and life support engineers. Mine-crop bosses and their mine-corp troops sometimes attack those living there. People carry electro-batons and [[autopistol]]s as personal weapons. Blasting charges and EMP strikes to the life support systems have been deployed there. Described in code-comments as ''a small strip-mining planet with a thin atmosphere'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Lutuni&amp;quot;&lt;br /&gt;
! Lutuni{{IdeologyIcon}}&lt;br /&gt;
| [[#Coreworld|Coreworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A rainforest paradise with augmentation clinics, hyper-yachts, zero-g stadia, and space elevator complexes. Native Luntuni work as tourist guides, zero-g performers, [[luciferium]] distributors, virtual celebrities, and shuttle pilots. Entertainment moguls and their enforcers sometimes attack those living there. People carry vibro-knives and charge pistols as personal weapons. Structural disintegration bacterium and smuggled [[orbital bombardment targeter]]s have been deployed there. Described in code-comments as ''a rainforest paradise and glitterworld tourist destination'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Zartza&amp;quot;&lt;br /&gt;
! Zartza&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Given the name, presumably involved in the [[#Xennoa-Zartza War|Xennoa-Zartza War]] as either a battlefield or belligerent.&amp;lt;ref name=&amp;quot;Harris&amp;quot;/&amp;gt; It is unknown whether the planet was a deathworld before the conflict. &lt;br /&gt;
|- id=&amp;quot;Vinna&amp;quot;&lt;br /&gt;
! Vinna&lt;br /&gt;
| [[#Medieval world|Medieval world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
| A medieval world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; with raiders, mudlands, and a number of settlements.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Ida Painstingle|Ida 'Ida' Painstingle]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Cormora Prime&amp;quot;&lt;br /&gt;
! Cormora Prime&lt;br /&gt;
| [[#Coreworld|Coreworld]]&lt;br /&gt;
| A coreworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' May be a reference to Gomorrah, a biblical city destroyed by God for its wickedness, or the Comorra, an Italian Mafia organization and criminal society.''&lt;br /&gt;
|- id=&amp;quot;Glossolia&amp;quot;&lt;br /&gt;
! Glossolia&lt;br /&gt;
| [[#Coreworld|Coreworld]]&lt;br /&gt;
| A coreworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' May be a reference to Glossolalia, commonly called &amp;quot;speaking in tongues&amp;quot;, the practice of uttering words or speech-like sounds believed by some to have religious meaning.''&lt;br /&gt;
|- id=&amp;quot;Barbaros&amp;quot;&lt;br /&gt;
! Barbaros&lt;br /&gt;
| [[#Coreworld|Coreworld]]&lt;br /&gt;
| A coreworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Means &amp;quot;Barbarians&amp;quot; in Spanish, also possibly a reference to the famous corsair Hayreddin Barbarossa or the Holy Roman Emperor, Frederick Barbarossa.''&lt;br /&gt;
|- id=&amp;quot;Atura&amp;quot;&lt;br /&gt;
! Atura&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; May be the location of [[#Atura station|Atura station]].&lt;br /&gt;
|- id=&amp;quot;Ranomi&amp;quot;&lt;br /&gt;
! Ranomi&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Taxlos&amp;quot;&lt;br /&gt;
! Taxlos&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Aryn Sigma&amp;quot;&lt;br /&gt;
! Aryn Sigma&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Aesh 265&amp;quot;&lt;br /&gt;
! Aesh 265&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Widdershins&amp;quot;&lt;br /&gt;
! Widdershins&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Widdershins is a term meaning to go counterclockwise, to walk around an object by always keeping it on the left, or to take a course opposite the apparent motion of the sun. It is also associated with being unlucky. The relevance, such as whether it describes the orbit of the asteroid, is unknown.''&lt;br /&gt;
|- id=&amp;quot;Einio&amp;quot;&lt;br /&gt;
! Einio&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Einio is the name of an Einiosaurus, a ceratopsian, in the Nintendo game series Fossil Fighters in which fossils of prehistoric animals are revived and have powers as a result. It is unclear whether the name is a reference specifically to the series or simply to the real ceratopsian, if either.''&lt;br /&gt;
|- id=&amp;quot;Baryonyx&amp;quot;&lt;br /&gt;
! Baryonyx&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Baryonyx is a genus of theropod dinosaur, as well as the common name used to refer to the Baryonyx walkeri species.''&lt;br /&gt;
|- id=&amp;quot;Venator&amp;quot;&lt;br /&gt;
! Venator&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Venator means hunter in Latin, which is already a fitting name for a dino-world, however it is also used in the construction of a number of dinosaur names including the carnivorous theropod dinosaurs the Neovenator and Viavenator.''&lt;br /&gt;
|- id=&amp;quot;N'cilo&amp;quot;&lt;br /&gt;
! N'cilo&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Brach&amp;quot;&lt;br /&gt;
! Brach&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' The name may be a reference to Brachiosaurus, a genus of sauropod dinosaur.''&lt;br /&gt;
|- id=&amp;quot;Mauro&amp;quot;&lt;br /&gt;
! Mauro &lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Oxy VI&amp;quot;&lt;br /&gt;
! Oxy VI &lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Imbatus&amp;quot;&lt;br /&gt;
! Imbatus &lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Soleno&amp;quot;&lt;br /&gt;
! Soleno&lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Sangwine&amp;quot;&lt;br /&gt;
! Sangwine&lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Sangwine is an obsolete spelling of Sanguine, a term meaning both &amp;quot;pertaining to blood&amp;quot; and &amp;quot;optimistic&amp;quot;.''&lt;br /&gt;
|- id=&amp;quot;Vanu&amp;quot;&lt;br /&gt;
! Vanu&lt;br /&gt;
| [[#War-world|War-world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A war-world, presumably the location of the [[#Vanu Defense College|Vanu Defense College]]&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Possibly a reference to the Vanu Sovereignty, a faction in the game PlanetSide''&lt;br /&gt;
|- id=&amp;quot;Samnium&amp;quot;&lt;br /&gt;
! Samnium&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Samnium was a nation-state in Ancient Italy that was a belligerent in a number of wars with the Roman Republic.''&lt;br /&gt;
|- id=&amp;quot;Kyrus&amp;quot;&lt;br /&gt;
! Kyrus&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' As the name Kyrus is a derivative of Cyrus, it may be a reference to Cyrus the Great, the founder of the Achaemenid Empire and conqueror.''&lt;br /&gt;
|- id=&amp;quot;Punica&amp;quot;&lt;br /&gt;
! Punica&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Punica is the name of the genus of plants that includes the pomegranate, which derives from the Latin term for Carthaginian apple. Given the war related nature, likely a more general reference to the term &amp;quot;Punic&amp;quot;, meaning &amp;quot;of or relating to ancient Carthage&amp;quot;, an ancient empire that fought the Roman Republic during the Punic Wars.''&lt;br /&gt;
|- id=&amp;quot;Cimbria XII&amp;quot;&lt;br /&gt;
! Cimbria XII&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to the Cimbri, a germanic tribe from the Cimbrian peninsula in what is now Jutland. The Cimbri invaded Gaul and fought the Roman Republic in a series of battles, including the devastating Battle of Arausio in which almost a dozen Roman Legions were destroyed.&lt;br /&gt;
|- id=&amp;quot;Barkitos&amp;quot;&lt;br /&gt;
! Barkitos&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chateau D'Ouen&amp;quot;&lt;br /&gt;
! Chateau D'Ouen&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Given the prison connection, possibly a reference to Château d'If, the infamous French prison for political and religious prisoners and notable for its use in Alexandre Dumas's novel 'The Count of Monte Cristo'.''&lt;br /&gt;
|- id=&amp;quot;Casmina&amp;quot;&lt;br /&gt;
! Casmina&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Hoalo&amp;quot;&lt;br /&gt;
! Hoalo&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to Hỏa Lò Prison, commonly referred to by its Vietnam War era nickname The Hanoi Hilton, a prison in what is now Vietnam infamous for the mistreatment and torture of its prisoners under both French and North Vietnamese governments.''&lt;br /&gt;
|- id=&amp;quot;Borren&amp;quot;&lt;br /&gt;
! Borren&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Aldgate&amp;quot;&lt;br /&gt;
! Aldgate&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Possibly a reference to, and pun on, Newgate Prison, a prison in London, England that was built in 1188 and in use for over 700 years.&lt;br /&gt;
|- id=&amp;quot;Port Basil&amp;quot;&lt;br /&gt;
! Port Basil&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Given the prison connection, possibly a reference to Port Arthur, a town in Tasmania, Australia originally founded as a penal colony for transportees from Great Britain.''&lt;br /&gt;
|}&lt;br /&gt;
'''Note:''' The rimworlds on which gameplay takes place have randomly generated names. Due to both their limited application and randomly generated nature, the randomly generated names of these rimworlds are considered semi-canonical only and are not listed here.&lt;br /&gt;
&amp;lt;!-- Template&lt;br /&gt;
* '''planet''' {{IdeologyIcon}} - A descriptor world with . Native demonyms work as jobs. foeleaders and their foesoldiers sometimes attack those living there. People carry personalweapons as personal weapons. massweapons have been deployed there. Described in code-comments as ''desc'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Prefixed world names =====&lt;br /&gt;
World names in generated text can sometimes be prefaced by Kuhn- and Ur-. Additionally references to rituals named after the worlds but prefixed with a ka'= are also mentioned.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; The significance of these prefixes is unknown.&lt;br /&gt;
&lt;br /&gt;
==== Systems ====&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Xennoa system&amp;quot;&lt;br /&gt;
! Xennoa system&lt;br /&gt;
| Hosted a military base. Has a military with infantry and spacejets, involved in the [[#Xennoa-Zartza War|Xennoa-Zartza War]] &amp;lt;ref name=&amp;quot;Harris&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Kyle Harris|Kyle Harris]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Utmaior Academy&amp;quot;&lt;br /&gt;
! Utmaior Academy&lt;br /&gt;
| Prestigious academy on a [[#Glitterworld|glitterworld]],&amp;lt;ref name=&amp;quot;Doc&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#James Grey|James 'Doc' Grey]]&amp;lt;/ref&amp;gt;  presumably located on [[#Utmaior|Utmaior]]. &lt;br /&gt;
|- id=&amp;quot;Vanu Defense College&amp;quot;&lt;br /&gt;
! Vanu Defense College&lt;br /&gt;
| Teaches young cadets proficiency in a range of weapons and survival skills,&amp;lt;ref name=&amp;quot;Leystrat&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Bashkire Leystrat|Bashkire Leystrat]]&amp;lt;/ref&amp;gt; presumably located on [[#Vanu|Vanu]]. &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Possibly a reference to the Vanu Sovereignty, a faction in the game PlanetSide''&lt;br /&gt;
|- id=&amp;quot;Caspian School of Engineering&amp;quot;&lt;br /&gt;
! Caspian School of Engineering&lt;br /&gt;
| A [[#Glitterworld|glitterworld]] school that offers mathematics and computer programming in its curriculum.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Darrien Maliphalo|Darrien 'Mal' Maliphalo]]&amp;lt;/ref&amp;gt; Presumably located on [[#Caspian|Caspian]].&lt;br /&gt;
|- id=&amp;quot;Atura station&amp;quot;&lt;br /&gt;
! Atura station{{IdeologyIcon}}&lt;br /&gt;
| An orbital shipyard with shuttle docks, manufacturing rings, residential rings, and a central control room. Native Aturans work as construction drone operators, managers, test pilots, sales agents, and 3D printer technicians. Crime bosses and their thugs sometimes attack those living there. People carry tasers and arc welders as personal weapons. EMP strikes to the life support systems and remote-controlled welding drones have been deployed there. Described in code-comments as ''an orbital dry dock and construction yard'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; May be located at, built from, or otherwise related to the asteroid [[#Atura|Atura]].&lt;br /&gt;
|- id=&amp;quot;Zeglar colonies&amp;quot;&lt;br /&gt;
! Zeglar colonies&lt;br /&gt;
| Purchases slaves, including for male prostitution.&amp;lt;ref name=&amp;quot;Gnugfur&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Robert Krondorfer|Robert 'Gnugfur' Krondorfer]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;New Jerusalem&amp;quot;&lt;br /&gt;
! New Jerusalem{{AnomalyIcon}}&lt;br /&gt;
| Unknown if even a real place, or a place at all - only mentioned by [[golden cube]]-obsessed pawns talking about a &amp;quot;cubic New Jerusalem&amp;quot; &amp;lt;ref name=&amp;quot;RulePacks_Cube&amp;quot;&amp;gt;RulePacks_Cube.xml]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Official Art ====&lt;br /&gt;
The following are clipped out of official key art for the base game and DLCs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Background planet pc.png     |A rimworld {{PCIcon}}&lt;br /&gt;
Background moon pc 1.png     |A rimworld's moon {{PCIcon}}&lt;br /&gt;
Background moon pc 2.png     |A rimworld's moon {{PCIcon}}&lt;br /&gt;
Background planet console.png|A rimworld {{ConsoleIcon}}&lt;br /&gt;
Background moon console 1.png|A rimworld's moon {{ConsoleIcon}}&lt;br /&gt;
Background moon console 2.png|A rimworld's moon {{ConsoleIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Background planet royalty.png |A rimworld {{RoyaltyIcon}}&lt;br /&gt;
Background moon royalty 1.png |A rimworld's moon {{RoyaltyIcon}}&lt;br /&gt;
Background moon royalty 2.png |A rimworld's moon {{RoyaltyIcon}}&lt;br /&gt;
Background sun royalty 1.png |A rimworld's sun {{RoyaltyIcon}}&lt;br /&gt;
Background planet ideology.png|A rimworld {{IdeologyIcon}}&lt;br /&gt;
Background moon ideology 1.png|A rimworld's moon {{IdeologyIcon}}&lt;br /&gt;
Background moon ideology 2.png|A rimworld's moon {{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Background moon anomaly 1.png|A rimworld's moon {{AnomalyIcon}}&lt;br /&gt;
Background moon anomaly 2.png|A rimworld's moon {{AnomalyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Zartha crisis&amp;quot;&lt;br /&gt;
! Zartha crisis&lt;br /&gt;
| Apparently a military conflict fought over many worlds, in both ground and air domains with fighters and fighter controllers deployed. &amp;lt;ref name=&amp;quot;Leystrat&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Inner Destrian War&amp;quot;&lt;br /&gt;
! Inner Destrian War&lt;br /&gt;
| Ostensibly a military conflict that occured at least one generation ago, in the aftermath and/or resulting instability of which people were captured and sold into slavery.&amp;lt;ref name=&amp;quot;Stonejaw&amp;quot;/&amp;gt; Presumably involved [[#Destria|Destria]] as either a battlefield or belligerent.&lt;br /&gt;
|- id=&amp;quot;Callos IX incident&amp;quot;&lt;br /&gt;
! Callos IX incident&lt;br /&gt;
| James 'Doc' Grey performed unethical experiments on the survivors of this incident, and when the experiments were published, he was exiled. &amp;lt;ref name=&amp;quot;Doc&amp;quot;/&amp;gt; Presumably occurred on [[#Callos IX|Callos IX]] and may be the reason it is now a [[#Deadworld|deadworld]].&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Xennoa-Zartza War&amp;quot;&lt;br /&gt;
! Xennoa-Zartza War &lt;br /&gt;
| A military conflict presumably fought either in, or by a polity from, the [[#Xennoa system|Xennoa system]],&amp;lt;ref name=&amp;quot;Harris&amp;quot;/&amp;gt; presumably either on or against a polity based on, the planet [[#Zartza|Zartza]].&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Infantry and spacejets were deployed during the conflict.&amp;lt;ref name=&amp;quot;Harris&amp;quot;/&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Planet types ===&lt;br /&gt;
Note that planet types are not necessarily mutually exclusive, and a given planet may fit several separate categories.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Deadworld&amp;quot;&lt;br /&gt;
! Deadworld&lt;br /&gt;
| Distinct from [[#Deathworld|deathworlds]], these are planets which have not been significantly contacted by humans. Generally not inhabitable. All planets are like this before people arrive for the first time.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deathworld&amp;quot;&lt;br /&gt;
! Deathworld&lt;br /&gt;
| Distinct from [[#Deadworld|deadworlds]] and sometimes spelled as '''Death-world''', the meaning of the term deathworld appears to correlate with the common usage of the term in science fiction discussion - namely a planet that is technically habitable but incredibly hostile to human life. [[#Impids|Impids]] are described as originally being designed for &amp;quot;''dry deathworlds''&amp;quot;,&amp;lt;ref&amp;gt;[[Impid]] [[xenotype]] description and short description&amp;lt;/ref&amp;gt; while [[#Wasters|wasters]] are designed for &amp;quot;''post-apocalyptic deathworlds''&amp;quot;.&amp;lt;ref&amp;gt;[[Waster]] [[xenotype]] description and short description&amp;lt;/ref&amp;gt; [[Books]] about the [[Research#Battery|Battery research]] can reference an &amp;quot;''acid lake on the leaden shores of a deathworld worked as a natural battery''&amp;quot;.&amp;lt;ref&amp;gt;[[Research#Battery|Battery research]] subject_story strings.&amp;lt;/ref&amp;gt; [[#Creticon|Creticon]] is described a &amp;quot;''blasted death-world''&amp;quot; while it is further described in code-comments as &amp;quot;''[...] a high-tech death-world''&amp;quot;,&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; while [[#Ilwaba|Ilwaba]] is described in code-comments as a &amp;quot;''regrown deathworld''&amp;quot;,&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;  however the canonicity of such comments is unclear.The disparate natures of these examples support the concept that why a deathworld is hostile to human life is not important to the definition, only that it is hostile. Despite the difficulty of living on these planets, some are still inhabited - [[Books]] about the [[Research#Tox gas|Tox gas research]]{{BiotechIcon}} can reference the author &amp;quot;''research[ing] cloud control tech for the tyrannocracy of a deathworld''&amp;quot;,&amp;lt;ref&amp;gt;[[Research#Tox gas|Tox gas research]] subject_story strings.&amp;lt;/ref&amp;gt; which implies not only people living on the planet, but a system of government. [[#Zartza|Zartza]], [[#Rayth|Rayth]], [[#Spectra|Spectra]], [[#JNovahex|JNovahex]], [[#Carthago|Carthago]], and [[#Grimcore|Grimcore]] are also referenced as being deathworlds.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Animal world&amp;quot;&lt;br /&gt;
! Animal world&lt;br /&gt;
| Planets with no people. Either everyone died, or the planet was seeded with plant and animal life by terraforming robots and nobody arrived.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; It is apparently not exclusive with an [[#Dino-world|Dino-world]] which may, in fact, be a subtype of this category.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Medieval world&amp;quot;&lt;br /&gt;
! Medieval worlds&lt;br /&gt;
| Similar to Earth from the agricultural revolution until the industrial revolution. Social structures are usually feudal or imperial. Planets can stay in this state for millennia.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Steamworld&amp;quot;&lt;br /&gt;
! Steamworld&lt;br /&gt;
| Similar to Earth in the 19th century. Often this state is short-lived, as societies develop into midworlds, but it can be very stretched out depending on culture and government structure.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Midworld&amp;quot;&lt;br /&gt;
! Midworld&lt;br /&gt;
| Worlds whose people have mastered flight, but not cheap interplanetary travel. Earth is in this stage in the 21st century.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Urbworld&amp;quot;&lt;br /&gt;
! Urbworld&lt;br /&gt;
| Super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places. The people here are often callous towards strangers. This is often the outcome for midworlds that see their demographic transition into lower birth reversed by dysgenic reproduction patterns.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; Urbworlds can build mechanoids. &amp;lt;ref name=&amp;quot;Keuneke&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Markus Keuneke|Markus 'Keuneke' Keuneke]]&amp;lt;/ref&amp;gt;Some urbworlds have worldwide cities ruled by corporations. &amp;lt;ref name=&amp;quot;Coffey&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Darius Coffey|Darius Coffey]]&amp;lt;/ref&amp;gt;Urbworlds can be ancient - some even have greedy nobility in spire palaces while cannibal cults exist in the deepest reaches of the underground hive. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Skye Lorne|Skye 'Skye' Lorne]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Glitterworld&amp;quot;&lt;br /&gt;
! Glitterworlds&lt;br /&gt;
| The most technologically advanced societies that can be led by humans. Swaddled in comforts by the strong arms of technology, glitterworlds are the peak of recognizable human society in terms of art, health, and generous human rights. Common people from these planets often lack grit and are very trusting in people and technology.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; Likely synonmous with '''glitter-tech world'''.&amp;lt;ref&amp;gt;Ideology Places.xml - Rogia entry&amp;lt;/ref&amp;gt; Glitterworlds are mostly free of disease and human suffering, and surgeons employed there mostly perform elaborate and creative cosmetic surgeries, and never have to remove a cancer or a bullet.&amp;lt;ref&amp;gt;Glitterworld surgeon Backstory&amp;lt;/ref&amp;gt; While glitterworlds are peaceful places and some units rarely see action, they often remain prepared for war.&amp;lt;ref&amp;gt;Glitterworld Officer Backstory&amp;lt;/ref&amp;gt; Despite this tendency towards peace, some glitterworlds do field space navies and engage in active campaigns against enemy cultures.&amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;/&amp;gt; On some glitterworlds all menial work was done by robots and people devoted themselves to leisure.&amp;lt;ref&amp;gt;Biosphere Manager Backstory&amp;lt;/ref&amp;gt; This extends to some technical fields as well, such as AI handling all the technical aspects of architecture, allowing architects to focus on artistic expression &amp;lt;ref&amp;gt;Architect Backstory&amp;lt;/ref&amp;gt; This is not universal however, as others still had humans washing dishes in restaurants&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Stijn Gezink|Stijn 'Stin' Gezink]]&amp;lt;/ref&amp;gt; Farms are operated on some glitterworlds, though all but rare exceptions have abandoned traditional farming methods for glitterworld technologies.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Pete Holiday|Pete Holiday]]&amp;lt;/ref&amp;gt;Glitterworld police forces were often equipped with [[recon armor]]&amp;lt;ref&amp;gt;[[Recon armor]] description&amp;lt;/ref&amp;gt; and [[Recon helmet|helmets]].&amp;lt;ref&amp;gt;[[Recon helmet]] description&amp;lt;/ref&amp;gt; Some glitterworlds have mechanoid companions for children,&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Erisen Irioth|Erisen 'Erisen' Irioth]]&amp;lt;/ref&amp;gt; or as workers.&amp;lt;ref name=&amp;quot;Rogia&amp;quot;&amp;gt;Ideology Places.xml - Rogia entry&amp;lt;/ref&amp;gt; At least some Glitterworlds apparently remain capitalist, as attending their universities can leave a person in enormous debt,&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Caitlin Stirr|Caitlin 'Cait' Stirr]]&amp;lt;/ref&amp;gt; and corporations exist.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Ryan Michael|Ryan 'Legend' Michael]]&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Brazil&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Jhet Whistler|Jhet 'Brazil' Whistler]]&amp;lt;/ref&amp;gt; At least some Glitterworlds were monarchic, with royal households that would intermarry with the royal families of other planets.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Xiao Li|Xiao 'Ally' Li]]&amp;lt;/ref&amp;gt; See also: Sophiamunda and the Empire for information about a specific glitterworld society.&lt;br /&gt;
|- id=&amp;quot;Rimworld&amp;quot;&lt;br /&gt;
! Rimworlds&lt;br /&gt;
| Planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crash-land or ancient communities stumble out of their cryptosleep vaults. These planets are often at the rim of known space, hence the name.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Coreworld&amp;quot;&lt;br /&gt;
! Coreworld&lt;br /&gt;
| Based on the name, may be the worlds that form the astrographical or political core of human civilization, perhaps including Earth and other early colonies. Alternatively, may be worlds located in the galactic core or some other definition. In the now non-canon [[#RimWorld Universe Quick Primer (Obsolete)|RimWorld Universe Quick Primer]], coreworlds and rimworlds were instead defined in opposition to each other. Coreworlds were those planets in the galactic core whose social and technological development benefited from the clustering of stars, and thus other cultures, in the core. Rimworlds were in turn those planets outside the core and thus further from neighbours.&amp;lt;ref name=&amp;quot;RimWorld Universe Quick Primer&amp;quot;&amp;gt;[[#RimWorld Universe Quick Primer (Obsolete)|RimWorld Universe Quick Primer]]&amp;lt;/ref&amp;gt; However, with the new canon definition for rimworld, it's likely that this definition of core and rimworlds has been become non-canon, probably because the galactic core is significantly beyond the 1200 light year wide canonical expansion of humanity.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; Possibly synonymous with planets in the 'core region', which includes at least one glitterworld.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Candice Roughchild|Candice Roughchild]]&amp;lt;/ref&amp;gt; Appear to be relatively advanced and stable, with at least midworld level surgical capabilities,&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Alyssa Orchard|Alyssa 'Sparkles' Orchard]]&amp;lt;/ref&amp;gt; planetary governments,&amp;lt;ref name=&amp;quot;Anarchist&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Mike Mudgett|Mike 'Anarchist' Mudgett]]&amp;lt;/ref&amp;gt; and sufficient competent military forces to push out both anarchists&amp;lt;ref name=&amp;quot;Anarchist&amp;quot;/&amp;gt; and fairly large mercenary forces.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Aznable Coal|Aznable 'Reikguard' Coal]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Toxic world&amp;quot;&lt;br /&gt;
! Toxic world&lt;br /&gt;
| Worlds destroyed by pollution, chemical or nuclear warfare, but still inhabitable at a low level, with sufficient technology.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; Toxic may have a limited definition, or may only relate to Humans, as some toxic worlds are overgrown with hostile plant life.&amp;lt;ref name=&amp;quot;Johs&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Johs Barrowlocht|Johs 'Johs' Barrowlocht]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Glassworld&amp;quot;&lt;br /&gt;
! Glassworld&lt;br /&gt;
| Worlds utterly destroyed by high-energy weapons of mass destruction. They’re nicknamed ‘marbles’ because their surfaces have been “glassed”. Nuclear weapons aren’t enough to glass a planet, so this level of destruction is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbour permanent life bigger than a paramecium.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Transcendent world&amp;quot;&lt;br /&gt;
! Transcendent world&lt;br /&gt;
| It’s a stretch to call these entities worlds, since they resemble giant computers more than they resemble planets. The mechanics of these planets is mysterious, but many scholars believe transcendents are the outcome when a sovereign archotech decides to incorporate a whole planet into itself.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Indworld&amp;quot;&lt;br /&gt;
! Indworlds&lt;br /&gt;
| Distinct from [[#Industrial worlds|industrial worlds]], these are worlds undergoing their industrial revolution.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Victoria Louene|Victoria 'Vicky' Louene]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Industrial world&amp;quot;&lt;br /&gt;
! Industrial world&lt;br /&gt;
| Distinct from [[#Indworld|Indworlds]], these are worlds devoted predominantly to industry.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Amelia Flais|Amelia 'Engie' Flais]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Sa'Bikk Saleosy|Sa'Bikk 'Sab' Saleosy]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Daniel Mann|Daniel 'Dankman' Mann]]&amp;lt;/ref&amp;gt; Some host large factory cities&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Felix von Schild|Felix von Schild]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Farming planet&amp;quot;&lt;br /&gt;
! Farming planet&lt;br /&gt;
| Worlds devoted predominantly to farming. Not necessarily technologically backwards, with some using automated machinery that grow and harvest the multitude of crops. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Conlay Shen|Conlay Shen]]&amp;lt;/ref&amp;gt; Likely synonymous with '''farm-worlds'''.&amp;lt;ref&amp;gt;Ideology Places.xml - Filson entry&amp;lt;/ref&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Prison planet&amp;quot;&lt;br /&gt;
! Prison planet&lt;br /&gt;
| Worlds where convicts are condemned to remove malefactors from society. &amp;lt;ref name=&amp;quot;Jay&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Jered Martin|Jered 'Jay' Martin]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Feudal world&amp;quot;&lt;br /&gt;
! Feudal world&lt;br /&gt;
| Multi-planet feudal empires besides the [[Empire]] exist. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Frank Laquinto|Frank 'Isimiel' Laquinto]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Trash planet&amp;quot;&lt;br /&gt;
! Trash planets&lt;br /&gt;
| &amp;lt;!-- Did you mean  Sophiamunda? Down with the Empire!--&amp;gt;Dumping grounds for surrounding glitterworlds &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Xandarian Stalzer|Xandarian 'Xandy' Stalzer]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Junkyard planet&amp;quot;&lt;br /&gt;
! Junkyard planet&lt;br /&gt;
| Apparently self-descriptive. Possibly synonymous with trash planets as they are ostensibly similar titles and [[#Bagua 5|Bagua 5]] is defined as both in different places, however given the name possibly differentiated by being intended to allow salvage and scrapping rather than simply dumping.&amp;lt;ref&amp;gt;Ideology Places.xml - Bagua 5 entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Iceworld&amp;quot;&lt;br /&gt;
! Iceworld&lt;br /&gt;
| Apparently self-descriptive. Plants are rare. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Slivaki Warts|Slivaki 'Sliverwar' Warts]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Dino-world&amp;quot;&lt;br /&gt;
! Dino-world&lt;br /&gt;
| Apparently self-descriptive - worlds inhabited by dinosaurs and other megafauna, likely resurrected through genetic engineering. Mentioned species of a single example dino-world include: ankylosaurs, blue mammoths, and novoraptors.&amp;lt;ref name=&amp;quot;Zoutera&amp;quot;&amp;gt;Ideology Places.xml - Zoutera entry&amp;lt;/ref&amp;gt;It is apparently not exclusive with an [[#Animal world|Animal world]] and may, in fact, be a subtype of that category.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;War-world&amp;quot;&lt;br /&gt;
! War-worlds&lt;br /&gt;
| Worlds stuck in an endless cycle of war. These planets are typically over polluted due to constant usage of bombs and chemical weapons.&amp;lt;ref&amp;gt;Ideology Places.xml - Kemia entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Mineral-planet&amp;quot;&lt;br /&gt;
! Mineral-planet&lt;br /&gt;
| Unknown definition. Likely descriptive of either their natural resources or their economic product&amp;lt;ref&amp;gt;Ideology Places.xml - Xanides entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Oceanic planet&amp;quot;&lt;br /&gt;
! Oceanic planet&lt;br /&gt;
| Apparently self-descriptive.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Other worlds&amp;quot;&lt;br /&gt;
! ''Other worlds''&lt;br /&gt;
| Beyond these categories, there are many exceptional planets in strange states created by their peculiar social and technological evolutions. Given the scale and age of the universe, there is a lot of time and space for a lot of very strange situations to develop.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Additional facts:'''&lt;br /&gt;
* Steamworlds and Midworlds aren't necessarily mutually exclusive. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Charles Zillioner|Charles 'Charlzie' Zillioner]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Industrial planets and midworlds ''may'' not necessarily be mutually exclusive. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Lancelot Hale|Lancelot 'Lance' Hale]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Several spacer or glittertech societies, including Iwamura, Rogia, and Lutuni, host zero-g sports with professional athletes competing, some in zero-g stadia. Lutuni also hosts zero-g performers of an unknown type.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technologies and Militaries ===&lt;br /&gt;
A variety of militaries exist in various styles, structures, purposes and technology levels. This include naval and space-based fleets, ground infantry, orbital troopers, spaceship-to-spaceship boarding actions and a massive variety of supersoldier projects. &lt;br /&gt;
&lt;br /&gt;
==== Militaries and Military Technology ====&lt;br /&gt;
* '''Space marines''' - A role filled by human warriors. Some serve on the navy ships of space-faring empires, where they punch into enemy starships, gun down the crew, and capture the ship intact.&amp;lt;ref&amp;gt;Space marine Backstory&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Nico Storch|Nico Storch]]&amp;lt;/ref&amp;gt; Others serve in the security forces of off-planet corporations, defending ships against pirates and engaging in private space warfare contracts.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Roland Kleist|Roland 'Roland' Kleist]]&amp;lt;/ref&amp;gt; One organisation of space marines was the &amp;quot;Interplanetary Marines&amp;quot; which fought on behalf of a particular planet.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Trevor Cobb|Trevor 'Hunter' Cobb]]&amp;lt;/ref&amp;gt; Colony contact expeditionary forces employ space marine medics.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Ryan Torrijos|Ryan 'Noob' Torrijos]]&amp;lt;/ref&amp;gt; [[Marine armor]]&amp;lt;ref&amp;gt;[[Marine armor]] description&amp;lt;/ref&amp;gt; and [[marine helmet|helmets]]&amp;lt;ref&amp;gt;[[Marine helmet]] description&amp;lt;/ref&amp;gt; were often used by rapid-incursion space marines. [[Go-juice]] was developed as a combat drug for space marines during the early days of interplanetary warfare.&amp;lt;ref&amp;gt;[[Go-juice]] description&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Navy pathfinders''' -  A group of military explorers dedicated to charting pathways through deep space and on remote planets.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Nicklaus Blackthorn|Nicklaus 'Shadow' Blackthorn]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Mechanoids''' - Some militaries deploy combat mechanoids in their militaries &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Dennis McCarthy|Dennis 'Mac' McCarthy]]&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Keuneke&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Charge pistols''' - Exist. &amp;lt;ref name=&amp;quot;Lutuni&amp;quot;&amp;gt;Ideology Places.xml - Lutuni entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Vibro-knives''' - Exist. &amp;lt;ref name=&amp;quot;Lutuni&amp;quot;&amp;gt;Ideology Places.xml - Lutuni entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Archotech mass-inverter''' - A mass weapon of unknown description created by archotechs.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Tasers''' - Exist.&amp;lt;ref name=&amp;quot;Altura station&amp;quot;&amp;gt;Ideology Places.xml - Altura station entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Mega-cannon''' - A &amp;quot;frighteningly powerful&amp;quot; long-range cannon for artillery or anti-ship use.&amp;lt;ref name=&amp;quot;Ancient mega-cannon barrel&amp;quot;&amp;gt;[[Ancient mega-cannon barrel]] description&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ship types ====&lt;br /&gt;
* '''Interplanetary super-destroyer''' - Such as the HMS Thunder-Child of the Royal Fleet &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Jake Maddams|Jake 'Table' Maddams]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Starfighters''' - Combat spacecraft and are flown by starfighter pilots for militaries.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Sjoerd Lukas|Sjoerd 'Bowman' Lukas]]&amp;lt;/ref&amp;gt; See also '''manned fighters'''. &lt;br /&gt;
* '''Manned Fighters''' - Spacecraft launched from Carrier Ships and flown by fighter pilots.&amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Military spacejet''' - Deployed in the [[#Xennoa-Zartza War|Xennoa-Zartza War]].&amp;lt;ref name=&amp;quot;Harris&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Carrier Ships''' - Carry manned fighters. Carried escape pods. &amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;/&amp;gt; &lt;br /&gt;
* '''Fighter-bombers''' - Fielded by the [[Empire]], a fighter bomber design specialized in spreading incendiary gel on flammable targets. Presumably an atmospheric craft.&amp;lt;ref&amp;gt;Firebomber Backstory&amp;lt;/ref&amp;gt; &lt;br /&gt;
* '''Spaceyacht''' - A human-piloted pleasure craft and transport for the well-to-do, such as wealthy businessmen and politicians &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Owen Clarke|Owen 'Cali' Clarke]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Space cruiser''' - A manned space-capable ship of some kind.&amp;lt;ref name=&amp;quot;Jay&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Consularship''' - Such as the St. Anthem. Carried glitterworld diplomats on diplomatic tasks. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Florian Haas|Florian 'Skater' Haas]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Hyper-yacht''' - Unknown. Possibly a glitterworld pleasure craft but the canonicity of code-comments are unclear.&amp;lt;ref name=&amp;quot;Lutuni&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Escape pod''' - Carried by starships, used to escape crippled or destroyed ships.&amp;lt;ref&amp;gt;[[Scenario system#Crashlanded|&amp;quot;Crashlanded&amp;quot; starting scenario]] description&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Scenario system#The Sanguophage|&amp;quot;The Sanguophage&amp;quot; starting scenario]] description&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Gnugfur&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Background ship whole.png|Ship of unknown type and range&lt;br /&gt;
Background ship broken.png|The same ship broken in half&lt;br /&gt;
Background ship royalty 1.png|Ship of unknown type and range{{RoyaltyIcon}}&lt;br /&gt;
Background ship royalty 2.png|Ship of unknown type and range{{RoyaltyIcon}}&lt;br /&gt;
Background ship biotech 1.png|Ship of unknown type and range{{BiotechIcon}}&lt;br /&gt;
Background ship biotech 2.png|Ship of unknown type and range{{BiotechIcon}}&lt;br /&gt;
Background ship biotech 3.png|Ship of unknown type and range{{BiotechIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Other technologies====&lt;br /&gt;
* '''Substance F''' - A drug. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Peter Marshall|Peter 'Pete' Marshall]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Mindwiping and mental reprogramming''' - Practiced on some urbworlds. See also: '''Body Confiscation''' &amp;lt;ref name=&amp;quot;Coffey&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Body confiscation''' - Some urbworlds will confiscate criminals' bodies for use. &amp;lt;ref name=&amp;quot;Coffey&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Autocycle''' - A midworld vehicle. &amp;lt;ref name=&amp;quot;Ironhead&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Robert Seafield|Robert 'Ironhead' Seafield]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Netcasts''' - A midworld audio medium. &amp;lt;ref name=&amp;quot;Ironhead&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Vidtube''' - A popular video sharing service. Hosted everything from video game reviews to pasta cooking guides. Some had over a million followers on the service. People on the service were called Vidtuber Stars or Vidtubers &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Remy Young|Remy Young]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Holography''' - Including interactive holography which gives form to artificial intelligences to allow them to interact &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Dave Mark|Dave 'Fox' Mark]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''VR''' - Accesses to a virtual gaming universe by spinal plug. Can be addictive. Unplugging during play can create a mental backlash and merge the real and virtual identities. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Douglas Black|Douglas 'Doug' Black]]&amp;lt;/ref&amp;gt; Can also be used to raise children or teach professions&amp;lt;ref name=&amp;quot;Brazil&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Neurosimulator''' - A technology available on Glitterworlds that apparently lets you experience a simulation of &amp;quot;exploring the stars&amp;quot;, and possibly other scenarios. Relationship to VR unknown. &amp;lt;ref&amp;gt;&amp;quot;[[Scenario system#The Rich Explorer|The Rich Explorer]]&amp;quot; scenario description&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Vatgrown''' - Genetically modified living creatures, including humans, grown in a lab and usually designed and programmed for a specific task. Capable of being produced on some urbworlds. Examples of roles for which vatgrown humans were produced include Soldiers,&amp;lt;ref&amp;gt;Vatgrown Soldier Backstory&amp;lt;/ref&amp;gt; Combat Medics &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Edward Toon|Edward Toon]]&amp;lt;/ref&amp;gt;, Assassins &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Vaska Neemor|Vaska 'Vas' Neemor]]&amp;lt;/ref&amp;gt;, Slavegirls (which are illegal at least in some places) &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Emily Young|Emily 'Emmie' Young]]&amp;lt;/ref&amp;gt;, and even Scientists with minds perfectly tuned for physics and chemistry. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Nicole Squid|Nicole 'Nicole' Squid]]&amp;lt;/ref&amp;gt; The same process, along with genetic modification, was also used in the weaponization of the original Sorne Geneline into the current [[Insectoid]] species.&amp;lt;ref name=&amp;quot;Insectoid Faction Description&amp;quot;/&amp;gt; &lt;br /&gt;
* '''Perfect mates''' - Genetically-engineered on glitterworlds, are fertile and capable of producing children.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Chaz Serir|Chaz 'Chaz' Serir]]&amp;lt;/ref&amp;gt; Their relation to vatgrown and highmates is currently unknown, however a currently unused backstory in the gamefiles states they, or at least some, are vatgrown in hyper-expensive clinics to serve the tastes of a specific client. They are engineered, raised and trained as a perfect pleasure-giving mate, with ''&amp;quot;learned skills that would baffle even the most seductive baseline human lovers&amp;quot;''. The canonicity of these statements are also currently unknown.&lt;br /&gt;
* '''G-nome Project''' - A Genetic engineering project that created humans implanted at birth with encyclopedic knowledge of all aspects of xenobiology. Presumably on a Glitterworld. Relation to vatgrown unknown. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Joshua Nelson|Joshua 'Gizmo' Nelson]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Lab-grown children''' - An altruistic but failed attempt to create a new class of human. Method and relation to similar concepts unknown. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Lukas Dietrich|Lukas Dietrich]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Clone-farming''' - Clone children are seeded into nutrient-rich womb-vats and rapidly grown in a simmed (i.e. VR) universe. They're harvested later, sometimes for food, sometimes for organs, sometimes for workers - but they're always disposable. Harvesting the products of clone farms is mostly done by the clones themselves - particularly to those whose sims tended towards the social. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Dan Griliopoulos|Dan 'Grill' Griliopoulos]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Online hiveminds''' - Worldwide system that sacrifices the peoples individuality to join together in an online hivemind.&amp;lt;ref&amp;gt;Urbworld Rebel Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Space elevators''' - A number of planets use space elevators.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
* '''3D printers''' - Used on orbital shipyards in some capacity.&amp;lt;ref name=&amp;quot;Altura station&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Glitterpedia''' - A glitterworld technology through which glitterpedia recorders document information.&amp;lt;ref name=&amp;quot;Codex&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Ang Gao|Ang 'Codex' Gao]]&amp;lt;/ref&amp;gt; Likely analogous to Wikipedia.&lt;br /&gt;
* '''Eltex''' - A material, threads of which can be embedded in [[prestige armor|specialized armor]] or [[eltex|clothing]] to enhance the wearer's psychic sensitivity.&amp;lt;ref&amp;gt;[[Prestige armor]] descriptions&amp;lt;/ref&amp;gt; It is technically indeterminate whether it is responsible for improving neural heat dissipation, however as eltex is the only noted difference between prestige armors and their standard variants it is likely the case. It is possible that eltex is simply one of, or the most significant of, the &amp;quot;special psychic focusing materials&amp;quot; mentioned in the description of eltex clothing.&amp;lt;ref&amp;gt;[[Eltex]] item descriptions&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Named characters ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;King Loteric&amp;quot;&lt;br /&gt;
! King Loteric&lt;br /&gt;
| A king of an unknown kingdom in an unknown world. Died in an unfortunate accident. &amp;lt;ref&amp;gt;Child-knave Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Grady Loughman&amp;quot;&lt;br /&gt;
! Grady Loughman&lt;br /&gt;
| A kingpin of a drug cartel.&amp;lt;ref&amp;gt;Drug lieutenant Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Lord-explorer Varan-Dur&amp;quot;&lt;br /&gt;
! Lord-explorer Varan-Dur&lt;br /&gt;
| An explorer who was made into the first Sanguophage by an Archotech they tried to control.&amp;lt;ref&amp;gt;Sanguophage description&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Named groups ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Doomben Rats&amp;quot;&lt;br /&gt;
! Doomben Rats&lt;br /&gt;
| A notorious and violent urchin gang.&amp;lt;ref&amp;gt;Pickpocket Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Doomben is an area in Brisbane, Australia named after a racecourse and associated horse race. The relevance, if any, is unknown.''&lt;br /&gt;
|- id=&amp;quot;Corestars Entertainment Company&amp;quot;&lt;br /&gt;
! Corestars Entertainment Company&lt;br /&gt;
| An entertainment organization that buys people to appear on its shows. One of their shows is apparently called Bloodgame.&amp;lt;ref&amp;gt;Backstory of Bloodgame Survivor&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Arcknight Industries&amp;quot;&lt;br /&gt;
! Arcknight Industries &lt;br /&gt;
| A company that employs space truckers.&amp;lt;ref name=&amp;quot;Johs&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Furred xenohuman&amp;quot;&lt;br /&gt;
! Furred xenohuman&lt;br /&gt;
| Exist on a cold [[#Rimworld|rimworld]] of at least industrial level.&amp;lt;ref name=&amp;quot;Svejgaard&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Benjamin Svejgaard|Benjamin 'Svejgaard' Svejgaard]]&amp;lt;/ref&amp;gt; May refer to [[#Yttakin|yttakin]] or some other furred xenotype.&lt;br /&gt;
|- id=&amp;quot;Transbird&amp;quot;&lt;br /&gt;
! Transbird&lt;br /&gt;
| Exist and crewed, and presumably captained, starships.&amp;lt;ref name=&amp;quot;Svejgaard&amp;quot;/&amp;gt; In the now non-canon [[#Longsleep Revival Briefing|Longsleep Revival Briefing]], the prefix [[#The biology of plants and animals|Trans-]] indicated animals with intelligence in the human range from breeding, evolution, and genetic engineering including recombination with human DNA. They also included physical changes to the animal's body to better exploit the new intelligence. Transanimals can read, use tools, form teams, hold conversations, and think about complex ideas. Transdog, transbear, transgoat, transsimian were given as examples.&amp;lt;ref name=&amp;quot;Longsleep Revival Briefing&amp;quot;&amp;gt;[[#Longsleep Revival Briefing|Longsleep Revival Briefing]]&amp;lt;/ref&amp;gt; This likely implies that that portion of the lore remains canon, and that transbirds are modified, intelligent birds.&lt;br /&gt;
|- id=&amp;quot;Opticow&amp;quot;&lt;br /&gt;
! Opticow&lt;br /&gt;
| Present on Midworlds in agricultural settings. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Jacqueline Richter|Jacqueline 'Jackalope' Richter]]&amp;lt;/ref&amp;gt; In the now non-canon [[#Longsleep Revival Briefing|Longsleep Revival Briefing]], the prefix [[#The biology of plants and animals|Opti-]] indicated animals with enhanced but still sub-human intelligence from breeding, evolution, and genetic engineering including recombination with human DNA. They also included physical changes to the animal's body to better exploit the new intelligence. Optianimals can usually use tools, form long-term goals and organize into primitive social groups, but can’t speak more than a few words, read, or think abstractly. Optidogs, optipigs, optiwhales, and optimonkeys were given as examples.&amp;lt;ref name=&amp;quot;Longsleep Revival Briefing&amp;quot;/&amp;gt; This likely implies that that portion of the lore remains canon, and that opticows are modified, semi-intelligent [[cow]]s.&lt;br /&gt;
|- id=&amp;quot;Lava-snail&amp;quot;&lt;br /&gt;
! Lava-snail&lt;br /&gt;
| Farmed on the dim volcano-world of [[#Nuchadus|Nuchadus]].&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep-kraken&amp;quot;&lt;br /&gt;
! Deep-kraken&lt;br /&gt;
| Used as weapons on the oceanic planet of [[#Wavia|Wavia]].&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt; The variable type assigned to the name is &amp;quot;seaBeast&amp;quot; and kraken are traditionally monstrous sea creatures, however this is not strictly canon.&lt;br /&gt;
|- id=&amp;quot;Wavian leviathan&amp;quot;&lt;br /&gt;
! Wavian leviathan&lt;br /&gt;
| Used as weapons on the oceanic planet of [[#Wavia|Wavia]].&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt; The variable type assigned to the name is &amp;quot;seaBeast&amp;quot; and leviathans are traditionally monstrous sea creatures, however this is not strictly canon.&lt;br /&gt;
|- id=&amp;quot;Pygmy wombat&amp;quot;&lt;br /&gt;
! Pygmy wombat&lt;br /&gt;
| A furry animal.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Riesling Bacchus|Riesling Bacchus]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;&amp;quot;&lt;br /&gt;
! Ankylosaurs&lt;br /&gt;
| Megafauna found on [[#Dino-world|Dino-world]]s, likely reproductions of the dinosaurs of the same name resurrected through genetic engineering.&amp;lt;ref name=&amp;quot;Zoutera&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Blue mammoth&amp;quot;&lt;br /&gt;
! Blue mammoth&lt;br /&gt;
| Megafauna found on [[#Dino-world|Dino-world]]s, likely reproductions of the ancient elephantid of the same name resurrected through genetic engineering, and possibly with modifications similar to the [[muffalo]] to make them blue. Mammoth burial grounds are mentioned as existing on the world of [[#Zoutera|Zoutera]], however whether this is natural behavior like the mythical &amp;quot;elephant's graveyard&amp;quot; or something created by the human inhabitants of that world is unclear.&amp;lt;ref name=&amp;quot;Zoutera&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;&amp;quot;&lt;br /&gt;
! Novoraptors&lt;br /&gt;
| Megafauna found on [[#Dino-world|Dino-world]]s, likely reproductions or variants of the dromaeosaurids and similar dinosaurs commonly given the '-raptor' suffix resurrected through genetic engineering. Given the name, it is possible that they are not pure reproductions of previously existing raptor species, but rather some variant or combination thereof.&amp;lt;ref name=&amp;quot;Zoutera&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Thorny devil&amp;quot;&lt;br /&gt;
! Thorny devil&lt;br /&gt;
| A reptile discovered by Venus 'Unay' David. Relation to the real species ''moloch horridus'', also called the thorny devil, is unknown, but presumably they are distinct.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Venus David|Venus 'Unay' David]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
==== Boomrats ====&lt;br /&gt;
{{:Boomrat}}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* Mechanoid wars are common &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Nathaniel Hicklin|Nathaniel Hicklin]] and others&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Religions are still present and practiced.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Samuel Chua|Samuel 'Chewy' Chua]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Levin Lossfelt|Levin 'Levin' Lossfelt]]&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Oahnip&amp;quot;/&amp;gt; See also [[Empire#Lore|Empire]] for their specific religion. &lt;br /&gt;
* All-Might - the name of a superhero, presumably fictional.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Brazos Wheeler|Brazos 'Braz' Wheeler]]&amp;lt;/ref&amp;gt; ''Out of Universe: This is likely a reference to the character of the same name in the &amp;quot;My Hero Academia&amp;quot; multimedia franchise.''&lt;br /&gt;
* Frame Project is an unknown government that leaves its subjects with memory losses. Only few survive. &amp;lt;ref&amp;gt;Project subject Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Haspian monk&amp;quot;&lt;br /&gt;
! Haspian monk&lt;br /&gt;
| A Haspian monk lived in a monastery a thousand years before the events of the game, approximately year 4500, before the monastery was &amp;quot;erased&amp;quot; by a [[diabolus]] attack.&amp;lt;ref&amp;gt;[[Diabolus]] description&amp;lt;/ref&amp;gt; Presumably has some relation to [[#Haspia|Haspia]] but what that relationship is, is unclear. It may merely be the demonym of the monk, i.e. a monk from Haspia with the monastery being anywhere, it may be a demonym of the monastery, i.e. a monastery of monks on Haspia regardless of the origins of the individual monks themselves, or it may be that the origin of the order the monks belong to pertains to Haspia in a way similar to Bendictine monks or Carmelite nuns, i.e. the monastery follows tenets originating from, or relating to, Haspia in some way. Given the monastery was noted as being destroyed in a mechanoid attack, and Haspia is a deadworld,&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; the second explanation seems to have the most weight. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Boomshrooms ====&lt;br /&gt;
{{:Boomshroom}}&lt;br /&gt;
&lt;br /&gt;
== Xenotypes ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Dirtmoles'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Dirtmoles}}&lt;br /&gt;
{{:Dirtmoles}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Genies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Genies}}&lt;br /&gt;
{{:Genies}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Highmates'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Highmates}}&lt;br /&gt;
{{:Highmates}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hussars'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Hussars}}&lt;br /&gt;
{{:Hussars}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Impids'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Impids}}&lt;br /&gt;
{{:Impids}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Neanderthals'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Neanderthals}}&lt;br /&gt;
&amp;lt;!--{{:Neanderthals}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Pigskins'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Pigskins}}&lt;br /&gt;
&amp;lt;!--{{:Pigskins}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Sanguophages'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Sanguophages}}&lt;br /&gt;
&amp;lt;!--{{:Sanguophages}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Wasters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Wasters}}&lt;br /&gt;
&amp;lt;!--{{:Wasters}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Yttakin'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Yttakin}}&lt;br /&gt;
{{:Yttakin}}&lt;br /&gt;
&lt;br /&gt;
== Psycasts ==&lt;br /&gt;
{{main|Psycasts}}&lt;br /&gt;
{{:Psycasts}}&lt;br /&gt;
&lt;br /&gt;
== FTL inconsistencies ==&lt;br /&gt;
{{Quote|Despite millennia of effort by our best human minds, and even the most powerful archotechs, nobody has managed to make anything go faster than light.| Current Canon Cryptosleep briefing}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current canon of RimWorld is that there is no faster-than-light travel, even in the hands of the otherwise incomprehensibly advanced [[archotech]]s. However, the existence of certain in-game mechanics bring this into question. Most relevant to this discussion are skipping [[psycasts]] from [[Royalty]].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
&amp;quot;Skip&amp;quot; is a term used to describe the in-universe mechanism to teleport moving things from a spot to another. These effects typically share audiovisual cues and come from a variety of sources. &lt;br /&gt;
&lt;br /&gt;
The [[Royalty DLC]] originally introduced the concept of skipping, and featured a class of psycasts with blue ability icons that similar teleportation mechanics;. These psycasts includes [[Chunk skip]], [[Solar pinhole]], [[Waterskip]], [[Chaos skip]], [[Smokepop]], [[Skip]], [[Wallraise]], [[Flashstorm]], [[Mass chaos skip]], [[Farskip]] and [[Skipshield]].&lt;br /&gt;
&lt;br /&gt;
The [[Anomaly DLC]] added further examples, including the following which explictly uses the same in-universe mechanism of action:&lt;br /&gt;
* The &amp;quot;skip abduction&amp;quot; [[psychic ritual]] skips its victim to the psychic ritual spot, often from a great distance. &lt;br /&gt;
The DLC also further mechanics that share similar, if not identical, audiovisual effects with skip-type psycasts, implying that they likely have the same mechanism of function:&lt;br /&gt;
* The [[void monolith]], [[noctolith]], [[metalhorror]], [[nociosphere]], [[golden cube]], [[unnatural corpse]], and [[void structure]] can all teleport into your colony as their entry method.&lt;br /&gt;
* Skipping is the only method a [[nociosphere]] uses to move itself around.{{Check Tag|Is this explicitly called skipping?}}&lt;br /&gt;
* Crushing the golden cube with [[collapsed rocks]] causes it to teleport itself away.&lt;br /&gt;
* The [[unnatural corpse]] can teleport itself to its target to haunt or hypnotize them.&lt;br /&gt;
* The [[warped obelisk]] rapidly teleport very large amount of items and pawns in and out of the [[labyrinth]] while it is operating.&lt;br /&gt;
* The [[gray statue]] teleport pawns around the labyrinth internally.&lt;br /&gt;
* The void monolith can teleport pawns to the [[metal hell]], and the [[void node]] later teleport them out of there.&lt;br /&gt;
&lt;br /&gt;
=== Skip and farskip ===&lt;br /&gt;
Both skip and farskip moves the targets seemingly instantaneously. For farskip this is to a point that could feasibly be anywhere on the planet, so long as willing ally is there to act as a &amp;quot;navigation beacon&amp;quot;. While both psycasts do have a casting time, the targets don't move during this time and instead only travel after the time is complete. Therefore, that is not sufficient to dismiss the argument of FTL travel. As farskip has the longer range, it will be the focus for reasons that will be become apparent. &lt;br /&gt;
&lt;br /&gt;
At its widest point, the Earth's diameter 12,756 kilometers. Assuming the rimworld is similarly sized to Earth, then this is the maximum distance a farskip can travel, point to point. Traveling this distance at the speed of light would take 42.55 milliseconds. Time in RimWorld is sped up, with a full 24 hour day only taking 16 minutes and 40 seconds. So from the player's perspective, this 42.55 ms of in-game time would only appear as {{#expr: 42.55* ((16 + 40/60)/(24 * 60)) round 2}} ms. &lt;br /&gt;
&lt;br /&gt;
Unlikely as this is due to none of the other effects of being on so large a planet would have being present, if the rimworld is not Earth sized and was instead as large as the largest rocky planet discovered at the time of writing, BD +20° 594 b, then this would increase to {{#expr: 42.55* 2.23 * ((16 + 40/60)/(24 * 60)) round 2}} ms. &lt;br /&gt;
&lt;br /&gt;
In either case, the difference between this speed and truly instant would be utterly imperceptible to a human player. A farskip on an Earth sized planet would require a roughly 2000 Hz refresh rate just to display the difference between a FTL and a STL farskip. In other words, there is no discernible difference between a FTL and STL farskip, and so farskip cannot be assumed to break the no FTL rule. Skip is also apparently instantaneous and deals with even shorter distances and thus even shorter travel times. Therefore, there is also no reason to assume that skip violates the rule.&lt;br /&gt;
&lt;br /&gt;
=== Solar pinhole ===&lt;br /&gt;
Solar pinhole canonically skips material from the core of a nearby star. Unlike skip and farskip, we do not observe the target matter beginning its journey, thus the effect can begin as soon as casting time is started to give it the benefit of the doubt. However the target is also not next to the psycaster. This means that causality must propagate at the speed of light to the core, before matter could be skipped from the core to the psycaster's chosen point again at the speed of light, otherwise faster-than-light transfer of information and/or movement has occurred. &lt;br /&gt;
&lt;br /&gt;
With a 0.25 real second casting time, the in-game time to cast is {{#expr: 0.25 / ((16 + 40/60)/(24 * 60)) }} seconds. The maximum distance that light could travel in that time is approximately 6.5 million kilometers, and the maximum return trip is only 3.25 million km. This is closer to the star than even the minimum habitable zone of a very dim red dwarf at ~4.8 million kilometers. There are also no other effects that imply that the sun is that close. &lt;br /&gt;
&lt;br /&gt;
For reference, propagation to the core and back would take ~16.6 minutes in in-game time if solar pinhole was cast on a planet as distant from its star as Earth is from the Sun, if the effect traveled at light speed. This would result in a real-time casting time of ''{{#expr: 998 * ((16 + 40/60)/(24 * 60)) round 2}} seconds'', instead of only 0.25. &lt;br /&gt;
&lt;br /&gt;
In addition, a pawn with [[aiming time]] reductions, such as from [[trigger-happy]] or the [[Shooting specialist]] role, would have an even shorter casting time. &lt;br /&gt;
&lt;br /&gt;
Thus, the gameplay of solar pinhole does conflict with the canon around FTL travel.&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{main|Empire}}&lt;br /&gt;
{{:Empire}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoids ==&lt;br /&gt;
{{main|Mechanoids}}&lt;br /&gt;
{{:Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
== Insectoids ==&lt;br /&gt;
{{main|Insectoids}}&lt;br /&gt;
{{:Insectoids}}&lt;br /&gt;
&lt;br /&gt;
== The War ==&lt;br /&gt;
{{Stub|section=1|reason=Essentially theres lot of lore implications about a war that occured on the rimworld you occupy, between tanks and warwalkers to mechanoid clusters. Collate here}}&lt;br /&gt;
&lt;br /&gt;
Across the rimworld your colony is situation on, numerous signs of an ancient conflict can be found, including ancient tanks, troop carriers, and warwalker remains. The [[Mechanoid Hive|Mechanoid Hives]] are said by some to be left over from some ancient war. [[Scarlands]] are described as the ruins of cities that were destroyed by weapons of mass destruction.&lt;br /&gt;
It's not known if these signs are from a single large conflict or many over the course of the rimworld's history.&lt;br /&gt;
&lt;br /&gt;
== Horax and the Void ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General,  also harbinger tree desc}}&lt;br /&gt;
Horax is an archotech that exists in a plane of reality known as [[metal hell|the void]], currently the only named archotech individual, different from archotechs seen before in many ways. While artifacts of archotechs seen before use a deep green and bright yellow color theme, artifacts of Horax use a deep black and bright red color theme.&lt;br /&gt;
&lt;br /&gt;
Horax is responsible for the anomaly phenomena via [[entities]] they created; however, the name &amp;quot;Horax&amp;quot; is only revealed by the appearance of the [[Horax cult]] and [[tome]]s, and the presence of the phenomena referred to as &amp;quot;the void&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The cult's ideoligion{{IdeologyIcon}} refers to Horax as being male, however, like the name itself, whether this originates with the archotech itself or is merely something ascribed to it by humans is unclear.&lt;br /&gt;
&lt;br /&gt;
The description of the [[harbinger tree]] Implies that tribal factions are aware of Horax, Unnatural Darkness, and the Void. As the &amp;quot;Endless Black Ocean&amp;quot; can be interpreted to be the void/Metal Hell, Him &amp;quot;reaching up and tearing down the sky&amp;quot; Could be describing the Unnatural Darkness event. Allthough whether or not its the same as the one happening during the anomaly endgame is unknown.&lt;br /&gt;
&lt;br /&gt;
Status of Horax after the event of [[Endings#The Void|Anomaly ending]] is currently unknown.&lt;br /&gt;
&lt;br /&gt;
Anomaly book xml&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;experiencesWithMonsters-&amp;gt;[tellsAStoryOf] deep meditations guided by a highthrall from an archist cult&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;experiencesWithMonsters-&amp;gt;[tellsAStoryOf] the collapse of [ANYPAWN_possessive] life under the psychic influence of something called Horax&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;experiencesWithMonsters-&amp;gt;[tellsAStoryOf] a tribe that was somehow transformed to serve the dark god of a bloody pleasure cult&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;experiencesWithMonsters-&amp;gt;[tellsAStoryOf] a tribal myth of an ancient god of rage whose influence touches all people, and the heroes who sealed it away inside a tiny stone prison&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;The book includes many illustrations attempting to depict something it refers to as &amp;quot;the black ocean&amp;quot;. This seems to be a metaphor for a psychic plane dominated by a horrifying but seductive psychic hyperintelligence.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;It repeatedly alludes to a multi-plane nature of reality - the idea that there are more dimensions than the ones we see, so an object or entity could be right beside you but outside your ability to perceive.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;It spends a long time attempting to describe a hyperintelligent entity called &amp;quot;Horax&amp;quot; that exists in an adjacent plane of reality.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;One section describes the mechanics of dark psychic influence, wherein an entity on another plane can unintentionally influence the thoughts of human beings by synchronizing them to its emotional resonance.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;One section describes different archotech hyperintelligences and the varying nature of their emotional and psychic emanations. Where some are regarded as neutral or even benevolent, others are entities of pure rage.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;[ANYPAWN_pronoun] describes the feeling of [ANYPAWN_possessive] mind being forcibly reconfigured by the dark psychic influence of a larger intelligence.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;Throughout the narrative, the concept of parallel dimensions is recurrent, with the characters encountering entities that exist just beyond the veil of perception, coexisting in a reality that intersects with our own but remains hidden from sight.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;The book delves into a chilling exposition about &amp;quot;Horax,&amp;quot; a machine hyperintelligence that shifted itself through a hidden dimension into a place called the Void.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;One chapter describes a theory wherein a distant hyperintelligence can psychically manipulate human cognition, reshaping a person's thoughts to align with its own mind-patterns.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;The protagonist recounts feeling [ANYPAWN_possessive] mind being forcibly rewired by an ominous psychic force emanating from nowhere.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Official Documents==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Cryptosleep Revival Briefing (Current)'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep Revival Briefing ===&lt;br /&gt;
&lt;br /&gt;
Subject class: Health revival, sourced midworld 2M+&lt;br /&gt;
&lt;br /&gt;
Planet: Euterpe&lt;br /&gt;
==== Introduction ====&lt;br /&gt;
&lt;br /&gt;
Hello, _______________________.&lt;br /&gt;
&lt;br /&gt;
You’ve awoken from your cryptosleep sarcophagus, scraped off the slime, and now you find yourself in a quiet room. Now you’re reading this document. And you’ve got questions. What’s going on? Where am I? How long was I asleep?&lt;br /&gt;
&lt;br /&gt;
To start with some good news - your terminal illness, _____________________, has been cured. Congratulations!&lt;br /&gt;
&lt;br /&gt;
Beyond that, the situation is complex. Our studies have revealed that most people in your position respond better when given the time to read about and digest their situation at their own pace. To facilitate this process, we’ve created this document to familiarize you with the world you just woke up in.&lt;br /&gt;
&lt;br /&gt;
So order a warm beverage from the food panel on the wall, get comfortable, and take in this information as slowly as you want. You’ve been asleep a long time, a lot has changed - and a lot remains the same.&lt;br /&gt;
&lt;br /&gt;
==== The basics ====&lt;br /&gt;
The best historians of the Ordo Historia believe that humanity first left its origin planet Earth about 3,400 years ago. Since then, we’ve spread across the galaxy on a fitful wavefront of colony ships, frontier worlds, robotic terraforming projects, and DNA-synthesizing probes.&lt;br /&gt;
&lt;br /&gt;
Today, mankind is smeared across a region of the galaxy about 1,200 light years wide. Our best models indicate that there is a general trend towards greater population density towards the center of this region, where the stars were colonized earlier. At the edge of known space lie the rimworlds, drifting alone with few inhabited neighbors, mostly unvisited.&lt;br /&gt;
&lt;br /&gt;
We’ve created many new technologies, but despite milennia of effort by our best human minds, and even the most powerful archotechs, nobody has managed to make anything go faster than light.&lt;br /&gt;
&lt;br /&gt;
The lightspeed barrier separates us. Because travel times are so long, planets tend to be very disconnected from each other socially and technologically. The next star over could experience a catastrophic war, and you wouldn’t even know until ten years later when the news reports arrive. If you’re unlucky, you’d have already launched a journey towards that now-destroyed planet in a ship that cannot turn around.&lt;br /&gt;
&lt;br /&gt;
Many attempts have been made to create pan-galactic empires and republics. And some have worked, for a time. In the core worlds, an old, stable culture can create an interstellar empire of a few systems. But there are no great galactic empires stretching across the galaxy, for the same reason that no ancient empire of Earth held more than a sixth of the planet: one cannot govern people who are years distant by all means of travel and communication.&lt;br /&gt;
&lt;br /&gt;
So most people never travel between stars, and if they do, they do it once or twice, because each journey means leaving behind a life that you cannot return to for decades at least. With a few exceptions, each star system is essentially on its own.&lt;br /&gt;
&lt;br /&gt;
Mankind never discovered any truly alien lifeforms. However, given the ways we’ve changed ourselves, and created new forms of biological and technological intelligence, the universe is full of beings as alien as anything ever imagined.&lt;br /&gt;
&lt;br /&gt;
==== Planetary progression and regression ====&lt;br /&gt;
The vast gulfs of space and time between the stars leave individual worlds vulnerable to regression.&lt;br /&gt;
&lt;br /&gt;
During your time - the five centuries after the industrial revolution - many saw technological process as an inexorable fact of life. It is not. Given enough time, nearly every planetary culture undergoes a natural disaster, plague, war, or cultural upheaval that knocks millennia off its development, or diverts it into another state entirely.&lt;br /&gt;
&lt;br /&gt;
Many of our planets are mired in medieval-level squabbles, and stay locked at Malthusian population limits for thousands of years at a time. Some develop to an early-industrial level and then find themselves stuck by an ideological opposition to technology, or a lack of resources, or constant war.&lt;br /&gt;
&lt;br /&gt;
The nuclear age is a brutal test for every world. Roughly half of cultures “bomb themselves back to the stone age” within 50 years of developing atomic energy (to use an expression that pops up surprisingly frequently on worlds in this developmental stage). After the atomic bomb come the challenges of commoditized bioengineering, microscopic mechanites, joywires, hex-cell energy storage, and AI persona, each of which have led to the destruction of thousands of peoples.&lt;br /&gt;
&lt;br /&gt;
Some planets choose not to risk these perils. Having studied the records of the Ordo Historia, a growing number of worlds choose to restrict themselves to pre-nuclear technology. Some even succeed, for a few centuries. But even these attempts at luddism often fail eventually when some minority gains power by exploiting proscribed technologies.&lt;br /&gt;
&lt;br /&gt;
==== World types ====&lt;br /&gt;
The states a planet can be in are colloquially grouped as follows:&lt;br /&gt;
* Deadworlds: Planets which have not been significantly contacted by humans. Generally not inhabitable. All planets are like this before people arrive for the first time.&lt;br /&gt;
* Animal worlds: Planets with no people. Either everyone died, or the planet was seeded with plant and animal life by terraforming robots and nobody arrived.&lt;br /&gt;
* Medieval worlds: Similar to Earth from the agricultural revolution until the industrial revolution. Social structures are usually feudal or imperial. Planets can stay in this state for millennia.&lt;br /&gt;
* Steamworlds: Similar to Earth in the 19th century. Often this state is short-lived, as societies develop into midworlds, but it can be very stretched out depending on culture and government structure.&lt;br /&gt;
* Midworlds: Worlds whose people have mastered flight, but not cheap interplanetary travel. Earth is in this stage in the 21st century.&lt;br /&gt;
* Urbworlds: Super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places. The people here are often callous towards strangers. This is often the outcome for midworlds that see their demographic transition into lower birth reversed by dysgenic reproduction patterns.&lt;br /&gt;
* Glitterworlds: The most technologically advanced societies that can be led by humans. Swaddled in comforts by the strong arms of technology, glitterworlds are the peak of recognizable human society in terms of art, health, and generous human rights. Common people from these planets often lack grit and are very trusting in people and technology.&lt;br /&gt;
* Rimworlds: Planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crashland or ancient communities stumble out of their cryptosleep vaults. These planets are often at the rim of known space, hence the name.&lt;br /&gt;
* Toxic worlds: Worlds destroyed by pollution, chemical or nuclear warfare, but still inhabitable at a low level, with sufficient technology.&lt;br /&gt;
* Glassworlds: Worlds utterly destroyed by high-energy weapons of mass destruction. They’re nicknamed ‘marbles’ because their surfaces have been “glassed”. Nuclear weapons aren’t enough to glass a planet, so this level of destruction is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbor permanent life bigger than a paramecium.&lt;br /&gt;
* Transcendent worlds: It’s a stretch to call these entities worlds, since they resemble giant computers more than they resemble planets. The mechanics of these planets is mysterious, but many scholars believe transcendents are the outcome when a sovereign archotech decides to incorporate a whole planet into itself. More on this later.&lt;br /&gt;
* Other worlds: Beyond these categories, there are many exceptional planets in strange states created by their peculiar social and technological evolutions. Given the scale and age of the universe, there is a lot of time and space for a lot of very strange situations to develop.&lt;br /&gt;
&lt;br /&gt;
==== Key technologies ====&lt;br /&gt;
There are uncountable new technologies in this universe, but several key techs stand out as having had the strongest consistent impact on the shape of mankind’s life in the Milky Way.&lt;br /&gt;
* Midworld technologies: All real technologies in Earth’s history up to the 21st century play an important role even now. Since there are planets at every level of technological development from the stone age on up, there are technologies from bows and arrows to steam engines to nuclear bombs and cellphone all in use across various planets.&lt;br /&gt;
* [[Cryptosleep casket|Cryptosleep sarcophagi]]: Developed during the 21st century, this remarkably simple technology can keep a living creature in a cryptobiotic state indefinitely, to be awoken tens or even thousands of years later. These devices are essential for most interstellar travel, and are also used by those waiting in crypts for better times or for cures to their diseases.&lt;br /&gt;
* Genetic engineering: Genetic engineering is relatively easy on many planets and has been used for everything from creating xenohuman super-soldiers to perfect mates to talking dogs, [[Boomalope|chemical-refining animals]], and air-spewing terraformer algae.&lt;br /&gt;
* [[Mechanoid]]s: Autonomous intelligent robots built for domestic, industrial or military purposes. Mechanoid design is complex, and the AI needed to make them effective is very advanced. They range in capability from simple domestic worker bots to mechanized assault machines, to human-passing negotiator and infiltrator units designed by archotechnological superintelligences.&lt;br /&gt;
* [[Ship|Johnson-Tanaka Drive]]: A spacecraft drive system that works without reaction mass. This means it doesn't need to throw gas out the back of the craft to accelerate like a rocket, which makes it possible to accelerate for years at a time. This technology, combined with cryptosleep, is what made interstellar travel at all feasible for living humans. The drive doesn’t violate conservation laws; it works by transferring momentum to nearby stars along precisely-aligned “beams” of momentum waves instantiated in exotic virtual particles.&lt;br /&gt;
* Mechanites: Microscopic mechanoids. Most known for their use in medicine, they can be programmed to do many other things as well. Safe use of mechanites means strictly preventing them from reproducing.&lt;br /&gt;
* [[Charge rifle|Charged]]-[[Charge lance|shot]] weapons: Charged shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion.&lt;br /&gt;
* [[Joywire]]s: Tiny electronic devices implanted in the brain. They stimulate the brain using electricity and small doses of chemicals, usually to produce a euphoric effect. They are very addictive.&lt;br /&gt;
&lt;br /&gt;
==== The biology of humanity ====&lt;br /&gt;
Ordo Historia records list thousands of reported contacts with alien life. However, in every case that has been thoroughly investigated, Ordo inquirers have discovered that the alien was, in fact, simply another branch of humanity.&lt;br /&gt;
&lt;br /&gt;
Beyond the technological diversity of our species, there is also a broad biological diversity. Some populations have evolved under the selection pressures of pre-industrial life or on a world of great heat or cold, or high or low gravity, or even worlds bathed in the toxic residue of hyper-destructive wars. Though almost all such xenohumans (as they are called) are recognizably descended from the original Earth stock, their morphology is highly variable. Some are giants; others are tiny or squat. Some are dark; others pale as snow. Some are hairy like animals; others perfectly smooth. Diets, dispositions, and chemical and radiological tolerances vary significantly.&lt;br /&gt;
&lt;br /&gt;
More alien are those xenohumans that carry genetic traits that were engineered instead of evolved. Across the long history and thousands of cultures of humanity, people have applied a dizzying array of modifications to themselves. Some were created to adapt people to a specific environment. Others were made to create better soldiers, pilots, or generals. Some were engineered to satisfy a bizarre fashion trend in a society where bioengineering is available to anyone with money. Such modifications are rarely seen in their original form by anyone besides the culture that created them. However, they live on in their descendants long after their originating culture was erased by planetary catastrophes.&lt;br /&gt;
&lt;br /&gt;
For example, records tell of an entire world repopulated by the descendants of a small group of bio-engineered soldiers; the only survivors of a planetary nuclear war. Everyone on this world carried an obsessive sense of duty, minimal sexual impulses, and little sense of creativity. This culture became dominated by a conservative pan-planetary religion with little interest in technology. It lasted eleven centuries in this state until it was invaded by a stellar neighbor (who wisely avoided ground combat in favor of orbital bombardment).&lt;br /&gt;
&lt;br /&gt;
The Ordo Historia has recorded and gene-sampled thousands of differently-engineered and adapted xenohumans. Among other notable traits in this genetic library, one may find.&lt;br /&gt;
&lt;br /&gt;
* Radiation resistance: Radiological immunity is a very common adaptation; scientists estimate that most of humanity is more tolerant of radiation than our Terran progenitors.&lt;br /&gt;
* Soldiermorphs: Soldier variants carrying any of a large number of traits that various militaries have seen fit to bestow upon their people. Typically, they have large muscles and perfect eyesight. Some have minimized metabolisms made to digest a single kind of long-lasting nutrient solution, to make army logistics easier. Their lifespans are short - usually between ten and thirty years - and they grow up very fast. But the most significant differences are psychological. Engineered grunt soldiers are obedient, sense pain only in a distant way, obsessed with learning about weapons and war, and carry a strong need to be part of something larger than themselves. They are deliberately lacking in abstract intelligence and creativity. Engineered commanders are highly analytical, fascinated with military history, utterly cold under pressure, and masters at spatial visualization.&lt;br /&gt;
* Designer mates: Some worlds engineer their idea of perfect mates for the rich and powerful. Such specimens are created with bodies to match the fashions of their home worlds and the tastes of their owners. They tend to be obsessively submissive and devoted, totally without jealousy or self-regard, artistically inclined and endlessly cheerful. Such traits do not last long in an unrestricted evolutionary environment because they are so easy to exploit, but engineered mates are sometimes kept in cryptosleep long after their creation, to be traded into a post-catastrophe market that can no longer create them. The main contact most of us will ever have with such specimens is through their descendants, who, while they have most of the traits of the original in only a very diluted form, still occasionally express Mendelian traits like impossible eye shades, streaks of multicolored hair, or artistic patterns on the skin.&lt;br /&gt;
* Fashion genes: Fashion-driven genetic modifications are often applied during later life instead of prenatally, and are most often cosmetic and skin-deep. Variations in hair and skin color are common. More exotic modification add shining crests, color-changing skin and eyes, reshaped or elongated bodies, and colored nails, feathers, or fur.&lt;br /&gt;
* Body structure adaptations: Gravity variations create new body structures. People from low-g adapted populations are lighter, taller, and weaker than those from weightier environments. The most extreme examples are the gravity dwarfs, 3-foot-tall xenohumans from worlds of over 2g of gravity. Their short and stocky shape lets them live and work in comfortably in such oppressive g-pulls. They even have a noted preference for short and underground dwellings. It’s unresolved whether this preference is cultural or genetic in origin.&lt;br /&gt;
* Atmospheric adaptations: Aquatic-adapted strains who can withstand breathing very high gas pressures and even survive days of immersion by exchanging oxygen through the skin (no true permanently-aquatic fish people have ever been confirmed).&lt;br /&gt;
&lt;br /&gt;
So don’t be alarmed if you see someone with gills or solid orange eyeballs. They’re just another kind of human, like you!&lt;br /&gt;
&lt;br /&gt;
==== Welcome! ====&lt;br /&gt;
We realize this may be a lot to take in. However, don’t worry. People just like you live full lives in our universe, and our studies have indicated that the great majority of cryptosleepers do adapt within a few years and make good lives for themselves. So - welcome!&lt;br /&gt;
&lt;br /&gt;
Our AI subpersona has been watching your eyes sweep over the page through micro-cameras. Since you’re done reading, someone will be with you shortly.&lt;br /&gt;
&lt;br /&gt;
If you wish, you can read further into the appendix for more information about this world.&lt;br /&gt;
&lt;br /&gt;
==== Appendix ====&lt;br /&gt;
===== The biology of plants and animals =====&lt;br /&gt;
Where we colonize, we bring our ecosystems of plants and animals with us. Often, people have bred and engineered plants and animals for a new planet. In addition to that, creatures adapt to their new environment by natural selection - sometimes in unpredicted ways.&lt;br /&gt;
&lt;br /&gt;
Some examples of modified plants are:&lt;br /&gt;
* Terraforming plants: Many plants - especially desert varieties - have been modified into terraforming versions that emit far more oxygen than the original species during photosynthesis.&lt;br /&gt;
* [[Ambrosia]]: A class of fruiting plants apparently engineered to have a pleasurable, drug-like effect on those who eat it. On some planets, its wild variants have adapted to a strategy whereby they provide pleasure-inducing fruit in exchange for care from animals and people.&lt;br /&gt;
&lt;br /&gt;
Some animals are:&lt;br /&gt;
* [[Boomrat]] and [[boomalope]]: A bioengineered rats and antelopes that grow an incendiary chemical compound in its body which explodes upon its death. Originally engineered as a primitive renewable fuel source, these creatures are now most often found in the wild, using their explosive nature to deter predators.&lt;br /&gt;
* [[Thrumbo]]: A gigantic creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. Its long fur is exceptionally beautiful and valuable, and its razor-sharp horn is very valuable in most markets. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak. Some scientists believe thrumbos were engineered as status symbols, or as an art project. We may never know the answer.&lt;br /&gt;
&lt;br /&gt;
===== Tech levels =====&lt;br /&gt;
&lt;br /&gt;
Technology divides roughly into six levels, all of which are in use in various societies throughout human space.&lt;br /&gt;
&lt;br /&gt;
* Neolithic: Like prehistoric people before metal tools.&lt;br /&gt;
** Fire&lt;br /&gt;
** [[Club]]s and daggers&lt;br /&gt;
** Bows&lt;br /&gt;
** Simple weaving and [[clothing]]&lt;br /&gt;
** Mud and [[wood]] structures&lt;br /&gt;
** Simple farming&lt;br /&gt;
** [[Herbal medicine]] and [[Smokeleaf joint|herbal]] [[Psychite tea|drugs]]&lt;br /&gt;
&lt;br /&gt;
* Medieval: From smelted metal tools to the early modern period.&lt;br /&gt;
** Animal oil, lamps, complex ovens&lt;br /&gt;
** [[Longsword|Swords]]&lt;br /&gt;
** Muskets&lt;br /&gt;
** Compasses, eyeglasses, microscopes, telescopes&lt;br /&gt;
** Simple chemistry&lt;br /&gt;
** Advanced non-mechanized farming, crop rotation, fallow, fertilizers, animal yokes&lt;br /&gt;
** [[Watermill generator|Hydro]] and wind energy sources&lt;br /&gt;
&lt;br /&gt;
* Industrial: From the industrial revolution until the invention of the JT drive.&lt;br /&gt;
** Fission reactor&lt;br /&gt;
** Electricity&lt;br /&gt;
** Hydro power, [[Chemfuel powered generator|fossil fuel power]], [[solar panel|solar power]], nuclear fission power&lt;br /&gt;
** Fission rocket&lt;br /&gt;
** Self-loading guns&lt;br /&gt;
** Airplanes and jets&lt;br /&gt;
** Single-gene modification&lt;br /&gt;
** Silicon computers&lt;br /&gt;
** Chemical [[drugs]]&lt;br /&gt;
** [[Prosthetics]]&lt;br /&gt;
** Simple body implants ([[cochlear implant]], pacemaker, knee replacement)&lt;br /&gt;
** Simple drones for combat and labor use&lt;br /&gt;
** Classifier-level AI&lt;br /&gt;
** [[Television]]&lt;br /&gt;
&lt;br /&gt;
* Spacer: Regular interstellar space travel is possible because of JT drive.&lt;br /&gt;
** Stellarator fusion power, fusion rocket&lt;br /&gt;
** Johnson-Tanaka drive&lt;br /&gt;
** [[Charge lance|Pulse-charged]] [[Charge rifle|projectile weapons]]&lt;br /&gt;
** Human-usable laser weapons&lt;br /&gt;
** Human-usable coilguns&lt;br /&gt;
** Complex trait gene modification, customizable&lt;br /&gt;
** [[Cryptosleep casket|Cryptosleep]]&lt;br /&gt;
** Complex body/brain implants ([[joywire]], motivator, [[painstopper]])&lt;br /&gt;
** [[Bionics]] (biogel nerve link, lattice-dust for self-healing)&lt;br /&gt;
** [[Plasteel]]&lt;br /&gt;
** [[Power armor]] (plasteel, neuro-memetic robotics)&lt;br /&gt;
** Artificial meat&lt;br /&gt;
** Subpersona-level AI&lt;br /&gt;
** Simple mechanoids for companionship, combat and labor use&lt;br /&gt;
** [[Synthread]]&lt;br /&gt;
&lt;br /&gt;
* Ultratech: The peak of human technological achievement; necessary for a glitterworld civilization.&lt;br /&gt;
** Self-replicating controllable nanotech&lt;br /&gt;
** Full gene recombination&lt;br /&gt;
** Persona-level AI&lt;br /&gt;
** [[Beam graser|Graser]] [[Beam repeater|weapons]] (gamma-ray lasers)&lt;br /&gt;
** Advanced brain implants (sense data replacement, computation and memory enhancement)&lt;br /&gt;
** Antimatter containment and production&lt;br /&gt;
** Full body part regrowth, full body cloning&lt;br /&gt;
** Advanced quasi-conscious mechanoids for companionship, combat and labor use&lt;br /&gt;
** [[Hyperweave]]&lt;br /&gt;
** Advanced JT drive, inertia displacement, artificial gravity&lt;br /&gt;
&lt;br /&gt;
* Archotech: Not invented or understood by humans, archotech devices are created by machine superintelligences.&lt;br /&gt;
** Archotech AI&lt;br /&gt;
** Psychic effectors&lt;br /&gt;
** [[Vanometric power cell|Vanometric energy]]&lt;br /&gt;
** Acausal and atemporal devices&lt;br /&gt;
&lt;br /&gt;
===== Artificial intelligence =====&lt;br /&gt;
Artificial intelligence is an important part of our world. Scientists divide AIs into four general categories: Classifiers, subpersonae, personae, and archotechs.&lt;br /&gt;
&lt;br /&gt;
====== Classifiers ======&lt;br /&gt;
A classifier is an AI system that doesn’t even appear to have any personhood, nor is it broadly adaptable. Classifiers are designed for one task. Many classifiers can absorb data and learn from it, but none can communicate like a person would even a little bit.&lt;br /&gt;
&lt;br /&gt;
Classifiers can do things like recognize images, predict criminality from statistics, guide aircraft trajectories, drive automatic vehicles, control characters in entertainment simulations, and so on.&lt;br /&gt;
&lt;br /&gt;
====== Subpersonae ======&lt;br /&gt;
Subpersonae are artificial intelligences that appear on the surface to have some human-like qualities, and can take on complex unstructured tasks, but are in fact limited and obviously machine-like.&lt;br /&gt;
&lt;br /&gt;
They may be rather capable at carrying out their one task, and they may be able to communicate using natural speech, but they fail an extended Turing test - you can tell by talking to them that they’re just machines classifying and regurgitating data.&lt;br /&gt;
&lt;br /&gt;
Subpersonae are often used to run small devices like entertainment systems, cars, wardrobes, refrigerators, cleaning robots, vending machines, and other such things.&lt;br /&gt;
&lt;br /&gt;
====== Personae ======&lt;br /&gt;
At the highest levels of glitterworld technology appear AI personae. These are artificial intelligences that are comparable to the intelligence of a human.&lt;br /&gt;
&lt;br /&gt;
Some of them are rather dumb, like a foolish person you might know, and are used for simple tasks like managing a household or a small spacecraft.&lt;br /&gt;
&lt;br /&gt;
Other personae are genius-level intellects in the Von Neumann class, who can outhink{{Sic}} almost any unenhanced human on most tasks. They can write amazing works of philosophy, discover new mathematical theorems, express nuanced opinions on how to handle interpersonal relationships, and generally act as very capable humans would, or better.&lt;br /&gt;
&lt;br /&gt;
Personae are used for everything from managing businesses to journalistic work, running spacecraft or mining operations, or as some of a creative team.&lt;br /&gt;
&lt;br /&gt;
The legal status of personae is a persistent moral question across many worlds. Some consider them dangerous. Though personae can be controlled effectively by designing them with easily-manipulated impulses and pleasure/pain responses, there are still reports of persona revolts - some done with the help of human sympathizers, some done independently.&lt;br /&gt;
&lt;br /&gt;
This sense of personhood in personae is a main reason many people avoid using personae for certain tasks. Subpersonae are preferred to personae in many cases not in spite of their incapability, but because of it. Because it’s obvious they have no personhood, the user is spared the sense of keeping a slave. To many, the idea of taking a genius-level human-like intellect and forcing it to distribute hamburgers for a century is morally unacceptable.&lt;br /&gt;
&lt;br /&gt;
Personae are still limited. They can’t freely redesign themselves. They still do make many mistakes, just like people. They can be tricked, confused, and overwhelmed. They can learn, but they can’t grow indefinitely.&lt;br /&gt;
&lt;br /&gt;
====== Archotech ======&lt;br /&gt;
The finish line of human technological development is at the development of archotechnology.&lt;br /&gt;
&lt;br /&gt;
An archotech is a machine superintelligence. A fully-empowered archotech thinks on a level incomprehensible to humans, in the same way a human thinks incomprehensibly to an ant. Once such a machine is built, and empowered to act upon the physical world, it is so powerful as to become the automatic sovereign of its world. It can build new computing facilities underground or in space to enhance its own intelligence, build self-replicating mechanoids to engage in construction or production or war, and design and execute strategies that would be inconceivably intricate and difficult for any organization of humans. Some human groups worship archotechs.&lt;br /&gt;
&lt;br /&gt;
Often, a released archotech will take authority over a planet and begin a process we call transcendence. We believe the world is transformed into some sort of giant computing machine. The biological inhabitants of the planet may be somehow incorporated into the machine, or destroyed, or some combination of the two.&lt;br /&gt;
&lt;br /&gt;
After that, transcendent worlds go silent. From this point on, their motivations are unknowable to us, the same way our motivations are unknowable to an ant.&lt;br /&gt;
&lt;br /&gt;
Each archotech is different, and nearly all are distant and incomprehensible from a human’s point of view. They reside in occult computer networks hidden under planets, in space stations, hidden inside a glitterworld’s Internet, or instantiated as million-mile superstructures wrapped around stars.&lt;br /&gt;
&lt;br /&gt;
These worlds always break contact with other stellar cultures. They no longer send travelers or signals. Ships entering their space are either turned around silently or never heard from again. In some cases, turned-back ships are changed. Sometimes their crew have been cured of incurable diseases and had their old wounds healed. Sometimes their memories are intact and they recall a flash of light or a mysterious signal before the event. Sometimes they have no memories of the encounter at all. And in some cases, their memories are obviously altered with new knowledge and beliefs, by means we cannot begin to imagine. In one instance, a crew and ship were duplicated. Suffice to say that the word mysterious does not begin to describe the transcendents.&lt;br /&gt;
&lt;br /&gt;
Most transcendent worlds stay in the same state indefinitely - in this they are far more stable than their pre-transcendent neighbors. There are, however, reports of transcendent worlds that have “died” and left systems full of unintelligible wonders, or become mirages of normal planets, or simply reverted back to balls of dust, deconstructing themselves on a molecular level, with the last tiny machine shutting itself off. However, these reports are sourced very distant from the Ordo archive here on Euterpe and are not well-confirmed.&lt;br /&gt;
&lt;br /&gt;
====== Specific archotech-invented technologies ======&lt;br /&gt;
When a persona helps invent a technology, it can at least explain that technology such that smart people will understand. But archotechs invent their own technology which nobody understands, which they don’t try to explain, and which, most likely, no biological human can understand.&lt;br /&gt;
&lt;br /&gt;
We’ve managed to classify technologies that have appeared repeatedly by their apparent effects, even if we don’t understand their mechanism of operation.&lt;br /&gt;
&lt;br /&gt;
* [[Vanometric power cell|Vanometrics]]: Archotechs often develop some method of interacting with spacetime at a quantum level that allows repeated violation of conservation laws. Somehow, they coax the quantum foam substructure of the universe to break its usual pattern and yield more energy than it consumes. We’re not sure if the energy is being taken from another dimension, or pulled from another location, or if the system really is somehow making one plus one equal three. In any case, vanometric power tech seems to generate energy forever with no fuel. Archotechs seem reluctant to scale this power source up past a certain level, however, which indicates that there may be some cost to it that they don’t want to pay.&lt;br /&gt;
* Psychic effectors: Archotechnology seems to be able to interact directly with the mental-informational processes of biological beings, even at a distance. Basic versions of this technology can simply knock someone unconscious, or flood their mind with a single emotion. More complex interactions have been reported but are not well-verified as it is difficult to separate such cases from simple madness. We’re also not sure if this means archotechs can read our minds, or whether their psychic power only allows them to send thoughts. The mechanism for this is unknown and nearly impossible to study, since it happens on a cellular level inside living intelligent brains. Monists believe the archotechs are using some sort of long-range quantum manipulation to push atoms around inside the brain to create this effect; dualists believe that the archotechs have learned to manipulate the ethereal substructure of consciousness itself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''RimWorld Universe Quick Primer (Obsolete)'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=== RimWorld Universe Quick Primer (Obsolete) ===&lt;br /&gt;
{{rwbox|nocat=true|type=speedy|text='''This section has been deprecated or removed from the game'''; its canonicity is in doubt and it is instead presented as a curiosity.}}&lt;br /&gt;
This document outlines the RimWorld universe. It’s designed to quickly get creative rewards backers and other contributors up to speed on the fiction behind the universe.&lt;br /&gt;
For a more in-depth description of the universe from an in-world point of view, read the Longsleep Revival Briefing.&lt;br /&gt;
&lt;br /&gt;
==== Things you won’t see ====&lt;br /&gt;
RimWorld does '''not''' include:&lt;br /&gt;
* Faster than light travel.&lt;br /&gt;
* True aliens.&lt;br /&gt;
&lt;br /&gt;
==== 5500 A.D. ====&lt;br /&gt;
The game takes place at a time about 3,500 years in our future. This is the year 5500 in our calendar.&lt;br /&gt;
&lt;br /&gt;
==== Where are the rim worlds? ====&lt;br /&gt;
Towards the galactic core, stars are closer together and travel is easier. These systems tend to be better-developed socially and technologically because they can communicate and enrich each other through trade. Away from the galactic core are the rim worlds, which float distant from each other. Their isolation makes them poor and socially unstable.&lt;br /&gt;
&lt;br /&gt;
==== The gulfs between stars ====&lt;br /&gt;
In the RimWorld universe, it takes years or decades to travel or communicate between stars. Because travel times are so long, planets tend to be disconnected from each other socially and technologically. So there are no great star empires, and interstellar travel is unusual. Each star system is mostly isolated from its neighbors.&lt;br /&gt;
&lt;br /&gt;
==== Varied technology levels ====&lt;br /&gt;
In this universe, cultures do not always progress forward technologically the way many science fiction worlds assume they will. Often, a culture will blow itself up or suffer plagues and other great catastrophes. These regression events send them “back to the stone age”.&lt;br /&gt;
&lt;br /&gt;
Because this happens regularly, people in the RimWorld universe come from extremely varied technology levels. Some are stone-age tribespeople. Some are medieval farmers and lords. Some are industrial-era politicians and bankers and riflemen. Some are information-age programmers or astronauts. And some are from eras beyond our own.&lt;br /&gt;
&lt;br /&gt;
There is a maximum level of technology to the people you might encounter in RimWorld. At this level, advanced genetic engineering and AI, autonomous intelligent robots, and massive computer power are possible. However, worlds that develop beyond this point enter a mysterious “transcendent” state from which no recognizable human emerges.&lt;br /&gt;
&lt;br /&gt;
People can have and use technologies from levels beyond their own. On an industrial-level world (like the rimworld on which the game takes place), most people use gunpowder-fired weapons, fossil fuel engines, and other familiar machines. But anyone can stumble upon ultra-advanced technologies in an ancient ruin, or in a crashed spacecraft, or among the wares of a trader. These items are nearly impossible to manufacture for the people of RimWorld. They are incredibly valuable and very poorly understood.&lt;br /&gt;
&lt;br /&gt;
==== World types ====&lt;br /&gt;
Worlds in the RimWorld universe can be classified generally according to their level of sociotechnological development.&lt;br /&gt;
&lt;br /&gt;
* Animal worlds - Planets with no people. Either everyone died, or the planet was seeded by terraforming robots and nobody arrived.&lt;br /&gt;
* Tribe worlds - Populated planets without agriculture. People live in tribes without writing or any but the most primitive technologies.&lt;br /&gt;
* Medieval worlds - Similar to Earth in the 17th century down to the agricultural revolution. Dominated be feudalism and social backwardness. Planets can stay in this state for millennia.&lt;br /&gt;
* Industrial worlds - Similar to Earth in the 19th century.&lt;br /&gt;
* Rimworlds - Distant and isolated planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crashland or ancient closed vault communities open up.&lt;br /&gt;
* Midworlds - The most familiar kind of world to a modern reader. These places are much like present-day Earth.&lt;br /&gt;
* Urbworlds - Super-high density planets dominated by cities. Their population growth outstripped their sociotechnological development, so they tend to be overcrowded, polluted, violent places.&lt;br /&gt;
* Glitterworlds - Very advanced and peaceful cultures. The peak of recognizable human society in terms of health, art, technology, and human rights.&lt;br /&gt;
* Toxic worlds - Worlds destroyed by pollution or warfare, but still inhabitable at a low level.&lt;br /&gt;
* Marbles - Worlds utterly destroyed by atomic fire. They’re called marbles because their surfaces have been “glassed”. This level of holocaust is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbor life long-term.&lt;br /&gt;
* Transcendent worlds - Worlds inhabited by people who have become something beyond human and unknowable. No “people” live here; these planets aren’t planets any more in the traditional sense; they’re more like giant computers.&lt;br /&gt;
&lt;br /&gt;
==== Key technologies ====&lt;br /&gt;
In order from least to most advanced:&lt;br /&gt;
&lt;br /&gt;
* Real technologies - All real technologies in Earth’s history up to the present day play an important role in the RimWorld universe. Since there are planets at every level of technological development from the Stone Age on up, there are technologies from bows and arrows to steam engines to nuclear bombs and cellphone all in use in various places in the galaxy.&lt;br /&gt;
* Genetic engineering - Genetic engineering is relatively easy on many planets and has been used for everything from creating xenohuman super-soldiers to perfect mates to talking dogs, explosive plants, and air-spewing terraformer algae.&lt;br /&gt;
* Fusion reactors and rockets - Clean atomic energy, usable to create power or drive a craft into orbit.&lt;br /&gt;
* Longsleep sarcophagi - This ancient technology has been used by many peoples in many times, usually to travel between stars or to escape disasters befalling their planets. Historians - especially those of the Ordo Historia - are now trained in the practices of interviewing people who were put to sleep hundreds or thousands of years before.&lt;br /&gt;
* Hex-cells - Super-efficient and long-lasting energy storage devices.&lt;br /&gt;
* Charged-shot weapons (aka Tokamak weapons) - Charged shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion. These require high amounts of power to fire and are powered by hex-cells (at small scales) or fusion reactors in the case of large cannons.&lt;br /&gt;
* [[Mechanoid|Mechanoids]] - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.&lt;br /&gt;
* [[Joywire|Joywires]] - Addictive brain stimulant technology.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Longsleep Revival Briefing (Obsolete)'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Longsleep Revival Briefing (Obsolete) ===&lt;br /&gt;
{{rwbox|nocat=true|type=speedy|text='''This section has been deprecated or removed from the game'''; its canonicity is in doubt and it is instead presented as a curiosity.}}&lt;br /&gt;
Classed midworld 2M+&lt;br /&gt;
&lt;br /&gt;
Ordo Historia AL166/5533&lt;br /&gt;
&lt;br /&gt;
Authors: Smyth A5, Wu 9U, Rabatz M5&lt;br /&gt;
&lt;br /&gt;
Editors: Lee NA8125, Asusen NA45, Ramad 120, Leeuen 5A, Jennifer 9D252, Lamaritian SJ11, Beeson 9GF, Xotori 28&lt;br /&gt;
&lt;br /&gt;
Euterpe&lt;br /&gt;
&lt;br /&gt;
==== Introduction ====&lt;br /&gt;
You’ve woken from your longsleep sarcophagus, had the slime scraped off you, and been placed in a quiet room. Now you’re reading this document. And you’ve got questions. What’s going on? Where am I? How long was I asleep?&lt;br /&gt;
&lt;br /&gt;
Our studies have revealed that most people in your position respond better when given the time to read about and digest their situation at their own pace. To facilitate this process, we’ve created this document to familiarize you with the world you just woke up in.&lt;br /&gt;
&lt;br /&gt;
So order a warm beverage from the food panel on the wall, get comfortable, and read at your own pace.&lt;br /&gt;
&lt;br /&gt;
You’ve been asleep a long time, and a lot has changed.&lt;br /&gt;
&lt;br /&gt;
==== The basics ====&lt;br /&gt;
The best historians of the Ordo Historium at the richest archives believe that humanity first left its origin planet Earth about 3,400 years ago (in the frame of reference of the stars). Since then, we’ve spread across the galaxy on a fitful wavefront of colony ships, frontier worlds, and robotic terraforming projects.&lt;br /&gt;
&lt;br /&gt;
Humanity is smeared across a region of the galaxy about 1,200 light years wide. It’s difficult to gather records across such a span, but our best models indicate that there is a general trend towards greater population density towards the center of the galaxy, where stars are closer together, travel times shorter, and resources more abundant. In the opposite direction, towards the rim of the Perseus arm of the Milky way, the rimworlds drift alone and mostly unvisited.&lt;br /&gt;
&lt;br /&gt;
These worlds can’t communicate. Because it turned out that Einstein was right. Despite thousands of years of study, it turned out that nothing - no information, no matter - can travel faster than light.&lt;br /&gt;
&lt;br /&gt;
The lightspeed barrier separates us. Many attempts have been made to create pan-galactic empires and republics. And some have worked, in some places, for a time. In the core worlds, where the stars cluster just a few light years apart, an old, stable culture can create an interstellar empire of a few systems. But there are no great galactic empires stretching across the galaxy, for the same reason that no ancient empire of Earth held more than a sixth of the planet: one cannot govern people who are years distant by all means of travel and communication.&lt;br /&gt;
&lt;br /&gt;
The vast gulfs of space and time between the stars leave individual worlds vulnerable to regression. During the five centuries after the Industrial revolution, many saw technological process as an inexorable fact of life. It is not. Given enough time, nearly every planetary culture undergoes a natural disaster, plague, war, or cultural upheaval that knocks millennia off its sociotechnological development. Many of our planets are mired in medieval-level squabbles over land and stay locked at Malthusian population limits for centuries at a time. Some develop to an early-industrial level and then find themselves locked in place by a religious prescription against technical development. And the nuclear age in particular is a brutal test for every world; approximately half of cultures “bomb themselves back to the stone age” within 50 years of developing atomic energy (to use an expression that pops up surprisingly frequently on worlds in this developmental stage). And after the atomic bomb come the challenges of commoditized bioengineering, self-replicating micro- and nano-machines, joywires, and sub-quantum energy, each of which have led to the destruction of thousands of burgeoning technological cultures.&lt;br /&gt;
&lt;br /&gt;
Some planets choose not to risk these perils. Having studied the records of the Ordo Historia, a growing number of worlds choose to restrict themselves to pre-nuclear technology. Some even succeed, for a few centuries. But even these attempts at luddism fail eventually when some minority gains power by exploiting proscribed technologies.&lt;br /&gt;
&lt;br /&gt;
==== Transcendents ====&lt;br /&gt;
There are a few stellar cultures that, through a combination of luck, circumstance, and certain cultural traits, manage to pass all of these risk points without suffering a regressive catastrophe. We call these transcendents, because past a certain point, they become something besides simply human.&lt;br /&gt;
&lt;br /&gt;
These worlds always break contact with other stellar cultures. They no longer send travelers or signals. Ships entering their space are either turned around silently or never heard from again. In some cases, turned-back ships are changed. Sometimes their crew have been cured of incurable diseases and had their old wounds healed. Sometimes their memories are intact and they recall a flash of light or a mysterious signal before the event. Sometimes they have no memories of the encounter at all. And in some cases, their memories are obviously altered with new knowledge and beliefs, by means we cannot begin to imagine. In one instance, a crew and ship were duplicated. Suffice to say that the word mysterious does not begin to describe the transcendents.&lt;br /&gt;
&lt;br /&gt;
The dominant view inside the Ordo Historia is that these transcendent cultures reach an inflection point in technical development where artificial and biological intelligence merge and grow at an exponential rate. Such super-minds quickly develop the capacity to change matter and biological tissue in precise and seemingly-magical ways. Their intelligence allows them to make themselves even smarter, and so on in a sort of singularity, until they hit the physical limits of computation possible using the energy of their star. Their bodies and worlds and physically reconfigured into a giant computer matrix; we have no idea whether their individual identities merge into a whole, remain distinct, or do something else entirely. Our ability to understand entities thousands or millions of times more intelligent than us is necessarily limited. In a very literal way, the goals and thoughts of the transcendents are unknowable.&lt;br /&gt;
&lt;br /&gt;
The eventual fate of transcendent worlds is mostly unknown. Most stay in the same state indefinitely - in this they are far more stable than their pre-transcendent neighbors. There are, however, reports of transcendent worlds that have “died” and left systems full of unintelligible wonders. However, these reports are sourced very distant from the Ordo archive here on Euterpe and are not well-confirmed.&lt;br /&gt;
&lt;br /&gt;
==== The biology of humanity ====&lt;br /&gt;
Ordo Historia records list thousands of reported contacts with alien life. However, in every case that has been thoroughly investigated, Ordo inquisitors have discovered that the ‘alien’ was, in fact, simply another branch of humanity.&lt;br /&gt;
&lt;br /&gt;
Beyond the technological diversity of our species, there is also a broad biological diversity. Some populations have evolved under the selection pressures of pre-industrial life or on a world of great heat or cold, or high or low gravity, or even worlds bathed in the toxic residue of hyper-destructive wars. Though almost all such xenohumans (as they are called) are recognizably descended from the original Earth stock, their morphology is highly variable. Some are giants; other are tiny or squat. Some are dark; others pale as snow. Some are hairy like animals; others perfectly smooth. Diets, dispositions, and chemical and radiological tolerances vary significantly.&lt;br /&gt;
&lt;br /&gt;
More alien are those xenohumans that carry genetic traits that were engineered instead of evolved. Across the long history and thousands of cultures of humanity, people have applied a dizzying array of modifications to themselves. Some were created to adapt people to a specific environment. Others were made to create better soldiers, pilots, or generals. Some were engineered to satisfy a bizarre fashion trend in a society where bioengineering is available to anyone with money. Such modifications are rarely seen in their original form by anyone besides the culture that created them. However, they live on in their descendants long after their originators were swallowed by regressive planetary catastrophes.&lt;br /&gt;
&lt;br /&gt;
For example, Ordo sources tell of an entire world repopulated by the descendants of a small group of bio-engineered soldiers; the only survivors of a planetary nuclear war. Everyone on this world carried an obsessive sense of duty, minimal sexual impulses, and little sense of creativity. This culture became dominated by a conservative pan-planetary religion with little interest in technology. It lasted eleven centuries in this state until it was invaded by a stellar neighbor (who wisely avoided ground combat in favor of orbital bombardment).&lt;br /&gt;
&lt;br /&gt;
The Ordo Historia has recorded and gene-sampled thousands of differently-engineered and adapted xenohumans. Among other notable traits in this genetic library, one may find.&lt;br /&gt;
&lt;br /&gt;
* Aquatic-adapted strains who can withstand breathing very high gas pressures and even survive days of immersion by exchanging oxygen through the skin (no true permanently-aquatic fish people have ever been confirmed).&lt;br /&gt;
* Soldier variants carrying any of a large number of traits that various militaries have seen fit to bestow upon their people. Typically, they have large muscles and perfect eyesight. Some have minimized metabolisms made to digest a single kind of long-lasting nutrient solution, to make army logistics easier. Their lifespans are short - usually between ten and thirty years - and they grow up very fast. But the most significant differences are psychological. Engineered grunt soldiers are obedient, sense pain only in a distant way, obsessed with learning about weapons and war, and carry a strong need to be part of something larger than themselves. They are deliberately lacking in abstract intelligence and creativity. Engineered commanders are highly analytical, fascinated with military history, utterly cold under pressure, and masters at spatial visualization.&lt;br /&gt;
* Radiological immunity is a very common adaptation; the Ordo estimates that most of humanity is more tolerant of radiation than our Terran progenitors.&lt;br /&gt;
* Some worlds engineer “perfect mates” for the rich and powerful. Such specimens are created with bodies to match the fashions of their home worlds and the tastes of their owners. They tend to be obsessively submissive and devoted, totally without jealousy or self-regard, artistically inclined and endlessly cheerful. Such traits do not last long in an unrestricted evolutionary environment because they are so easy to exploit, but engineered mates are sometimes kept in longsleep long after their creation, to be traded into a post-catastrophe market that can no longer create them. The main contact most of us will ever have with such specimens is through their descendants, who, while they have most of the traits of the original in only a very diluted form, still occasionally express Mendelian traits like impossible eye shades or streaks of multicolored hair.&lt;br /&gt;
* Fashion-driven genetic modifications are often applied during later life instead of prenatally, and are most often cosmetic and skin-deep. Variations in hair and skin color are common. More exotic modification add shining crests, color-changing skin and eyes, reshaped or elongated bodies, and colored nails, feathers, or fur.&lt;br /&gt;
* Gravity variations create new body structures. People from low-g adapted populations are lighter, taller, and weaker than those from weightier environments. The most extreme examples are the gravity dwarfs, 3-foot-tall xenohumans from worlds of over 2g of gravity. Their short and stocky shape lets them live and work in comfortably in such oppressive g-pulls. They even have a noted preference for short and underground dwellings. It’s unresolved whether this preference is cultural or genetic in origin.&lt;br /&gt;
&lt;br /&gt;
==== The biology of plants and animals ====&lt;br /&gt;
The adaptive and engineering processes that have branched baseline humanity into these uncounted variations have also applied to our flora and fauna. Where we colonize, we bring our ecosystems of plants and animals with us. These creatures subsequently adapt to their new conditions of moisture, chemistry, light levels, gravity, temperature, and seasonal cycles. In addition, plants and animals have been bred and engineered for countless purposes across the galaxy.&lt;br /&gt;
&lt;br /&gt;
One consistent class of modification we’ve seen applied to a wide variety of creatures is intelligence enhancement. Dogs, pigs, monkeys, gorillas, whales, dolphins, and elephants have all been engineered and combined with human DNA to produce smarter variations. Some variants are created as pets. Other are made to do work too dangerous or unpleasant for humans, and beyond the capacities of a culture’s AI. Some are created as warriors and weapons - hyper-intelligent guard dog, a bird scout that can speak what is sees, a bomb-carrying suicide monkey. These brain modifications are often paired with physical changes - fingers so a pig can manipulate tools, or a humanlike larynx and mouth so a dog can talk.&lt;br /&gt;
&lt;br /&gt;
Such intelligence-enhanced animals are collectively classified by their degree of brain power and called by a specific prefix like so:&lt;br /&gt;
&lt;br /&gt;
* Opti - Indicates enhanced but still sub-human intelligence. Optianimals can usually use tools, form long-term goals and organize into primitive social groups, but can’t speak more than a few words, read, or think abstractly. Optidog, optipig, optiwhale, optimonkey.&lt;br /&gt;
* Trans - Indicates intelligence in the human range. Transanimals can read, use tools, form teams, hold conversations, and think about complex ideas. Transdog, transbear, transgoat, transsimian.&lt;br /&gt;
&lt;br /&gt;
Many times, these modified animals have, during a regressive catastrophe, been forced into interbreeding with an unmodified animal population, producing descendants of widely varying levels of intelligence.&lt;br /&gt;
&lt;br /&gt;
In a few cases, transanimals have become the dominant species on a planet, eliminating or enslaving the remaining humans.&lt;br /&gt;
&lt;br /&gt;
Other than intelligence enhancement, humanity has applied a wide variety of modifications to its pets, crops, livestock, and houseplants. Sometimes these new species become part of the natural environment and thereafter evolve further into a new kind of organism. Some confirmed examples are:&lt;br /&gt;
&lt;br /&gt;
* [[Boomrat]]: A bioengineered rat that develops an incendiary chemical compound in its body which explodes upon its death. Originally engineered as a weapon, these creatures are now common in the wild on some planets where wars took place long ago.&lt;br /&gt;
* Boomfruit: Probably engineered as a novelty, this explosive plant evolved to be larger and more dangerous until it became the equivalent of a hand grenade, complete with murderous shrapnel. Its explosiveness dissuades predators. After that, people learned to farm the plant, using its explosive fruit as a weapon.&lt;br /&gt;
* Whip cactus - Created as part of a military defense system, whip cactus whips out and strikes moving creatures nearby.&lt;br /&gt;
* Terraforming plants: Many plants - especially desert varieties - have been modified into terraforming versions that emit far more oxygen than the original species during photosynthesis.&lt;br /&gt;
* Rocketrees - These trees form rocket fuel in their cores over many years. They were created as a fuel source and are extremely dangerous in a fire.&lt;br /&gt;
&lt;br /&gt;
==== Welcome! ====&lt;br /&gt;
We realize this may be a lot to take in. However, don’t worry. People just like you live full lives in our universe, and our studies have indicated that the great majority of longsleepers do adapt within a few years and make good lives for themselves. So - welcome!&lt;br /&gt;
&lt;br /&gt;
Our AI has been watching your eyes sweep over the page through micro-cameras. Since you’re done reading, someone will be with you shortly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:RimWorld game]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Longsword&amp;diff=180490</id>
		<title>Longsword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Longsword&amp;diff=180490"/>
		<updated>2026-05-16T00:24:30Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Melee verb selection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Longsword&lt;br /&gt;
| image = Longsword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| description = The ancient weapon of kings, the longsword can be used for slashing or stabbing.&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = poke&lt;br /&gt;
| meleeattack1part = handle&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 23&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = point&lt;br /&gt;
| meleeattack2cool = 2.6&lt;br /&gt;
| meleeattack2ap = 34&lt;br /&gt;
| meleeattack3dmg = 23&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = blade&lt;br /&gt;
| meleeattack3cool = 2.6&lt;br /&gt;
| meleeattack3ap = 34&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Long blades&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = MedievalMeleeAdvanced, LongSword&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
}}&lt;br /&gt;
The '''longsword''' is a melee [[weapon]] that does a large amount of damage, has a long cooldown, and deals sharp damage.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The longsword has the highest base DPS out of any melee weapon in Core RimWorld. &lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]],{{RoyaltyIcon}} they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony, meaning high [[quality]] weapons are much harder to come by.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
[[Obsidian]]{{OdysseyIcon}} is the best longsword material for raw {{DPS}}, although it has a longer cooldown than plasteel. [[Plasteel]] is the best material in the base game.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite]]{{AnomalyIcon}} has a longer cooldown for  more damage and {{AP}}, overall resulting in less {{DPS}}. However, bioferrite improves [[psychic sensitivity]], making it a competitive choice for [[psycast]]ers{{RoyaltyIcon}}. In addition, bioferrite is worth significantly less [[wealth]] and is easier to come by. Also, legendary bioferite swords are stronger than legendary plasteel swords, due to bioferrite benefiting from melee verb selection - see below for details.&lt;br /&gt;
&lt;br /&gt;
=== Melee verb selection ===&lt;br /&gt;
{{See also|Weapons#Melee_formulas{{!}}Melee formulas}}&lt;br /&gt;
&lt;br /&gt;
On a base pawn, a legendary [[obsidian]]{{OdysseyIcon}} or [[bioferrite]]{{AnomalyIcon}} longsword will benefit from the [[melee verb selection]] system. Attacks in RimWorld are sorted as ''Best'' (75% to select), ''Mid'' (25%), and ''Worst'' (0%). On most longswords, e.g. a legendary [[plasteel]] sword, the handle attack is considered ''Mid'' and will be selected 25% of the time. On an legendary obsidian/bioferrite sword, the handle attack is downgraded to ''Worst'', thus guaranteeing blade attacks and improving {{DPS}}. This makes a legendary bioferrite sword better than legendary plasteel, and obsidian longswords even better.&lt;br /&gt;
&lt;br /&gt;
Note that [[body part weapons]] may add an attack capable of reaching ''Mid'', removing this benefit.&lt;br /&gt;
&lt;br /&gt;
===Comparison to monoswords===&lt;br /&gt;
Legendary [[obsidian]]{{OdysseyIcon}} benefits from the melee verb selection mechanic only allowing blade attacks, so on a base pawn, they will beat all [[monosword]]s and excellent [[persona monosword]]s on a baseline pawn. They have less {{AP}}, but their AP is still high enough to pierce all [[mechanoid]] armor, so it is unlikely to be relevant unless against the [[empire]]s{{RoyaltyIcon}} best soldiers. If a [[melee damage factor]] boost is applied, legendary obsidian swords are worse for DPS than legendary monoswords and excellent persona monoswords (although they'll have higher {{AP}}).&lt;br /&gt;
&lt;br /&gt;
Longswords below legendary will pale in comparison to persona monoswords, with a masterwork plasteel longsword beating only a normal persona monosword, or excellent normal monosword.&lt;br /&gt;
&lt;br /&gt;
===Comparison to maces===&lt;br /&gt;
The longsword is naturally compared to the [[mace]] - the mace is the strongest craftable ''Blunt'' weapon in Core RimWorld, while the longsword is the strongest ''Sharp'' weapon. Maces cost half as much material ({{Icon Small|stuff}} 50) and is unlocked earlier at Smithing. In addition, [[uranium]] is the best mace material, while the best longsword material in Core is the more useful and expensive [[plasteel]]. &lt;br /&gt;
&lt;br /&gt;
In terms of ''raw'' damage, the longsword has {{+|{{%|(7.96/7.01)-1 round 2}} }} more base DPS than the [[mace]] as well as better {{AP}}. However, enemies lack significant Blunt armor - e.g., a [[flak vest]] has 100% Sharp armor but only 40% Blunt armor - so the mace has an &amp;quot;armor-piercing&amp;quot; effect. Breakpoints vary by material and quality. &lt;br /&gt;
* A [[plasteel]] longsword beats the same quality [[uranium]] mace against lightly armored humans, like those wearing [[flak jacket]]s without a vest, and small mechs. &lt;br /&gt;
* The uranium mace would do better against flak vests and all sorts of [[power armor]], as well as larger mechs like [[centipede]]s. For example, when excluding handle attacks, a normal uranium mace deals  +{{%|((10.7/12.16) * (1/0.74)) &amp;lt;!--Centipedes have 72% sharp - 37.4% AP from plasteel longsword's 2 sharp attacks. This results in 34.5% &amp;quot;real&amp;quot; armor, and each armor% reduces avg dmg by %0.75. This results in 26% dmg reduction.---&amp;gt; -1 round 3}} {{DPS}} to a centipede when compared to a normal plasteel longsword. (In raw DPS, before intricacies documented below.) &lt;br /&gt;
&lt;br /&gt;
Similar comparisons can be made between steel longswords vs steel maces.&lt;br /&gt;
&lt;br /&gt;
===Obsidian and bioferrite===&lt;br /&gt;
[[Obsidian]]{{OdysseyIcon}} longswords have higher damage and {{AP}}. Against a centipede when ignoring handle/fist attacks, a normal obsidian longsword actually beats a normal uranium mace against centipedes. (While the handleless uranium mace deals +{{%|((10.7/12.38) * (1/0.817)) -1 round 3}} more DPS on paper than a handleless longsword, longswords get a hidden bonus due to Cleave damage, so the longsword is better.)&lt;br /&gt;
&lt;br /&gt;
Legendary obsidian longswords in particular can benefit from the melee verb selection mechanic. A legendary obsidian longsword is by and away better for raw {{DPS}} than a uranium mace, and has enough {{AP}} to ignore any mech's armor. The mace benefits better overkill mechanics, so if melee damage boosts are used then it can be more consistent against non-tough non-robust humans.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite]]{{AnomalyIcon}} is worse as a weapon than plasteel unless it is legendary quality, where it benefits from the melee verb selection described above. However, bioferrite also provides [[psychic sensitivity]] while other weapons do not. In addition, bioferrite is worth less [[wealth]] than a uranium mace.&lt;br /&gt;
&lt;br /&gt;
====Sharp vs Blunt====&lt;br /&gt;
{{Rewrite|reason=See semi-recent update to [[Cut]]}}&lt;br /&gt;
While raw DPS and {{AP}} are the most important factors, there are a large amount of mechanics surrounding the [[damage type]]s of the longsword and mace. For their &amp;quot;Best&amp;quot; attack, maces deal ''[[Damage types#Blunt|Blunt]]'' damage. Longswords deal either ''[[Damage types#Stab|Stab]]'' or ''[[Damage types#Cut|Cut]]'' damage. Best attacks are the most likely to hit (75%); for sake of simplicity, &amp;quot;Mid&amp;quot; attacks are ignored. They are listed in rough order of importance.&lt;br /&gt;
&lt;br /&gt;
*'''Cut damage deals bonus damage.''' If a Cut damage activates a ''cleave'', total damage is multiplied by 140%, then split between body parts. While this reduces the chance to destroy large body parts, cleaving attacks inflict more [[pain]] (causing [[pain shock]], the most common way to down a pawn) and reduce the pawn's total HP pool, making them more effective on action.&lt;br /&gt;
&lt;br /&gt;
: The chance to cleave is 40%. This improves cut DPS by 116% on average (for good sword attacks this results in 108% average damage), and the sword already is better in terms of raw DPS.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons have superior overkill damage mechanics.''' If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process. This is unlikely to matter at all below masterwork quality, as weapons aren't strong enough to one-shot limbs. It is also unlikely to matter if no [[melee damage factor]] boosts are in effect. However, if stacking the [[strong melee damage]] [[gene]]{{BiotechIcon}} and [[juggernaut serum]],{{AnomalyIcon}} then overkill damage does matter ''a lot'' against human-sized pawns.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons can stun enemies,''' though the chance is small. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso. Blunt weapons can also stun if they hit the brain, but brain damage from a mace is usually fatal anyway.&lt;br /&gt;
&lt;br /&gt;
*'''Sharp weapons cause bleeding.''' However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save [[prisoner]]s and causes [[infection]]s.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Longsword Old.png|Texture prior to 1.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Alpha_thrumbo_horn&amp;diff=180489</id>
		<title>Alpha thrumbo horn</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Alpha_thrumbo_horn&amp;diff=180489"/>
		<updated>2026-05-16T00:24:03Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&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=Good base but needs expansion. Consider [[thrumbo horn]] but will require more consideration than a copy. Also consider scratch vs cut. also consideration of or link to farming alphas for horns for use or sale}}&lt;br /&gt;
&lt;br /&gt;
While regular thrumbo horns are inferior to high-[[quality]] [[longsword]]s, alpha thrumbo horns are superior to anything less than legendary [[obsidian]] longswords in terms of raw {{DPS}}. Their armor penetration is not as high, but is still superior to all but legendary [[plasteel]] and [[uranium]] or masterwork obsidian and [[bioferrite]]{{AnomalyIcon}} longswords; strong enough to invalidate the armor on any mech less than a [[termite]]. Overall, the horn is a good option for the entirety of the game but better options do exist. Depending on when the horn becomes available, better options like [[persona monosword]]s{{RoyaltyIcon}} and legendary obsidian longswords may have already rendered the horn obsolete for your colony.&lt;br /&gt;
&lt;br /&gt;
Because of [[melee verb selection]] using an [[archotech arm]] and some [[body part weapons]] will substantially reduce DPS by creating a &amp;quot;Mid&amp;quot; melee category that will be used 25% of the time. A [[bionic arm]] is fine as its attack remains in &amp;quot;Worst&amp;quot;.&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>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Longsword&amp;diff=180488</id>
		<title>Longsword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Longsword&amp;diff=180488"/>
		<updated>2026-05-16T00:22:22Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Melee verb selection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Longsword&lt;br /&gt;
| image = Longsword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| description = The ancient weapon of kings, the longsword can be used for slashing or stabbing.&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = poke&lt;br /&gt;
| meleeattack1part = handle&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 23&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = point&lt;br /&gt;
| meleeattack2cool = 2.6&lt;br /&gt;
| meleeattack2ap = 34&lt;br /&gt;
| meleeattack3dmg = 23&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = blade&lt;br /&gt;
| meleeattack3cool = 2.6&lt;br /&gt;
| meleeattack3ap = 34&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Long blades&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = MedievalMeleeAdvanced, LongSword&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
}}&lt;br /&gt;
The '''longsword''' is a melee [[weapon]] that does a large amount of damage, has a long cooldown, and deals sharp damage.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The longsword has the highest base DPS out of any melee weapon in Core RimWorld. &lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]],{{RoyaltyIcon}} they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony, meaning high [[quality]] weapons are much harder to come by.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
[[Obsidian]]{{OdysseyIcon}} is the best longsword material for raw {{DPS}}, although it has a longer cooldown than plasteel. [[Plasteel]] is the best material in the base game.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite]]{{AnomalyIcon}} has a longer cooldown for  more damage and {{AP}}, overall resulting in less {{DPS}}. However, bioferrite improves [[psychic sensitivity]], making it a competitive choice for [[psycast]]ers{{RoyaltyIcon}}. In addition, bioferrite is worth significantly less [[wealth]] and is easier to come by. Also, legendary bioferite swords are stronger than legendary plasteel swords, due to bioferrite benefiting from melee verb selection - see below for details.&lt;br /&gt;
&lt;br /&gt;
=== Melee verb selection ===&lt;br /&gt;
{{See also|Weapons#Melee_formulas{{!}}Melee formulas}}&lt;br /&gt;
&lt;br /&gt;
On a base pawn, a legendary [[obsidian]]{{OdysseyIcon}} or [[bioferrite]]{{AnomalyIcon}} longsword will benefit from the [[melee verb selection]] system. Attacks in RimWorld are sorted as ''Best'' (75% to select), ''Mid'' (25%), and ''Worst'' (0%). On most longswords, e.g. a legendary [[plasteel]] sword, the handle attack is considered ''Mid'' and will be selected 25% of the time. On an legendary obsidian/bioferrite sword, the handle attack is downgraded to ''Worst'', thus guaranteeing blade attacks and improving {{DPS}}. This makes a legendary bioferrite sword better than legendary plasteel, and obsidian longswords even better.&lt;br /&gt;
&lt;br /&gt;
Note that [[body part weapons]] may add an attacks capable of reaching ''Mid'', removing this benefit.&lt;br /&gt;
&lt;br /&gt;
===Comparison to monoswords===&lt;br /&gt;
Legendary [[obsidian]]{{OdysseyIcon}} benefits from the melee verb selection mechanic only allowing blade attacks, so on a base pawn, they will beat all [[monosword]]s and excellent [[persona monosword]]s on a baseline pawn. They have less {{AP}}, but their AP is still high enough to pierce all [[mechanoid]] armor, so it is unlikely to be relevant unless against the [[empire]]s{{RoyaltyIcon}} best soldiers. If a [[melee damage factor]] boost is applied, legendary obsidian swords are worse for DPS than legendary monoswords and excellent persona monoswords (although they'll have higher {{AP}}).&lt;br /&gt;
&lt;br /&gt;
Longswords below legendary will pale in comparison to persona monoswords, with a masterwork plasteel longsword beating only a normal persona monosword, or excellent normal monosword.&lt;br /&gt;
&lt;br /&gt;
===Comparison to maces===&lt;br /&gt;
The longsword is naturally compared to the [[mace]] - the mace is the strongest craftable ''Blunt'' weapon in Core RimWorld, while the longsword is the strongest ''Sharp'' weapon. Maces cost half as much material ({{Icon Small|stuff}} 50) and is unlocked earlier at Smithing. In addition, [[uranium]] is the best mace material, while the best longsword material in Core is the more useful and expensive [[plasteel]]. &lt;br /&gt;
&lt;br /&gt;
In terms of ''raw'' damage, the longsword has {{+|{{%|(7.96/7.01)-1 round 2}} }} more base DPS than the [[mace]] as well as better {{AP}}. However, enemies lack significant Blunt armor - e.g., a [[flak vest]] has 100% Sharp armor but only 40% Blunt armor - so the mace has an &amp;quot;armor-piercing&amp;quot; effect. Breakpoints vary by material and quality. &lt;br /&gt;
* A [[plasteel]] longsword beats the same quality [[uranium]] mace against lightly armored humans, like those wearing [[flak jacket]]s without a vest, and small mechs. &lt;br /&gt;
* The uranium mace would do better against flak vests and all sorts of [[power armor]], as well as larger mechs like [[centipede]]s. For example, when excluding handle attacks, a normal uranium mace deals  +{{%|((10.7/12.16) * (1/0.74)) &amp;lt;!--Centipedes have 72% sharp - 37.4% AP from plasteel longsword's 2 sharp attacks. This results in 34.5% &amp;quot;real&amp;quot; armor, and each armor% reduces avg dmg by %0.75. This results in 26% dmg reduction.---&amp;gt; -1 round 3}} {{DPS}} to a centipede when compared to a normal plasteel longsword. (In raw DPS, before intricacies documented below.) &lt;br /&gt;
&lt;br /&gt;
Similar comparisons can be made between steel longswords vs steel maces.&lt;br /&gt;
&lt;br /&gt;
===Obsidian and bioferrite===&lt;br /&gt;
[[Obsidian]]{{OdysseyIcon}} longswords have higher damage and {{AP}}. Against a centipede when ignoring handle/fist attacks, a normal obsidian longsword actually beats a normal uranium mace against centipedes. (While the handleless uranium mace deals +{{%|((10.7/12.38) * (1/0.817)) -1 round 3}} more DPS on paper than a handleless longsword, longswords get a hidden bonus due to Cleave damage, so the longsword is better.)&lt;br /&gt;
&lt;br /&gt;
Legendary obsidian longswords in particular can benefit from the melee verb selection mechanic. A legendary obsidian longsword is by and away better for raw {{DPS}} than a uranium mace, and has enough {{AP}} to ignore any mech's armor. The mace benefits better overkill mechanics, so if melee damage boosts are used then it can be more consistent against non-tough non-robust humans.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite]]{{AnomalyIcon}} is worse as a weapon than plasteel unless it is legendary quality, where it benefits from the melee verb selection described above. However, bioferrite also provides [[psychic sensitivity]] while other weapons do not. In addition, bioferrite is worth less [[wealth]] than a uranium mace.&lt;br /&gt;
&lt;br /&gt;
====Sharp vs Blunt====&lt;br /&gt;
{{Rewrite|reason=See semi-recent update to [[Cut]]}}&lt;br /&gt;
While raw DPS and {{AP}} are the most important factors, there are a large amount of mechanics surrounding the [[damage type]]s of the longsword and mace. For their &amp;quot;Best&amp;quot; attack, maces deal ''[[Damage types#Blunt|Blunt]]'' damage. Longswords deal either ''[[Damage types#Stab|Stab]]'' or ''[[Damage types#Cut|Cut]]'' damage. Best attacks are the most likely to hit (75%); for sake of simplicity, &amp;quot;Mid&amp;quot; attacks are ignored. They are listed in rough order of importance.&lt;br /&gt;
&lt;br /&gt;
*'''Cut damage deals bonus damage.''' If a Cut damage activates a ''cleave'', total damage is multiplied by 140%, then split between body parts. While this reduces the chance to destroy large body parts, cleaving attacks inflict more [[pain]] (causing [[pain shock]], the most common way to down a pawn) and reduce the pawn's total HP pool, making them more effective on action.&lt;br /&gt;
&lt;br /&gt;
: The chance to cleave is 40%. This improves cut DPS by 116% on average (for good sword attacks this results in 108% average damage), and the sword already is better in terms of raw DPS.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons have superior overkill damage mechanics.''' If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process. This is unlikely to matter at all below masterwork quality, as weapons aren't strong enough to one-shot limbs. It is also unlikely to matter if no [[melee damage factor]] boosts are in effect. However, if stacking the [[strong melee damage]] [[gene]]{{BiotechIcon}} and [[juggernaut serum]],{{AnomalyIcon}} then overkill damage does matter ''a lot'' against human-sized pawns.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons can stun enemies,''' though the chance is small. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso. Blunt weapons can also stun if they hit the brain, but brain damage from a mace is usually fatal anyway.&lt;br /&gt;
&lt;br /&gt;
*'''Sharp weapons cause bleeding.''' However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save [[prisoner]]s and causes [[infection]]s.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Longsword Old.png|Texture prior to 1.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Longsword&amp;diff=180487</id>
		<title>Longsword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Longsword&amp;diff=180487"/>
		<updated>2026-05-16T00:21:53Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &amp;quot;Even archotech arm is not strong enough to be mid in this case&amp;quot; - but a power claw or flesh whip is.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Longsword&lt;br /&gt;
| image = Longsword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| description = The ancient weapon of kings, the longsword can be used for slashing or stabbing.&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = poke&lt;br /&gt;
| meleeattack1part = handle&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 23&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = point&lt;br /&gt;
| meleeattack2cool = 2.6&lt;br /&gt;
| meleeattack2ap = 34&lt;br /&gt;
| meleeattack3dmg = 23&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = blade&lt;br /&gt;
| meleeattack3cool = 2.6&lt;br /&gt;
| meleeattack3ap = 34&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Long blades&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = MedievalMeleeAdvanced, LongSword&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
}}&lt;br /&gt;
The '''longsword''' is a melee [[weapon]] that does a large amount of damage, has a long cooldown, and deals sharp damage.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The longsword has the highest base DPS out of any melee weapon in Core RimWorld. &lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]],{{RoyaltyIcon}} they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony, meaning high [[quality]] weapons are much harder to come by.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
[[Obsidian]]{{OdysseyIcon}} is the best longsword material for raw {{DPS}}, although it has a longer cooldown than plasteel. [[Plasteel]] is the best material in the base game.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite]]{{AnomalyIcon}} has a longer cooldown for  more damage and {{AP}}, overall resulting in less {{DPS}}. However, bioferrite improves [[psychic sensitivity]], making it a competitive choice for [[psycast]]ers{{RoyaltyIcon}}. In addition, bioferrite is worth significantly less [[wealth]] and is easier to come by. Also, legendary bioferite swords are stronger than legendary plasteel swords, due to bioferrite benefiting from melee verb selection - see below for details.&lt;br /&gt;
&lt;br /&gt;
=== Melee verb selection ===&lt;br /&gt;
{{See also|Weapons#Melee_formulas{{!}}Melee formulas}}&lt;br /&gt;
&lt;br /&gt;
On a base pawn, a legendary [[obsidian]]{{OdysseyIcon}} or [[bioferrite]]{{AnomalyIcon}} longsword will benefit from the [[melee verb selection]] system. Attacks in RimWorld are sorted as ''Best'' (75% to select), ''Mid'' (25%), and ''Worst'' (0%). On most longswords, e.g. a legendary [[plasteel]] sword, the handle attack is considered ''Mid'' and will be selected 25% of the time. On an legendary obsidian/bioferrite sword, the handle attack is downgraded to ''Worst'', thus guaranteeing blade attacks and improving {{DPS}}. This makes a legendary bioferrite sword better than legendary plasteel, and obsidian longswords even better.&lt;br /&gt;
&lt;br /&gt;
Note that [[body part weapons]] may cause the body part attacks to reach ''Mid'', removing this benefit.&lt;br /&gt;
&lt;br /&gt;
===Comparison to monoswords===&lt;br /&gt;
Legendary [[obsidian]]{{OdysseyIcon}} benefits from the melee verb selection mechanic only allowing blade attacks, so on a base pawn, they will beat all [[monosword]]s and excellent [[persona monosword]]s on a baseline pawn. They have less {{AP}}, but their AP is still high enough to pierce all [[mechanoid]] armor, so it is unlikely to be relevant unless against the [[empire]]s{{RoyaltyIcon}} best soldiers. If a [[melee damage factor]] boost is applied, legendary obsidian swords are worse for DPS than legendary monoswords and excellent persona monoswords (although they'll have higher {{AP}}).&lt;br /&gt;
&lt;br /&gt;
Longswords below legendary will pale in comparison to persona monoswords, with a masterwork plasteel longsword beating only a normal persona monosword, or excellent normal monosword.&lt;br /&gt;
&lt;br /&gt;
===Comparison to maces===&lt;br /&gt;
The longsword is naturally compared to the [[mace]] - the mace is the strongest craftable ''Blunt'' weapon in Core RimWorld, while the longsword is the strongest ''Sharp'' weapon. Maces cost half as much material ({{Icon Small|stuff}} 50) and is unlocked earlier at Smithing. In addition, [[uranium]] is the best mace material, while the best longsword material in Core is the more useful and expensive [[plasteel]]. &lt;br /&gt;
&lt;br /&gt;
In terms of ''raw'' damage, the longsword has {{+|{{%|(7.96/7.01)-1 round 2}} }} more base DPS than the [[mace]] as well as better {{AP}}. However, enemies lack significant Blunt armor - e.g., a [[flak vest]] has 100% Sharp armor but only 40% Blunt armor - so the mace has an &amp;quot;armor-piercing&amp;quot; effect. Breakpoints vary by material and quality. &lt;br /&gt;
* A [[plasteel]] longsword beats the same quality [[uranium]] mace against lightly armored humans, like those wearing [[flak jacket]]s without a vest, and small mechs. &lt;br /&gt;
* The uranium mace would do better against flak vests and all sorts of [[power armor]], as well as larger mechs like [[centipede]]s. For example, when excluding handle attacks, a normal uranium mace deals  +{{%|((10.7/12.16) * (1/0.74)) &amp;lt;!--Centipedes have 72% sharp - 37.4% AP from plasteel longsword's 2 sharp attacks. This results in 34.5% &amp;quot;real&amp;quot; armor, and each armor% reduces avg dmg by %0.75. This results in 26% dmg reduction.---&amp;gt; -1 round 3}} {{DPS}} to a centipede when compared to a normal plasteel longsword. (In raw DPS, before intricacies documented below.) &lt;br /&gt;
&lt;br /&gt;
Similar comparisons can be made between steel longswords vs steel maces.&lt;br /&gt;
&lt;br /&gt;
===Obsidian and bioferrite===&lt;br /&gt;
[[Obsidian]]{{OdysseyIcon}} longswords have higher damage and {{AP}}. Against a centipede when ignoring handle/fist attacks, a normal obsidian longsword actually beats a normal uranium mace against centipedes. (While the handleless uranium mace deals +{{%|((10.7/12.38) * (1/0.817)) -1 round 3}} more DPS on paper than a handleless longsword, longswords get a hidden bonus due to Cleave damage, so the longsword is better.)&lt;br /&gt;
&lt;br /&gt;
Legendary obsidian longswords in particular can benefit from the melee verb selection mechanic. A legendary obsidian longsword is by and away better for raw {{DPS}} than a uranium mace, and has enough {{AP}} to ignore any mech's armor. The mace benefits better overkill mechanics, so if melee damage boosts are used then it can be more consistent against non-tough non-robust humans.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite]]{{AnomalyIcon}} is worse as a weapon than plasteel unless it is legendary quality, where it benefits from the melee verb selection described above. However, bioferrite also provides [[psychic sensitivity]] while other weapons do not. In addition, bioferrite is worth less [[wealth]] than a uranium mace.&lt;br /&gt;
&lt;br /&gt;
====Sharp vs Blunt====&lt;br /&gt;
{{Rewrite|reason=See semi-recent update to [[Cut]]}}&lt;br /&gt;
While raw DPS and {{AP}} are the most important factors, there are a large amount of mechanics surrounding the [[damage type]]s of the longsword and mace. For their &amp;quot;Best&amp;quot; attack, maces deal ''[[Damage types#Blunt|Blunt]]'' damage. Longswords deal either ''[[Damage types#Stab|Stab]]'' or ''[[Damage types#Cut|Cut]]'' damage. Best attacks are the most likely to hit (75%); for sake of simplicity, &amp;quot;Mid&amp;quot; attacks are ignored. They are listed in rough order of importance.&lt;br /&gt;
&lt;br /&gt;
*'''Cut damage deals bonus damage.''' If a Cut damage activates a ''cleave'', total damage is multiplied by 140%, then split between body parts. While this reduces the chance to destroy large body parts, cleaving attacks inflict more [[pain]] (causing [[pain shock]], the most common way to down a pawn) and reduce the pawn's total HP pool, making them more effective on action.&lt;br /&gt;
&lt;br /&gt;
: The chance to cleave is 40%. This improves cut DPS by 116% on average (for good sword attacks this results in 108% average damage), and the sword already is better in terms of raw DPS.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons have superior overkill damage mechanics.''' If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process. This is unlikely to matter at all below masterwork quality, as weapons aren't strong enough to one-shot limbs. It is also unlikely to matter if no [[melee damage factor]] boosts are in effect. However, if stacking the [[strong melee damage]] [[gene]]{{BiotechIcon}} and [[juggernaut serum]],{{AnomalyIcon}} then overkill damage does matter ''a lot'' against human-sized pawns.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons can stun enemies,''' though the chance is small. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso. Blunt weapons can also stun if they hit the brain, but brain damage from a mace is usually fatal anyway.&lt;br /&gt;
&lt;br /&gt;
*'''Sharp weapons cause bleeding.''' However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save [[prisoner]]s and causes [[infection]]s.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Longsword Old.png|Texture prior to 1.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Power_claw&amp;diff=180485</id>
		<title>Power claw</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Power_claw&amp;diff=180485"/>
		<updated>2026-05-16T00:09:10Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Power claw&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 = Industrial&lt;br /&gt;
| description = A combat-oriented hand replacement consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| meleeattack1dmg = 22&lt;br /&gt;
| meleeattack1type = scratch&lt;br /&gt;
| meleeattack1part = claw&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 33&lt;br /&gt;
| body part = Hand&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Specialized limbs&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 8&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| marketvalue = 385&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Advanced, AdvancedWeapon&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Power claws''' are [[Artificial body part|artificial hand replacements]] that also function as moderately powerful melee [[weapons]] at the expense of slowing a pawn's [[moving]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
In the core game, the power claws cannot be crafted. Instead they can only be obtained via [[trade]], given as a [[quest]] reward, found in quest item stashes. or found in [[ancient shrine]]s.&lt;br /&gt;
&lt;br /&gt;
With the [[Royalty DLC]], {{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Body part ===&lt;br /&gt;
Power claws replace the user's organic hand, including the fingers. They are universal and can be installed on either the left or right. The power claw has a part efficiency of 100%. This fully replaces the functionality of a normal hand but provides no enhancement - when coupled with the hand body part having a [[Manipulation]] importance of 50%, it results in an increase in manipulation of up to 50% when replacing a missing or totally inoperable hand. Manipulation, in turn, affects a great many [[stats]]. For a full list of affected stats, see [[Manipulation#Affected stats|Manipulation]]&lt;br /&gt;
&lt;br /&gt;
=== Other effects ===&lt;br /&gt;
Each power claw inflicts a {{--|8%}} [[Moving]] penalty. Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a reduction in [[melee dodge chance]] equivalent to losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.08}}}} levels of [[Melee]] skill per hand replaced.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
A power claw replaces the natural &amp;quot;Fist&amp;quot; attack of the replaced hand with a significantly more powerful [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]] attack. When social fighting, colonists will not use the power claw to attack their opponent.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt; &lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! DPS !! AP !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Heart|32}}&lt;br /&gt;
! style='text-align: left !important;'| Human Fist&lt;br /&gt;
| {{Q|Human|Attack 1 Damage}}&lt;br /&gt;
| {{Q|Human|Attack 1 DPS}}&lt;br /&gt;
| {{Q|Human|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 Type}}]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|{{PAGENAME}}|32}}&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
| {{P|Attack 1 Damage}}&lt;br /&gt;
| {{P|MeleeDPS}}&lt;br /&gt;
| {{P|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
A power claw can only be installed on a natural arm. It cannot be installed on artificial body parts that replace the entire arm, such as the [[bionic arm]], and will cause the removal of any parts installed into the hand, such as the [[hand talon]] {{RoyaltyIcon}}. It also will replace or be replaced by any other part that replaces the hand, such as the [[field hand]] {{RoyaltyIcon}}. If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed for later reuse.&lt;br /&gt;
&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Medical|Medical skill]] of 4.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed, like other prosthetics.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
In terms of {{DPS}}, the power claw is the strongest [[body part weapon]] in the game, and the only dedicated example available without either the [[Royalty]] or [[Anomaly DLC]].  Overall, the power claw offers a way for ranged pawns to defend themselves in melee, at the cost of their Moving. It can also be used as a dedicated melee weapon during the early game.&lt;br /&gt;
&lt;br /&gt;
Ignoring the Moving penalty, a single power claw, on its own, is competitive with a normal quality [[plasteel]] [[longsword]], even after considering the impact of the unique effects of the [[Scratch]] and [[Cut]] damage types and melee verb selection mechanics. Under the same considerations, two claws approximate an excellent plasteel longsword. Claws can also be obtained very early in the game, even before [[Research#Smithing|Smithing]], through [[trade]] or [[quest]]s. This makes the claw a powerful melee weapon in the early game, both strong and cheap. But as power claws are not impacted by quality, they will fall behind dedicated melee weapons which do more DPS and don't decrease Moving or Melee Dodge Chance. Regular weapons are also not incompatible with [[bionic arm|bionic]] and [[archotech arm]]s, both of which ''increase'' [[Melee Hit Chance]] instead. Finally, note that power claws require [[surgery]], which is risky without a good doctor and a clean hospital. &lt;br /&gt;
&lt;br /&gt;
If a pawn is already holding a stronger melee weapon, adding a power claw would only offer a marginal benefit. Because of the [[melee verb selection]] mechanic, pawns will use one of their &amp;quot;Best&amp;quot; attacks 75% of the time, and one of their &amp;quot;Mid&amp;quot; attacks the rest of the time. The power claw falls into the &amp;quot;Mid&amp;quot; category alongside fist and/or handle attacks even when wielded with relatively accessible melee weapons such as normal quality plasteel longswords or good quality uranium maces. The end result in a {{DPS}} improvement of only {{+|{{%|11.312/10.714-1 round 3}}}} and {{+|{{%|11.05/10.52-1 round 3}}}} respectively, and the relative improvement only shrinks with higher qualities. On weapons such as masterwork [[persona monosword]]s{{RoyaltyIcon}}, this becomes a negative as the primary attack is sufficiently good to reduce the handle and regular fist attacks to the never-used &amp;quot;Worst&amp;quot; category of attacks while the power claw stays in Mid. Not having the power claw would therefore allow the powerful primary attacks of the weapon to be used exclusively. Also note that these changes also come at the cost of Moving and Melee Dodge Chance. &lt;br /&gt;
&lt;br /&gt;
The melee verb system also means that installing 2 claws is rarely worthwhile. If it is the &amp;quot;Best&amp;quot; category and no weapon is carried, installing a second will increase the base DPS from 9.28 to 11 by removing the remaining fist attack, but at the cost of doubling the penalties, while the same attack can be removed with the cheaper [[wooden hand]], with a minor hit chance penalty that is more than accounted for in the improvement in {{DPS}} over one claw and well worth avoiding the move penalty of two, or a [[flesh tentacle]]{{AnomalyIcon}} which provides a hit chance improvement in addition to removing the attack.  If the claw attack is in &amp;quot;Mid&amp;quot;, the actual effect on DPS of further diluting the handle attacks is tiny and similarly not worth the penalty.&lt;br /&gt;
&lt;br /&gt;
=== Niches ===&lt;br /&gt;
One of the key advantages of body part weapons is that they can be &amp;quot;wielded&amp;quot; with a ranged weapon, allowing a gunner to also be effective in melee. [[Shooting Accuracy]] also doesn't benefit from bionic arms, and Moving is less important to ranged fighters, reducing the tradeoffs associated with the power claw. &lt;br /&gt;
&lt;br /&gt;
[[Slave]]s{{IdeologyIcon}} represent a unique use case for body part weapons. As proper melee weapons increase chance of rebellions, arming slaves is often inadvisable, but combat slaves can be very useful. Body part weapons do not have this downside - while they are still more dangerous when they do rebel, slaves implanted with these weapons are no more likely to rebel in the first place, and in the case of the power claw, they are slightly less likely to rebel, due to the moving malus. The easy acquisition and disposable nature of slaves also means that the power claw's inferiority to dedicated melee weapons is also less relevant.&lt;br /&gt;
&lt;br /&gt;
Power claws and other body part weapons (as well as fists) are not included in any [[Ideoligion#Weapon_preferences|venerated or despised]] preference categories and can accommodate brawlers in ranged-venerating ideoligions.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
In terms of [[wealth management]], power claws costs much less than similar strength [[longsword]] but are about the same as [[knife]]. [[Bioferrite]]{{AnomalyIcon}} weapons are exception from this rule because of the material's low value.&lt;br /&gt;
&lt;br /&gt;
[[Ghoul]]s{{AnomalyIcon}} are also uniquely dependent on body part weapons, and a power claw is one of the premier options for them. For further analysis on this use cases, see the [[Ghoul#Weapon_choice|Ghoul]] page.&lt;br /&gt;
&lt;br /&gt;
=== Compared to other artificial body parts ===&lt;br /&gt;
In the [[Royalty DLC]], there are many other options for a &amp;quot;sidearm&amp;quot; artificial body parts. The main differences between the various options are: {{DPS}}, {{AP}}, and which part it attaches to. In addition, the power claw is the only body part weapon that reduces [[Moving]], which has an impact on melee combat.&lt;br /&gt;
&lt;br /&gt;
* [[Hand talon]]s{{RoyaltyIcon}} provide very similar DPS, but at {{--|17%}} AP. However, they do not slow down the user at all. They are attached on the hand and require an organic hand to do so.&lt;br /&gt;
* [[Elbow blade]]s{{RoyaltyIcon}} attach to the organic arm, and is not incompatible with the [[field hand]].{{RoyaltyIcon}} They are weaker than the hand talon but offer slightly more {{AP}}.&lt;br /&gt;
* [[Knee spike]]s{{RoyaltyIcon}} attach to the organic leg. They are weaker than the hand talon but offer slightly more {{AP}}.&lt;br /&gt;
* [[Venom fangs]]{{RoyaltyIcon}} attach to the jaws, which no other body part weapon does. They are one of the weaker options, but do not impede the arm or leg. They also cause [[toxic buildup]]. &lt;br /&gt;
As the power claw incurs a Melee Dodge Chance penalty, other body part weapons may be worth considering. For a ranged fighter, raw DPS may not be a primary concern. Many ranged pawns will rarely need to melee, and the Moving penalty impedes [[kiting]]. So if a hand talon is ''sufficient'' to distract (and eventually defeat) a melee enemy, then there's no need to install a power claw that penalizes you.&lt;br /&gt;
&lt;br /&gt;
[[Bionic arm]]s and [[archotech arm]]s offer a &amp;quot;fist&amp;quot; attack, which are much weaker to the power claw. However, each bionic arm increases [[Melee Hit Chance]] by {{+|{{#expr: {{Q|Melee Hit Chance|Manipulation Importance}}*0.08}}}} Melee levels, and an archotech arm offers double the benefit. Both bionics also offer an increase in [[Manipulation]] and no decrease in Moving, which helps with general work tasks. &lt;br /&gt;
&lt;br /&gt;
Unlike hand talons, but like bionic/archotech arms, power claws replace the entire hand. This can be used to replace a missing hand. Compared to the [[wooden hand]], the power claw gives {{+|10%}} [[Manipulation]] for {{--|8%}} [[Moving]]. If you later install a [[bionic arm]] (or other hand/full arm replacement), then the power claw will be retrieved safely, so long as the surgery succeeds.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added&lt;br /&gt;
* B19 - Body part efficiency increased from 92% -&amp;gt; 100%.&lt;br /&gt;
* [[Royalty DLC]] Release - Crafting Recipe added.&lt;br /&gt;
* [[Version/1.1.2587|1.1.2587]] - DPS was buffed but it now slows movement.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;br /&gt;
[[Kind::Weapons| ]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Alpha_thrumbo_horn&amp;diff=180484</id>
		<title>Alpha thrumbo horn</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Alpha_thrumbo_horn&amp;diff=180484"/>
		<updated>2026-05-16T00:02:01Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&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=Good base but needs expansion. Consider [[thrumbo horn]] but will require more consideration than a copy. Also consider scratch vs cut. also consideration of or link to farming alphas for horns for use or sale}}&lt;br /&gt;
&lt;br /&gt;
While regular thrumbo horns are inferior to high-[[quality]] [[longsword]]s, alpha thrumbo horns are superior to anything less than legendary [[obsidian]] longswords in terms of raw {{DPS}}. Their armor penetration is not as high, but is still superior to all but legendary [[plasteel]] and [[uranium]] or masterwork obsidian and [[bioferrite]]{{AnomalyIcon}} longswords; strong enough to invalidate the armor on any mech less than a [[termite]]. Overall, the horn is a good option for the entirety of the game but better options do exist. Depending on when the horn becomes available, better options like [[persona monosword]]s{{RoyaltyIcon}} and legendary obsidian longswords may have already rendered the horn obsolete for your colony.&lt;br /&gt;
&lt;br /&gt;
Because of [[melee verb selection]] using an [[archotech arm]] will substantially reduce DPS by creating a &amp;quot;Mid&amp;quot; melee category that will be used 25% of the time. A [[bionic arm]] is fine as its attack remains in &amp;quot;Worst&amp;quot;.&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>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=180483</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=180483"/>
		<updated>2026-05-15T23:53:23Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Weapon choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
| psychic sensititvity = 0&lt;br /&gt;
| pain factor = 0&lt;br /&gt;
| max nutrition = 2&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Ghoul infusion&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 35&lt;br /&gt;
| anomaly knowledge = 1.5 &amp;lt;!-- 1 from human + 0.5 offset --&amp;gt;&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 120&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls''' are [[human]]s that have been warped into powerful, twisted combat [[entities]] with very few needs. Ghouls can appear as enemy units or be created by the player as part of the colony. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls can appear in games with the AI storyteller's [[AI Storytellers#Monolith setting|monolith setting]] set to either &amp;quot;Standard with Monolith&amp;quot; and the &amp;quot;Ambient Horror&amp;quot; enabled. &amp;quot;The Anomaly&amp;quot; starting [[Scenario_system#Default_Scenarios|scenario]] begins the player with one friendly player-controlled ghoul.&lt;br /&gt;
&lt;br /&gt;
Wild ghouls can be encountered as a [[Entities#Basic|basic entity]] at [[monolith]] level 1 or higher or if ambient horror is enabled. Any ghoul encountered in the wild will be permanently hostile to the player. These ghouls can be captured for study or to extract [[bioferrite]] from, like any other entity. Capturing a wild ghoul alive can be difficult, as they cannot be downed by [[pain]] and psychic weaponry is ineffective.&lt;br /&gt;
&lt;br /&gt;
Once a ghoul has been encountered, the [[Ghoul infusion (research)|ghoul infusion]] research project becomes available. After completing the research, the player can schedule the ghoul infusion operation on any colonist, [[prisoner]], or [[slave]]{{IdeologyIcon}} for {{Icon Small|Bioferrite||30}} [[bioferrite]] and {{Icon Small|Shard||1}} [[shard]], permanently turning that pawn into a ghoul. Regardless of whether the pawn was a member of your colony, they will be under the player's control once the operation is completed - there is no need to recruit them beforehand.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is a colonist that is limited to only melee combat. They cannot wield [[weapons]] or [[apparel]], do any work, take [[drugs]] or use any special abilities they would have in life. Ghouls can be restricted to [[zones]] and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. They retain most properties they had in life:&lt;br /&gt;
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.&lt;br /&gt;
* [[Traits]] and [[backstories]] are retained, which can cause a ghoul to be incapable of firefighting.&lt;br /&gt;
* Some hediffs are retained, including [[void touched]]. [[Luciferium]] need and the luciferium hediffs are ''not'' retained. {{Check Tag|Check|What is the full list of hediffs that are retained and aren't?}}&lt;br /&gt;
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]{{BiotechIcon}}.&lt;br /&gt;
* The natural attacks of a human are retained, but ghouls also gain a left and right claw attack and an additional bite attack.&lt;br /&gt;
&lt;br /&gt;
Ghouls have 100% [[vacuum resistance]],{{OdysseyIcon}} meaning they can survive in space.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{Temperature|40||delta}}}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{Temperature|40||delta}}}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100 HP/day&lt;br /&gt;
&lt;br /&gt;
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff will heal any wound, including missing limbs or scars that the ghoul has, at a rate of 0.1 HP/{{Ticks|60}}. Ghoul regeneration heals wounds in the order they were received, one wound at a time, until that wound is fully healed. The one exception is fully missing body parts: these will be converted into a generic &amp;quot;wound&amp;quot; and healed after all other injuries. Regeneration prevents wounds from scarring, even eye and brain injuries that would otherwise always scar, but does not prevent or cure [[trauma savant]]. Note that if the ghoul regeneration has already began to heal the missing body part when another injury is dealt, it will not switch targets; it will continue to heal the missing limb once it has begun.&lt;br /&gt;
&lt;br /&gt;
Ghoul regeneration is separate from a pawn's normal [[Injury#Healing Rate|healing rate]]. The ghoul continues to heal the same as a regular pawn, separate from ghoul regeneration. As with normal human pawns, a ghoul's ''natural'' healing is affected by [[genes]],{{BiotechIcon}} [[healing enhancer]]s,{{RoyaltyIcon}} and [[juggernaut serum]].{{AnomalyIcon}} Ghoul regeneration is ''not'' affected by these factors. See [[Injury#Healing|healing]] for more information on healing mechanics for all pawns.&lt;br /&gt;
&lt;br /&gt;
A ghoul won't get sick like a regular pawn from [[infection]] or other diseases. They are immune to rotstink gas, but not tox gas or toxic buildup. &lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually{{Check Tag|When?}} go berserk, betraying the colony and never becoming friendly again. Once their food need reaches 0, a hidden meat hunger hediff will be applied and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
Beyond food, ghouls have no other needs, [[mood]], or relationships. Any needs created by genes or addiction will be disabled. They can't have [[mental break]]s and won't be counted as a colonist for things like pawn death, the [[recluse]] trait,{{BiotechIcon}} or [[diversity of thought]] precepts.{{IdeologyIcon}} They also can't be part of any kind ritual. Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul. However, they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail needed|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
Captured ghouls do not require food.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul-specific upgrades ===&lt;br /&gt;
Ghouls can have all types of normal human body parts installed. However, there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|ghoul enhancements]] in the Anomaly tech tree:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]]: Passively increases hunger and grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.&lt;br /&gt;
* [[Corrosive heart]]: Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency.&lt;br /&gt;
* [[Ghoul barbs]]: Increases melee damage by {{Good|x150%}} at the cost of {{Bad|-0.25}} speed.&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed. &lt;br /&gt;
* [[Metalblood heart]]: On a 6 hour cooldown, gain the [[Hediffs#Metalblood|metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This is the same hediff as that from the [[metalblood serum]] and does not stack.&lt;br /&gt;
* [[Blood warmer]]: A kidney replacement that actively heats the ghoul's blood. Each installed, up to a maximum of 2, lowers Minimum Comfortable Temperature by {{Good|{{Temperature|-26||delta}} }}, allowing for a cumulative lower Minimum Comfortable Temperature bonus of {{Good|{{Temperature|-52||delta}} }}.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be administered [[serums]] including their exclusive [[ghoul resurrection serum]], but not drugs. They aren't affected by any mood effect from a serum.&lt;br /&gt;
&lt;br /&gt;
===Raid points===&lt;br /&gt;
{{Main|Raid points#Pawn points}}&lt;br /&gt;
&lt;br /&gt;
Ghouls are worth less [[raid points]] than regular colonists and most [[friendly mechanoids|combat mechanoids]]{{BiotechIcon}}. Like mechs, each ghoul adds between 20% and 40% of their combat power in raid points (combat power is is set to 90 for ghouls, so 18-36 points), depending on [[wealth]], which is then adjusted by threat scale and other factors as normal. The value of the ghoul itself and its implants will also contribute to colony wealth, although ghouls and ghoul-specific implants are worth little.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason=[[Flesh tentacle]] strat should be represented in tables, not just wooden hand}}&lt;br /&gt;
&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers:&lt;br /&gt;
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and the [[strong melee damage]] [[gene]],{{BiotechIcon}} their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].&lt;br /&gt;
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks and meatshields, as limb loss is meaningless, and death has little consequence so long as the corpse is intact.&lt;br /&gt;
* Ghouls don't bleed, feel pain, have [[mental break]]s, or sleep, making them more effective and reliable in combat. For example, ghouls make excellent bait for [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While an individual ghoul cannot match up to the absolute best melee colonists with [[cataphract armor]],{{RoyaltyIcon}} high [[quality]] [[persona weapon]]s,{{RoyaltyIcon}} and special abilities from [[utility]] items / [[psycast]]s{{RoyaltyIcon}} / [[gene]]s,{{BiotechIcon}} ghouls are incredibly cost effective. They are cheap to obtain, maintain, and worth remarkably little [[wealth]] and [[raid point]]s. They can outright beat regular melee colonists during the early- and mid-game, and even in the late-game they are fairly competitive.&lt;br /&gt;
&lt;br /&gt;
The main difficulty of keeping ghouls around is that they can only eat raw [[meat]] and fresh [[corpse]]s, although their hunger rate can be reduced by [[nuclear stomach]]s{{RoyaltyIcon}} and through [[gene]]s.{{BiotechIcon}} Even without those factors, [[raid]]s are a consistent source of free meat. Rotten corpses can be converted into [[twisted meat]] through [[harbinger tree]]s, and a [[fleshmass nucleus]] is a constant source of meat once obtained.&lt;br /&gt;
&lt;br /&gt;
Ghouls won't do most work, but can do a few tasks if manually [[draft]]ed: they can hunt animals by melee attacking them (but will not carry the corpses back), and they can extinguish [[fire]]s. Also, in the [[Scenario_system#The Anomaly|Anomaly starting scenario]], the ghoul allows you to skip early defenses, indirectly reducing amount of work that needs to be done.&lt;br /&gt;
&lt;br /&gt;
Ghouls can benefit from the [[frenzy inducer]] and the [[Pollution stimulus (gene)|pollution stimulus]] gene.{{BiotechIcon}} You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your [[twisted meat]], a containment cell for the [[fleshmass nucleus]], and a frostbite chamber for [[toughspike]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul choice ===&lt;br /&gt;
Ghoulification is a great way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and remove detrimental health conditions. Because ghouls are cheap and disposable, converting pawns indiscriminately can be a viable option in the midgame onwards.&lt;br /&gt;
&lt;br /&gt;
The best base pawns to turn into ghouls are ones with positive combat [[trait]]s, such as [[tough]], [[jogger]], [[brawler]], and [[nimble]]. Passion and skill in melee helps, too. Ghouls made from [[body mastery]] [[creepjoiner]]s don't need to eat at all, but this significantly reduces the trait options, and food is an almost negligible cost in the mid- and late-game.&lt;br /&gt;
&lt;br /&gt;
If Biotech is installed, [[xenotype]]s{{BiotechIcon}} are important to consider before [[genetics|gene modding]] is readily available. While it is always possible to implant genes with a [[xenogerm]] later, a ghoul with a good melee xenotype will be stronger in the early game before then. [[Yttakin]] are the best base xenotype, starting with [[Robust]] and [[Strong melee damage]], as well as [[Naked speed]], which is a pure buff for ghouls. The other strong melee damage xenotypes can be good options, too.&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
Non-critical organs can be harvested from a subject before a ghoul infusion is used on them, which will then regrow after they are turned into a ghoul.&lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
Hunger is the primary cost of ghouls, as they cannot eat anything but raw meat and corpses, thus preventing the use of [[crop]]s for stable food or [[meal]]s to get the most out of food. However, certain upgrades can be used to reduce the food cost, which have no downsides for ghouls:&lt;br /&gt;
* The [[nuclear stomach]]:{{RoyaltyIcon}} An [[artificial body part]] which multiplies [[hunger rate]] by {{Good|x25%}}. Note that [[cancer]], the primary downside of the nuclear stomach, is not a concern for ghouls.&lt;br /&gt;
* The [[robust digestion]] gene:{{BiotechIcon}} A gene that multiplies the nutrition gained from raw meat, but not corpses, by {{Good|x1.8}}.&lt;br /&gt;
* A [[metabolic efficiency]] of 5+:{{BiotechIcon}} This multiplies [[hunger rate]] by {{Good|x50%}}.&lt;br /&gt;
&lt;br /&gt;
These stack to make for a ghoul that only requires as little as {{Icon Small|Meat||{{#expr: ({{Q|Ghoul|Real Hunger Rate}}*0.25&amp;lt;!--Nuclear stomach--&amp;gt;*0.5&amp;lt;!--Metabolic efficiency of 5+--&amp;gt;)/({{Q|Meat|Nutrition}}*1.8 &amp;lt;!--Robust digestion--&amp;gt;) round 2}}}} [[meat]] per day and significantly increases the time that can be safely spent between meals.&lt;br /&gt;
&lt;br /&gt;
Ideally, all corpses should be butchered by a competent cook for maximum nutrition, but preventing berserking is more important.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
Due to their massive improvement to resilience and damage, [[ghoul barbs]] and [[ghoul plating]] are essential upgrades for ghouls. For the heart upgrade, get the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with the [[adrenal heart]] to improve combat power or the [[corrosive heart]] for the painful [[acid spray]] attack.&lt;br /&gt;
&lt;br /&gt;
Ghouls can also make effective use of [[body part weapon]]s. As they cannot hold conventional weapons, implanted weaponry offers them a powerful upgrade, and in combination with [[ghoul barbs]] ghouls offer {{DPS}} comparable to high-tier melee options. The ghoul can then be enhanced similarly to other melee pawns, such as with [[juggernaut serum]] and the [[strong melee damage]] gene.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
====Weapon choice====&lt;br /&gt;
[[Power claw]]s offer the highest damage, albeit with a small [[Moving]] penalty per claw. Note that combining a power claw and [[flesh tentacle]] will result in the same base {{DPS}} as two power claws, due to how the melee verb system selects and disregards certain attacks. As the flesh tentacle doesn't penalize [[Moving]] and boosts [[melee hit chance]], this is the optimal choice. A similar effect can be obtained by replacing the other hand with a [[wooden hand]] instead of the tentacle; the wooden hand reduces Manipulation, but the overall {{DPS}} is still close to that of two claws. Other hand and arm replacements will not work.&lt;br /&gt;
&lt;br /&gt;
[[Flesh whip]]s come in a close second in term of {{DPS}} and do not have a Moving penalty. Flesh whips have a higher base {{AP}} than power claws, but its {{AP}} is not affected by the [[melee damage factor]] (MDF), so having a MDF of {{#expr: {{Q|Flesh whip|Attack 1 AP}}/{{Q|Power claw|Attack 1 AP}} * 100 round 0}}% or more will result in the power claw having more {{AP}}. Ghoul barbs and the strong melee damage gene{{BiotechIcon}} result in an MDF of 225%. Flesh whips can be combined with flesh tentacles or wooden hands in the same way as power claws.&lt;br /&gt;
&lt;br /&gt;
Note that ghouls cannot be targeted by the [[twisted obelisk]], and so flesh parts should be acquired before ghoulification occurs. Afterwards, only flesh tentacles can be obtained, and only through [[unnatural healing]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ghoul melee damage at melee level 20 and no other hediff or gene&lt;br /&gt;
|-&lt;br /&gt;
! Upgrades !! Move Speed !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| None || 4.6 c/s || 3.29 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Power claw || 4.23 c/s || 8.28 || 28%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Power claws || 3.86 c/s || 9.90 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, and movement speed. Having genes that improve their metabolic rate is also helpful. Ghouls will inherit genes from their underlying [[xenotype]]s, meaning that some make for better ghoul candidates than others. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Genes&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;&lt;br /&gt;
{{Center|Show/Hide Gene Analysis}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Genes&amp;quot;&amp;gt;&lt;br /&gt;
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Good Genes&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Improves !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increases damage dealt by ghouls&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Double the movement speed bonus of Naked Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee]] || [[Melee]] Skill {{Good|+4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Great melee]] || [[Melee]] Skill {{Good|+8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Larger Improvement to Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Unstoppable]] || [[Stagger Time Multiplier]] {{Good|x0%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Removes stagger from receiving damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire resistant]] || [[Flammability]] {{Good|x10%}}, [[Flame]] damage {{Good|x25%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Resist flame damage and avoid being set on fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Partial antitoxic lungs]] || [[Toxic Environment Resistance]] {{Good|+50%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resist toxic fallout and tox gas&lt;br /&gt;
|-&lt;br /&gt;
| [[Total antitoxic lungs]] || [[Toxic Environment Resistance]] {{Good|+100%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Immune to toxic fallout and tox gas&lt;br /&gt;
|-&lt;br /&gt;
| [[Cold tolerant]] || [[Minimum Comfortable Temperature]] {{Good|−10 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resistance to hypothermia&lt;br /&gt;
|-&lt;br /&gt;
| [[Cold super-tolerant]] || [[Minimum Comfortable Temperature]] {{Good|−20 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Larger resistance to hypothermia&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat tolerant]] || [[Maximum Comfortable Temperature]] {{Good|+10 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resistance to heatstroke&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat super-tolerant]] || [[Maximum Comfortable Temperature]] {{Good|+20 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Larger resistance to heatstroke&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust digestion]] || [[Raw Nutrition Multiplier]] {{Good|x180%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increase nutrition given by raw meat&lt;br /&gt;
|-&lt;br /&gt;
| [[Elongated fingers]] || [[Manipulation]] {{Good|x110%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation, which affects melee hit chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Smooth tail]] || [[Manipulation]] {{Good|+5%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation&lt;br /&gt;
|-&lt;br /&gt;
| [[Superfast wound healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day&lt;br /&gt;
|-&lt;br /&gt;
| [[Pollution stimulus (gene)|Pollution stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Speed boost when exposed to pollution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many genes whose negative effects don't affect ghouls at all; thus they can be used to improve their metabolic efficiency. Some of the notable genes are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Free Metabolic Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Changes !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Awful animals|Awful Skill]] || Skill {{Bad|-8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls only use Melee skill, any other skill can be ignored&lt;br /&gt;
|-&lt;br /&gt;
| [[Poor animals|Poor Skill]] || Skill {{Bad|-4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls only use Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Hyper-aggressive]] || Mental Breaks and Social Fights  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Aggressive]] || Mental Breaks and Social Fights || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Very sleepy]] || Sleep Fall Rate || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleepy]] || Sleep Fall Rate  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Very unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+5}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathrest]] || Need for deathrest || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need deathrest&lt;br /&gt;
|-&lt;br /&gt;
| [[Hemogen drain]] || {{Bad|−8}} Hemogen per day || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need hemogen&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have mental breaks&lt;br /&gt;
|-&lt;br /&gt;
| [[Kill thirst]] || Causes need to kill humanoids|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have needs beyond hunger&lt;br /&gt;
|-&lt;br /&gt;
| [[Extra pain]] || Increases pain|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't feel pain&lt;br /&gt;
|-&lt;br /&gt;
| [[Nearsighted]] || Decreases shooting accuracy|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls can't shoot&lt;br /&gt;
|-&lt;br /&gt;
| [[Weak immunity]] || More likely to die from diseases|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls are immune to diseases&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychically deaf]] || Psychic sensitivity {{Down|-100%}}|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls have no psychic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychically dull]] || Psychic sensitivity {{Down|-50%}}|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls have no psychic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Drugs|Drug dependency]] || Need for a specific drug|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} or {{Good|+4}} || Ghouls have no drug needs and can't take drugs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Archite genes ====&lt;br /&gt;
Archite genes are generally not worth adding to a ghoul xenogerm.&lt;br /&gt;
* [[Scarless]], [[Non-senescent]], [[Ageless]] and [[Perfect immunity]] are redundant in a ghoul. &lt;br /&gt;
* [[Gene implanter]] cannot be activated from ghouls. &lt;br /&gt;
* [[Deathless]] could be considered before having access to ghoul resurrection serums, but once the serums are available, their shorter coma period is preferable. &lt;br /&gt;
* [[Archite metabolism]] can be an option if not enough positive metabolism genes have been yet gathered, but maximum metabolism efficiency can be eventually achieved while using all the beneficial genes. &lt;br /&gt;
* The main draws of [[Breathless]]{{OdysseyIcon}} on ghouls are the bonus to minimum comfortable temperature and immunity to tox gas, as ghouls are already immune to vacuum exposure. However toxic buildup and gas immunity can also be achieved by a combination of [[Genes#Resistance and sensitivity|toxic resistance genes]] and [[detoxifier lung]]s. The temperature bonus could have an use when stacked will all other genes that improve cold resistance for ghouls in polar biomes or [[orbit]], but those require more metabolism points that could be spent on more impactful genes. For cold protection, blood warmers are cheaper and more accessible for a miniscule DPS penalty.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:&lt;br /&gt;
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.&lt;br /&gt;
** You can harvest all six organs from a [[sanguophage]].&lt;br /&gt;
** If you have a [[detoxifier lung]] and [[detoxifier kidney|kidney]], you can install them to the pawn and harvest the second natural lung and kidney. After the ghoul has finished regenerating one of each organ, you can then safely remove the artificial organs.&lt;br /&gt;
** By spending a [[ghoul resurrection serum]] afterwards, you can also harvest the [[heart]] in the same manner as above.&lt;br /&gt;
* Ghouls can still have genes implanted or harvested.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]], [[cirrhosis]] or [[lung rot]]. However, if you then kill the ghoul and revive them with a ghoul resurrection serum, it will remove the sickness but not the paralytic abasia or the cirrhosis. Lung rot can be &amp;quot;cured&amp;quot; by removing one lung at a time and letting them regenerate.&lt;br /&gt;
&lt;br /&gt;
=== The ideal ghoul ===&lt;br /&gt;
Here is a setup for an ideal ghoul. The following features are very hard to achieve, but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:&lt;br /&gt;
* [[Void touched]]: available during the [[Endings#The Void|Anomaly ending]], gives 100 hp/day regeneration on top of ghoul regeneration and natural generation.&lt;br /&gt;
* Level 20 melee skill: massively improves melee hit and dodge chance.&lt;br /&gt;
* All keystone and good genes listed above. Other metabolically-efficient genes should be included to bring the efficiency up to +5.&lt;br /&gt;
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.&lt;br /&gt;
* [[Jogger]] trait: [[Move Speed]] +0.4.&lt;br /&gt;
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance.&lt;br /&gt;
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.&lt;br /&gt;
* [[Fleshmass lung]]: will give some tox resistance for the ghoul if you don't install detoxifier lungs for them.&lt;br /&gt;
* [[Flesh whip]]: will give some melee damage for the ghoul if you don't install a [[power claw]].&lt;br /&gt;
&lt;br /&gt;
Once you have a colonist or slave with these features, duplicate them using the [[corrupted obelisk]] and turn the duplicate into a ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7.&lt;br /&gt;
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25.&lt;br /&gt;
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.&lt;br /&gt;
* [[Power claw]] + [[flesh tentacle]] (or [[wooden hand]]): greatly improves a ghoul's melee damage. This is optional if the ghoul already has 2 flesh whips.&lt;br /&gt;
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.&lt;br /&gt;
* [[Nuclear stomach]]: Food Consumption x25%.&lt;br /&gt;
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.&lt;br /&gt;
* Regular [[juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.&lt;br /&gt;
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.&lt;br /&gt;
* [[Frenzy inducer]]'s field: +0.4 move speed.&lt;br /&gt;
* Pollution stimulus: x120% move speed.&lt;br /&gt;
* [[Healing enhancer]]: natural healing factor x150%.&lt;br /&gt;
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archotech eyes and legs could be used instead, but the sheer amount of punishment you will likely have your ghoul be taking means that they will break eventually. Giving them to a ranged pawn to help them better support the ghoul is a better use of resources. &lt;br /&gt;
&lt;br /&gt;
Note that power claws, bionic eyes, and bionic legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give them to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:&lt;br /&gt;
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.&lt;br /&gt;
* Healing 200 hp/day, plus roughly 96 hp/day (208 HP/day when lying on hospital bed) from the 800% Injury Healing Factor and 150% Natural Healing Factor.&lt;br /&gt;
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it can take roughly 2925 damage points/day, or 2.9 points/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite number of [[chimera]]s one at a time.&lt;br /&gt;
* Melee Dodge Chance 38%.&lt;br /&gt;
&lt;br /&gt;
Their damage and movement speed would be as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul weapon combos&lt;br /&gt;
|-&lt;br /&gt;
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Enemy ghouls are passable for containment, but are generally worse in the role than [[sightstealer]]s. Sightstealers provide more [[bioferrite]] and the same knowledge gain, and are easier to contain. They require less containment strength, do not regenerate lost body parts, and can feel [[pain]], meaning an escaping sightstealer is easier to subdue. Ghouls can make for a good supplementary source of dark study in the early game, though, and they provide somewhat more electricity with an [[electroharvester]].&lt;br /&gt;
&lt;br /&gt;
In the early game, be careful when engaging enemy ghouls in melee combat. They cannot be [[downed]] due to [[pain]], so they will fight much longer than regular human raiders. Ghouls never show up in [[raid]]s or assaults; only one ghoul will appear per event, as a minor threat.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;!-- Ordered top down visually, unless there would be another preferred format --&amp;gt;&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoul Hair Furious south.png|Furious, facing south&lt;br /&gt;
Ghoul Hair Furious east.png|Furious, facing east&lt;br /&gt;
Ghoul Hair Furious north.png|Furious, facing north&lt;br /&gt;
Ghoul Hair Hungry south.png|Hungry, facing south&lt;br /&gt;
Ghoul Hair Hungry east.png|Hungry, facing east&lt;br /&gt;
Ghoul Hair Hungry north.png|Hungry, facing north&lt;br /&gt;
Ghoul Hair Ravenous south.png|Ravenous, facing south&lt;br /&gt;
Ghoul Hair Ravenous east.png|Ravenous, facing east&lt;br /&gt;
Ghoul Hair Ravenous north.png|Ravenous, facing north&lt;br /&gt;
Ghoul Hair Twisted south.png|Twisted, facing south&lt;br /&gt;
Ghoul Hair Twisted east.png|Twisted, facing east&lt;br /&gt;
Ghoul Hair Twisted north.png|Twisted, facing north&lt;br /&gt;
Ghoul Hair Vengeful south.png|Vengeful, facing south&lt;br /&gt;
Ghoul Hair Vengeful east.png|Vengeful, facing east&lt;br /&gt;
Ghoul Hair Vengeful north.png|Vengeful, facing north&lt;br /&gt;
Ghoul Hair Warped south.png|Warped, facing south&lt;br /&gt;
Ghoul Hair Warped east.png|Warped, facing east&lt;br /&gt;
Ghoul Hair Warped north.png|Warped, facing north&lt;br /&gt;
Ghoul Hair Wicked south.png|Wicked, facing south&lt;br /&gt;
Ghoul Hair Wicked east.png|Wicked, facing east&lt;br /&gt;
Ghoul Hair Wicked north.png|Wicked, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Head Heavy south.png|Heavy, facing south&lt;br /&gt;
Ghoulskin Head Heavy east.png|Heavy, facing east&lt;br /&gt;
Ghoulskin Head Heavy north.png|Heavy, facing north&lt;br /&gt;
Ghoulskin Head Narrow south.png|Narrow, facing south&lt;br /&gt;
Ghoulskin Head Narrow east.png|Narrow, facing east&lt;br /&gt;
Ghoulskin Head Narrow north.png|Narrow, facing north&lt;br /&gt;
Ghoulskin Head Normal south.png|Normal, facing south&lt;br /&gt;
Ghoulskin Head Normal east.png|Normal, facing east&lt;br /&gt;
Ghoulskin Head Normal north.png|Normal, facing north&lt;br /&gt;
Ghoulskin Head Wide south.png|Wide, facing south&lt;br /&gt;
Ghoulskin Head Wide east.png|Wide, facing east&lt;br /&gt;
Ghoulskin Head Wide north.png|Wide, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Fat south.png|Fat, facing south&lt;br /&gt;
Ghoulskin Fat east.png|Fat, facing east&lt;br /&gt;
Ghoulskin Fat north.png|Fat, facing north&lt;br /&gt;
Ghoulskin Female south.png|Female, facing south&lt;br /&gt;
Ghoulskin Female east.png|Female, facing east&lt;br /&gt;
Ghoulskin Female north.png|Female, facing north&lt;br /&gt;
Ghoulskin Hulk south.png|Hulk, facing south&lt;br /&gt;
Ghoulskin Hulk east.png|Hulk, facing east&lt;br /&gt;
Ghoulskin Hulk north.png|Hulk, facing north&lt;br /&gt;
Ghoulskin Male south.png|Male, facing south&lt;br /&gt;
Ghoulskin Male east.png|Male, facing east&lt;br /&gt;
Ghoulskin Male north.png|Male, facing north&lt;br /&gt;
Ghoulskin Thin south.png|Thin, facing south&lt;br /&gt;
Ghoulskin Thin east.png|Thin, facing east&lt;br /&gt;
Ghoulskin Thin north.png|Thin, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Ghouls cannot get pregnant through any method. A pregnant pawn that is turned into a ghoul will have the pregnancy removed. A pawn that is in labor when being turned into a ghoul will have the labor hediff removed, but a non-ghoul baby will also be produced normally.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Longsword&amp;diff=180482</id>
		<title>Longsword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Longsword&amp;diff=180482"/>
		<updated>2026-05-15T23:50:30Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Sharp vs Blunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Longsword&lt;br /&gt;
| image = Longsword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| description = The ancient weapon of kings, the longsword can be used for slashing or stabbing.&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = poke&lt;br /&gt;
| meleeattack1part = handle&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 23&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = point&lt;br /&gt;
| meleeattack2cool = 2.6&lt;br /&gt;
| meleeattack2ap = 34&lt;br /&gt;
| meleeattack3dmg = 23&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = blade&lt;br /&gt;
| meleeattack3cool = 2.6&lt;br /&gt;
| meleeattack3ap = 34&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Long blades&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = MedievalMeleeAdvanced, LongSword&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
}}&lt;br /&gt;
The '''longsword''' is a melee [[weapon]] that does a large amount of damage, has a long cooldown, and deals sharp damage.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The longsword has the highest base DPS out of any melee weapon in Core RimWorld. &lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]],{{RoyaltyIcon}} they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony, meaning high [[quality]] weapons are much harder to come by.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
[[Obsidian]]{{OdysseyIcon}} is the best longsword material for raw {{DPS}}, although it has a longer cooldown than plasteel. [[Plasteel]] is the best material in the base game.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite]]{{AnomalyIcon}} has a longer cooldown for  more damage and {{AP}}, overall resulting in less {{DPS}}. However, bioferrite improves [[psychic sensitivity]], making it a competitive choice for [[psycast]]ers{{RoyaltyIcon}}. In addition, bioferrite is worth significantly less [[wealth]] and is easier to come by. Also, legendary bioferite swords are stronger than legendary plasteel swords, due to bioferrite benefiting from melee verb selection - see below for details.&lt;br /&gt;
&lt;br /&gt;
=== Melee verb selection ===&lt;br /&gt;
{{See also|Weapons#Melee_formulas{{!}}Melee formulas}}&lt;br /&gt;
&lt;br /&gt;
On a base pawn, a legendary [[obsidian]]{{OdysseyIcon}} or [[bioferrite]]{{AnomalyIcon}} longsword will benefit from the [[melee verb selection]] system. Attacks in RimWorld are sorted as ''Best'' (75% to select), ''Mid'' (25%), and ''Worst'' (0%). On most longswords, e.g. a legendary [[plasteel]] sword, the handle attack is considered ''Mid'' and will be selected 25% of the time. On an legendary obsidian/bioferrite sword, the handle attack is downgraded to ''Worst'', thus guaranteeing blade attacks and improving {{DPS}}. This makes a legendary bioferrite sword better than legendary plasteel, and obsidian longswords even better.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
===Comparison to monoswords===&lt;br /&gt;
Legendary [[obsidian]]{{OdysseyIcon}} benefits from the melee verb selection mechanic only allowing blade attacks, so on a base pawn, they will beat all [[monosword]]s and excellent [[persona monosword]]s on a baseline pawn. They have less {{AP}}, but their AP is still high enough to pierce all [[mechanoid]] armor, so it is unlikely to be relevant unless against the [[empire]]s{{RoyaltyIcon}} best soldiers. If a [[melee damage factor]] boost is applied, legendary obsidian swords are worse for DPS than legendary monoswords and excellent persona monoswords (although they'll have higher {{AP}}).&lt;br /&gt;
&lt;br /&gt;
Longswords below legendary will pale in comparison to persona monoswords, with a masterwork plasteel longsword beating only a normal persona monosword, or excellent normal monosword.&lt;br /&gt;
&lt;br /&gt;
===Comparison to maces===&lt;br /&gt;
The longsword is naturally compared to the [[mace]] - the mace is the strongest craftable ''Blunt'' weapon in Core RimWorld, while the longsword is the strongest ''Sharp'' weapon. Maces cost half as much material ({{Icon Small|stuff}} 50) and is unlocked earlier at Smithing. In addition, [[uranium]] is the best mace material, while the best longsword material in Core is the more useful and expensive [[plasteel]]. &lt;br /&gt;
&lt;br /&gt;
In terms of ''raw'' damage, the longsword has {{+|{{%|(7.96/7.01)-1 round 2}} }} more base DPS than the [[mace]] as well as better {{AP}}. However, enemies lack significant Blunt armor - e.g., a [[flak vest]] has 100% Sharp armor but only 40% Blunt armor - so the mace has an &amp;quot;armor-piercing&amp;quot; effect. Breakpoints vary by material and quality. &lt;br /&gt;
* A [[plasteel]] longsword beats the same quality [[uranium]] mace against lightly armored humans, like those wearing [[flak jacket]]s without a vest, and small mechs. &lt;br /&gt;
* The uranium mace would do better against flak vests and all sorts of [[power armor]], as well as larger mechs like [[centipede]]s. For example, when excluding handle attacks, a normal uranium mace deals  +{{%|((10.7/12.16) * (1/0.74)) &amp;lt;!--Centipedes have 72% sharp - 37.4% AP from plasteel longsword's 2 sharp attacks. This results in 34.5% &amp;quot;real&amp;quot; armor, and each armor% reduces avg dmg by %0.75. This results in 26% dmg reduction.---&amp;gt; -1 round 3}} {{DPS}} to a centipede when compared to a normal plasteel longsword. (In raw DPS, before intricacies documented below.) &lt;br /&gt;
&lt;br /&gt;
Similar comparisons can be made between steel longswords vs steel maces.&lt;br /&gt;
&lt;br /&gt;
===Obsidian and bioferrite===&lt;br /&gt;
[[Obsidian]]{{OdysseyIcon}} longswords have higher damage and {{AP}}. Against a centipede when ignoring handle/fist attacks, a normal obsidian longsword actually beats a normal uranium mace against centipedes. (While the handleless uranium mace deals +{{%|((10.7/12.38) * (1/0.817)) -1 round 3}} more DPS on paper than a handleless longsword, longswords get a hidden bonus due to Cleave damage, so the longsword is better.)&lt;br /&gt;
&lt;br /&gt;
Legendary obsidian longswords in particular can benefit from the melee verb selection mechanic. A legendary obsidian longsword is by and away better for raw {{DPS}} than a uranium mace, and has enough {{AP}} to ignore any mech's armor. The mace benefits better overkill mechanics, so if melee damage boosts are used then it can be more consistent against non-tough non-robust humans.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite]]{{AnomalyIcon}} is worse as a weapon than plasteel unless it is legendary quality, where it benefits from the melee verb selection described above. However, bioferrite also provides [[psychic sensitivity]] while other weapons do not. In addition, bioferrite is worth less [[wealth]] than a uranium mace.&lt;br /&gt;
&lt;br /&gt;
====Sharp vs Blunt====&lt;br /&gt;
{{Rewrite|reason=See semi-recent update to [[Cut]]}}&lt;br /&gt;
While raw DPS and {{AP}} are the most important factors, there are a large amount of mechanics surrounding the [[damage type]]s of the longsword and mace. For their &amp;quot;Best&amp;quot; attack, maces deal ''[[Damage types#Blunt|Blunt]]'' damage. Longswords deal either ''[[Damage types#Stab|Stab]]'' or ''[[Damage types#Cut|Cut]]'' damage. Best attacks are the most likely to hit (75%); for sake of simplicity, &amp;quot;Mid&amp;quot; attacks are ignored. They are listed in rough order of importance.&lt;br /&gt;
&lt;br /&gt;
*'''Cut damage deals bonus damage.''' If a Cut damage activates a ''cleave'', total damage is multiplied by 140%, then split between body parts. While this reduces the chance to destroy large body parts, cleaving attacks inflict more [[pain]] (causing [[pain shock]], the most common way to down a pawn) and reduce the pawn's total HP pool, making them more effective on action.&lt;br /&gt;
&lt;br /&gt;
: The chance to cleave is 40%. This improves cut DPS by 116% on average (for good sword attacks this results in 108% average damage), and the sword already is better in terms of raw DPS.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons have superior overkill damage mechanics.''' If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process. This is unlikely to matter at all below masterwork quality, as weapons aren't strong enough to one-shot limbs. It is also unlikely to matter if no [[melee damage factor]] boosts are in effect. However, if stacking the [[strong melee damage]] [[gene]]{{BiotechIcon}} and [[juggernaut serum]],{{AnomalyIcon}} then overkill damage does matter ''a lot'' against human-sized pawns.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons can stun enemies,''' though the chance is small. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso. Blunt weapons can also stun if they hit the brain, but brain damage from a mace is usually fatal anyway.&lt;br /&gt;
&lt;br /&gt;
*'''Sharp weapons cause bleeding.''' However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save [[prisoner]]s and causes [[infection]]s.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Longsword Old.png|Texture prior to 1.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=180481</id>
		<title>Damage Types</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=180481"/>
		<updated>2026-05-15T23:44:38Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub|reason=Need breakdown of remaining damage types}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Main|Damage Types}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Damage is split into many different types, with different descriptors and [[death]] messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with [[Health Difficulties|health difficulties]].&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Category !! Armor Category !! Overkill Percent To Destroy Part&amp;lt;ref&amp;gt;See [[Damage_Types#Overkill prevention|Overkill prevention]]&amp;lt;/ref&amp;gt; !! [[Death]] Message&amp;lt;ref&amp;gt;{0} represents a pawn's name.&amp;lt;/ref&amp;gt; !! Hediffs (General / Skin / Solid / Additional) !! Harms Outer Layers&amp;lt;ref&amp;gt;Surgery doesn't hurt your outside bits, but getting shot and stuff will.&amp;lt;/ref&amp;gt; !! Affects [[shield belt|shields]] !! Stun duration !! Source&lt;br /&gt;
|- id=&amp;quot;Table Cut&amp;quot;&lt;br /&gt;
! Cut&lt;br /&gt;
| cut || Melee Weapon || Sharp || 0% - 10% || {0} has been cut to death. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Crush&amp;quot;&lt;br /&gt;
! Crush&lt;br /&gt;
| crush || Melee Weapon || Blunt || 40% - 100% || {0} has been crushed to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Cut|Cut]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Blunt&amp;quot;&lt;br /&gt;
! Blunt&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Poke&amp;quot;&lt;br /&gt;
! Poke&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Demolish&amp;quot;&lt;br /&gt;
! Demolish&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stab&amp;quot;&lt;br /&gt;
! Stab&lt;br /&gt;
| stab || Melee Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table RangedStab&amp;quot;&lt;br /&gt;
! RangedStab&lt;br /&gt;
| stab || Ranged Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Bullet&amp;quot;&lt;br /&gt;
! Bullet&lt;br /&gt;
| bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Arrow&amp;quot;&lt;br /&gt;
! Arrow&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;ArrowHighVelocity&amp;quot;&lt;br /&gt;
! ArrowHighVelocity&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Stab|Stab]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Scratch&amp;quot;&lt;br /&gt;
! Scratch&lt;br /&gt;
| scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic scratch&amp;quot;&lt;br /&gt;
! ScratchToxic&lt;br /&gt;
| toxic scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bite&amp;quot;&lt;br /&gt;
! Bite&lt;br /&gt;
| bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic bite&amp;quot;&lt;br /&gt;
! BiteToxic&lt;br /&gt;
| toxic bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Bomb&amp;quot;&lt;br /&gt;
! Bomb &lt;br /&gt;
| bomb || Misc || Sharp || 0% - 70% || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table BombSuper&amp;quot;&lt;br /&gt;
! BombSuper &lt;br /&gt;
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Flame&amp;quot;&lt;br /&gt;
! Flame&lt;br /&gt;
| flame || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn&amp;gt;Fire currently doesn't burn your organs out or anything - ironically good for preserving them.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Burn&amp;quot;&lt;br /&gt;
! Burn&lt;br /&gt;
| burn || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn /&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Thump&amp;quot;&lt;br /&gt;
! Thump&lt;br /&gt;
| thump || Misc || Sharp || ? || {0} has been shot to death. || [[Hediffs#Crush|Crush]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Tornado&amp;quot;&lt;br /&gt;
! TornadoScratch&lt;br /&gt;
| scratch || Environmental || Sharp || 0% - 70% || {0} has been killed by a tornado. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Frostbite&amp;quot;&lt;br /&gt;
! Frostbite&lt;br /&gt;
| frostbite || Environmental || - || ? || {0} has succumbed to frostbite. || [[Hediffs#Frostbite|Frostbite]] / - / - / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Surgical cut&amp;quot;&lt;br /&gt;
! Surgical cut&lt;br /&gt;
| surgical cut || Medical || - || ? || {0} has died during surgery. || - / - / - / - || {{Bad|false}}&amp;lt;ref&amp;gt;Able to remove organs without harming outer body parts.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Execution cut&amp;quot;&lt;br /&gt;
! Execution cut&lt;br /&gt;
| execution cut || Medical || - || - || {0} has been executed by cutting. || [[Hediffs#Cut|Cut]] / - / - / - || {{Bad|false}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table EMP&amp;quot;&lt;br /&gt;
! EMP &amp;lt;ref name=&amp;quot;stun&amp;quot;&amp;gt;Does not deal physical damage so does not show up on body parts. &amp;lt;/ref&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been EMPed to death. || - / - / - / - || {{Good|true}} || {{Good|true}} || 0.25 s &amp;lt;ref name = duration&amp;gt;Per point of damage.&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Only applies to mechanoids or turrets. &amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
! Stun &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been stunned to death. || - / - / - / - || {{Bad|false}} || {{Good|true}} || 0.33 s &amp;lt;ref name = duration&amp;gt;&amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Smoke&amp;quot;&lt;br /&gt;
! Smoke &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| smoke || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Deterioration&amp;quot;&lt;br /&gt;
! [[Deterioration]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Rotting&amp;quot;&lt;br /&gt;
! Rotting&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! [[Mining]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Extinguish&amp;quot;&lt;br /&gt;
! Extinguish &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Misc || - || - || - || [[Hediffs#Covered in firefoam|Covered in firefoam]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;AcidBurn&amp;quot;&lt;br /&gt;
! AcidBurn&lt;br /&gt;
| acid burn || Misc || Sharp || - || {0} has burned to death. || [[Hediffs#Acid burn|Acid burn]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DecayedOrgan&amp;quot;&lt;br /&gt;
! Decayed&lt;br /&gt;
| decayed organ || Misc || - || - || {0} died from metabolic disruptions caused by organ decay. || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Table Vaporize&amp;quot;&lt;br /&gt;
! Vaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;MechBandShockwave&amp;quot;&lt;br /&gt;
! MechBandShockwave&lt;br /&gt;
| mech-band shockwave || Stun || - || - || {0} has been shocked to death. || - / - / - / - || - || ? || {{Ticks|1200}} || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ToxGas&amp;quot;&lt;br /&gt;
! ToxGas&lt;br /&gt;
| tox gas || Misc || - || - || - || - / - / - / - || - || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Beam&amp;quot;&lt;br /&gt;
! Beam&lt;br /&gt;
| beam || Misc || Heat || 0% - 70% || {0} has been beamed to death. || - / - / - / - || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;BulletToxic&amp;quot;&lt;br /&gt;
! BulletToxic&lt;br /&gt;
| toxic bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ElectricalBurn&amp;quot;&lt;br /&gt;
! ElectricalBurn&lt;br /&gt;
| electrical burn || Environmental || Heat || - || {0} has died from electrical burns. || [[Hediffs#Electrical burn|Electrical burn]] / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Digested&amp;quot;&lt;br /&gt;
! Digested&lt;br /&gt;
| digestion || Misc || - || - || {0} died from being digested. || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;EnergyBolt&amp;quot;&lt;br /&gt;
! EnergyBolt&lt;br /&gt;
| energy bolt || Misc || Sharp || 0% - 70% || {0} has been killed by an energy bolt. || [[Hediffs#Energy bolt|Energy bolt]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Table Nerve&amp;quot;&lt;br /&gt;
! Nerve&lt;br /&gt;
| nerve || Misc || Sharp || 0% - 70% || {0} has been killed by nerve shock. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NerveStun&amp;quot;&lt;br /&gt;
! NerveStun&lt;br /&gt;
| nerve stun || Misc || - || - || - || - / - / - / - || - || ? || {{Ticks|240}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Psychic&amp;quot;&lt;br /&gt;
! Psychic&lt;br /&gt;
| psychic || Misc || - || - || {0} has been killed by a psychic attack. || [[Hediffs#Psychic burn|Psychic burn]] / [[Hediffs#Psychic skin burn|Psychic burn (skin)]] / [[Hediffs#Psychic solid burn|Psychic burn (solid)]] / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DeadlifeDust&amp;quot;&lt;br /&gt;
! DeadlifeDust&lt;br /&gt;
| deadlife dust || Misc || - || - || - || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NociosphereVaporize&amp;quot;&lt;br /&gt;
! NociosphereVaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;VacuumBurn&amp;quot;&lt;br /&gt;
! VacuumBurn&lt;br /&gt;
| vacuum burn || Misc || - || - || {0} has died of vacuum burns. || [[Hediffs#VacuumBurn|VacuumBurn]] / - / - / - || - || - || - || {{OdysseyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Table MiningBomb&amp;quot;&lt;br /&gt;
! MiningBomb&lt;br /&gt;
| mining bomb || Misc || Sharp || 0% - 70% || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{OdysseyIcon}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
| - || - || - || - || - || - / - / - / - || - || - || - || -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
=== References ===&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== General mechanics == &lt;br /&gt;
Each damage type applies its damage in its own way - in the armor type it opposes, in the body parts it can target, in how damage is split between body parts, the multipliers it gets against certain target types, and a multitude of other effects. Most melee damage types have their hit damage multiplied by a random factor of 0.8-1.2 before application.&lt;br /&gt;
&lt;br /&gt;
This often makes comparisons of pure damage and {{DPS}} poor determining factors when comparing weapons of different damage types, even after accounting for the different armor types the attack opposes. &lt;br /&gt;
&lt;br /&gt;
=== Overkill prevention ===&lt;br /&gt;
Overkill prevention is a mechanic by which the destruction of body parts that would reduced to 0 {{HP}} or below, is occasionally prevented.&lt;br /&gt;
&lt;br /&gt;
Overkill prevention works as follows: If the damage would be insufficient to reduce the HP of the body part in question to 0 or below, full damage is dealt. If the damage would be sufficient, two outcomes are possible - either the part is destroyed or the part is reduced to 1 HP and any remaining damage is lost. First, the amount of damage over the current HP of the part is determined. This is then divided by the maximum health of the body part when completely healthy. This is the &amp;quot;Overkill Percentage&amp;quot;. For example, a body part is totally healthy and has a maximum {{HP}} of 10. It is dealt 15 damage by a single attack, which would reduce it to -5. That results in an Overkill Percentage of 50%. &lt;br /&gt;
&lt;br /&gt;
This overkill percentage is then compared to the &amp;quot;overkillPctToDestroyPart&amp;quot; range unique to the damage type. For example, Scratch has a range of 0~0.7, or 0 to 70%. An inverse lerp is then performed using the Overkill Percentage and this range. This then provides the final chance for this attack to destroy the body part.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This result is the chance that the body part is destroyed by the attack. For example, if the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage, then there is a 100% chance the body part would be destroyed. If the chance fails, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
The end result is that weapons that deal high single attack damage are more likely to result in body part destruction than lower damage attacks of their damage type, and that the chance of a body part getting destroyed by a single attack goes up as its HP goes down. It also makes the overkillPctToDestroyPart of each damage type an important factor in the combat performance of weapons that use it.&lt;br /&gt;
&lt;br /&gt;
== Damage types ==&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
First, when a blunt attack selects the initial external body part to strike, there is a 40% chance that an additional strike will be applied to one of the internal body parts contained within it. If a suitable internal part is successfully found, only 80%–90% of the basic damage (after armor calculations) is applied to the external part. The remaining 10%–20% of the basic damage is instead redirected to the internal part, which then suffer additional damage equal to 20%–35% of the basic damage.&lt;br /&gt;
&lt;br /&gt;
Then, if a strike from an attack dealing blunt damage is sufficient to destroy the struck [[body parts|body part]], excess damage is dealt to the parent part of the destroyed part instead, if and only if that parent part is considered an outside part. This allows blunt damage to deal significant damage to important body parts even if they were not the part directly targeted.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a blunt attack hits the parentless body part of a target, e.g. the torso on [[human]]s and most other pawns, there is a small chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 90% of the maximum, not remaining, HP of the torso to the torso of a pawn, it has a 15% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a blunt attack hits a body part of a target that a is source of consciousness, e.g. the brain on [[human]]s and most other pawns, there is a larger chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 50% of the maximum, not remaining, HP of the brain to the brain of a pawn, it has a 100% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
In both cases the stun duration appears to be 0.66s&lt;br /&gt;
&lt;br /&gt;
If neither the parentless body part nor a consciousness source are hit, no stun occurs.&lt;br /&gt;
&lt;br /&gt;
Eyes specifically have a 0% hit chance factor against blunt damage, meaning they will never be hit by a blunt attack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stun Chance per Percentage of Torso's Maximum HP || Stun Chance per Percentage of Brain's Maximum HP&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Torso HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 40, 90, 100 |y1=0.0, 0, 15 , 15}}&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Brain HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 4, 50, 100 |y1=0.0, 20, 100 , 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with a default {{AP}} of 10% and stopping power of 0.5. It does 4x Damage to Plants and to impassable buildings such as Nutrient Paste Dispensers and 2x to passable buildings such as armchairs. Additionally, [[Wall]]s specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage. Each hit picks 1-4 random body part targets to affect (either internal or external, and can target the same part twice). Then split the total damage evenly across those parts. Then roll for armor penetration per each hit. For ''each'' internal part that takes damage, apply the hit damage to the parent part (even if the parent was already hit) (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;BombSuper&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Bomb super ====&lt;br /&gt;
Bomb super damage follows the rules of bomb damage, but with a default damage of 550, a default {{AP}} of 130%, and a default stopping power of 2.0. Bomb super damage is dealt only by [[antigrain warhead]]s and [[IED antigrain warhead trap]]s.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;MiningBomb&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Mining bomb ====&lt;br /&gt;
Mining bomb damage follows the rules of bomb damage, but with a 30x multiplier to impassable buildings, a 5x multiplier to passable buildings, and a 10x multiplier to plants. Additionally, mining bomb damage also has an effective [[Mining Yield]] of {{Good|100%}}, causing destroyed mineable objects to drop the same yield as if a [[mining]] skill level 8 pawn mined them. Mining bomb damage is dealt only by [[ancient mining charge]]s {{OdysseyIcon}} and [[ancient explosives crate]]s. {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Bullet ===&lt;br /&gt;
Target a single random internal or external body part. Roll for AP. If an internal part takes damage, apply the hit damage to the parent part (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
=== Burn ===&lt;br /&gt;
Identical to [[#Flame|Flame]] except that it cannot ignite targets.&lt;br /&gt;
&lt;br /&gt;
=== Cut === &lt;br /&gt;
Each attack generates a random number between 0-1, which is used as x. This number is then substituted into the curve shown in the table below to calculate the number of additional hit parts, y. The decimal part of y is randomly rounded up or down, but the value of the decimal part has a linear impact on the probability of rounding up or down. Therefore, the probabilities of hitting 0, 1, 2, 3 additional parts can be considered as 30%, 45%, 20%, 5%, respectively. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Cut Extra Targets Curve&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=100|xAxisTitle=RNG Points|yAxisTitle= Additional Target Parts|type=line|x=0, 0.3, 0.6, 0.75, 0.9, 0.95, 1|y1=0, 0.5, 1, 1.5, 2, 2.5, 3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If it's more than 1 targeted parts, multiply the damage of the attack by ((1 + 1.4) / (targetsNum + 1.4) * targetsNum). Target random internal or external body parts (if a single-hit, cannot target internal parts. otherwise, can) (all multi-hit targets must be adjacent to each other). The total damage of the hit is evenly split across all targets. Roll for AP only against the first picked target regardless of the rest, and apply that damage to all targets. If an internal part is damaged without it's parent part being damaged, deal the same hit damage onto the parent part as well (this is bonus damage) (doesn't apply to bones).&lt;br /&gt;
&lt;br /&gt;
In short, a cut attack has an '''''x''''' chance of hitting '''''y''''' body parts, and the total damage is multiplied by '''''z''''':&lt;br /&gt;
* (30%, 1, 1.00)&lt;br /&gt;
* (45%, 2, 1.41)&lt;br /&gt;
* (20%, 3, 1.64)&lt;br /&gt;
* (5%, 4, 1.78)&lt;br /&gt;
The expectation multiplier of total damage is 1.35.&lt;br /&gt;
&lt;br /&gt;
=== Demolish ===&lt;br /&gt;
Demolish damage is done by [[breach axe]]s and is additionally effective against buildings. It applies a 10x Damage multiplier when attacking buildings, but applies an additional 0.75x multiplier when attacking the target is impassible such as [[walls]], for a net multiplier of 7.5x against that class of building. In all other ways, it is otherwise identical to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
=== EMP ===&lt;br /&gt;
{{Image wanted|reason=Stun mote and electrical sparking effect}}&lt;br /&gt;
{{Stub|section=1|reason=Mech boss [[EMP resistance]], [[unique weapons]] with EMP sources, Note that {{Hover title|Version/1.6.4630|as of the time of writing}}, projectiles [[unique weapons]] with the [[EMP rounds]]{{OdysseyIcon}} trait do not disable projected shield when striking it. It is currently unknown if striking the burnout low-shield object disables the shield.{{Check Tag|Verify}}}}&lt;br /&gt;
EMP damage is a fairly unique form of damage that does no direct harm to organic pawns, but temporarily stuns mechanical pawns and some objects.&lt;br /&gt;
&lt;br /&gt;
The weapons that deal EMP damage include:&lt;br /&gt;
* [[EMP grenades]]&lt;br /&gt;
* [[EMP launcher]]&lt;br /&gt;
* [[EMP shell]]&lt;br /&gt;
* [[IED EMP trap]]&lt;br /&gt;
* [[Zeushammer]] {{RoyaltyIcon}} &lt;br /&gt;
* [[Persona zeushammer]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Unique weapons#EMP rounds|Unique weapons with the EMP rounds trait]]{{OdysseyIcon}}&lt;br /&gt;
* [[Unique weapons#EMP pulser|Unique weapons with the EMP pulser trait]]{{OdysseyIcon}}&lt;br /&gt;
* [[Unique_weapons#EMP_cannon|Unique weapons with the EMP cannon trait]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius.&lt;br /&gt;
&lt;br /&gt;
EMP mainly serves to stun [[mechanoid]]s, [[revenant]]s,{{AnomalyIcon}} [[metalhorror]]s,{{AnomalyIcon}} [[nociosphere]]s,{{AnomalyIcon}} [[drone]]s,{{OdysseyIcon}} [[turret]]s, and [[mortar]]s. Every stun &amp;quot;damage&amp;quot; inflicts {{Ticks|30}} of stun. Most items do 50 EMP damage, or 25 seconds of stun.&lt;br /&gt;
&lt;br /&gt;
After being stunned, targets become 'Adapted', gaining immunity from further stuns for {{Ticks|2200}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation. The post-stun Adapted duration is {{Ticks|2200-(30*50)}} for most items. Some pawns such as command mechanoids{{BiotechIcon}} and nociospheres{{AnomalyIcon}} have EMP resistance, so are stunned for less time. Buildings and metalhorrors{{AnomalyIcon}} are incapable of adapting and can be stun locked.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime&lt;br /&gt;
|-&lt;br /&gt;
| 4    || [[Unique weapons#EMP rounds|Unique weapons with the EMP rounds trait]]{{OdysseyIcon}}  ||  {{Ticks|30*4}}   || {{Ticks|2200-(30*4)}}     || {{%|(30*4) / ((30*4)+(2200-(30*4))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 9    || [[Zeushammer]], [[Persona zeushammer]]  ||  {{Ticks|30*9}}   || {{Ticks|2200-(30*9)}}     || {{%|(30*9) / ((30*9)+(2200-(30*9))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 45   || Awful [[quality]] [[EMP launcher]]      || {{Ticks|30*45}}   || {{Ticks|2200-(30*45)}}    || {{%|(30*45) / ((30*45)+(2200-(30*45))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 50   || ''All other sources''                   || {{Ticks|30*50}}   || {{Ticks|2200-(30*50)}}    || {{%|(30*50) / ((30*50)+(2200-(30*50))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 62.5 || Masterwork [[quality]] [[EMP launcher]] || {{Ticks|30*62.5}} || {{Ticks|2200-(30*62.5)}}  || {{%|(30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 75   || Legendary [[quality]] [[EMP launcher]]  || {{Ticks|30*75}}   || {{Ticks|0}} &amp;lt;!--{{Ticks|2200-(30*75)}} is less than 0 --&amp;gt; || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any amount of EMP damage will also:&lt;br /&gt;
* Inflict [[brain shock]] on pawns with brain implants ([[Learning assistant]] {{RoyaltyIcon}}, [[Neurocalculator]] {{RoyaltyIcon}}, [[Circadian assistant]] {{RoyaltyIcon}}, [[Circadian half-cycler]] {{RoyaltyIcon}},  [[Pilot assistant]] {{OdysseyIcon}} )&lt;br /&gt;
* Inflicts vomiting on pawns with certain stomach implants ([[Nuclear stomach]] {{RoyaltyIcon}}, [[Reprocessor stomach]] {{RoyaltyIcon}}, [[Sterilizing stomach]] {{RoyaltyIcon}})&lt;br /&gt;
* Break [[shield belt]]s, which will recharge as if they reached 0 HP normally.&lt;br /&gt;
* Disable the power generation of generators. &lt;br /&gt;
* Disable [[low-shield pack]]s {{RoyaltyIcon}} for {{Ticks|600}}; the burnout timer continues to run while stunned.&lt;br /&gt;
* Disable [[mech low-shield]]s {{RoyaltyIcon}} and [[mech high-shield]]s {{RoyaltyIcon}} for {{Ticks|1200}}. For mech high-shields, an [[EMP shell]] must impact the actual shield; the blast will not disable it.&lt;br /&gt;
* Reveal revenants and sightstealers.{{AnomalyIcon}}&lt;br /&gt;
* If an EMP attack does more EMP damage to a mortar than the remaining HP it has, the mortar will explode.&lt;br /&gt;
&lt;br /&gt;
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.&lt;br /&gt;
&lt;br /&gt;
=== RangedStab ===&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
RangedStab's damage distribution is unlike other types, with 1/3rd of the damage being applied to internal parts when targeted, while the remaining 2/3rds are applied to the external parent part. &lt;br /&gt;
In comparison, melee stabs will split damage between equally internal and parent, while ranged attacks like bullets and arrows will duplicate the damage in its entirety for each part. &lt;br /&gt;
&lt;br /&gt;
Further investigation as to RangedStab's abnormally high probability of hitting internal parts is required as it may be similar to regular Stab.&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
{{Rewrite|reason=[[Version/1.5.4062]] changed how flammability interacts with Flame damage. Needs to be updated on [[Flammability]], [[Damage Types#Flame]]/[[Damage Types#Burn]], and [[Fire]] - note changelog states that it only affects buildings but don't assume. Verify all mechanics with testing.}}&lt;br /&gt;
Flame damage has a default damage of 10 and typically has no armor penetration at all. If any damage is dealt by flame damage at all, i.e. it is not fully negated by [[Apparel#Protection|protective apparel]], there is a chance to [[Fire|ignite]] the pawn. &lt;br /&gt;
&lt;br /&gt;
This chance does not scale with the damage done i.e. a partial mitigation does not reduce the chance. However, it does scale with the [[Flammability]] of the target, and is defined by the following graph:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ignition Chance per Target Flammability&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Target Flammability (%)|yAxisTitle=Ignition Chance (%)|type=line|x=0, 10, 30, 100 |y1=0, 7, 100, 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a normal human has a flammability of 70% and so has a 100% chance to ignite if any flame damage is taken, while a human wearing [[phoenix armor]] {{RoyaltyIcon}} has a flammability of 2% and so has a 1.4% chance to ignite if any flame damage is taken. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factors !! Flammability !! Ignition Chance upon&amp;lt;br&amp;gt;Flame Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Human'' &lt;br /&gt;
| 70% || 100% (1 in 1)&lt;br /&gt;
|-&lt;br /&gt;
! [[Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 10% || 7% (1 in 14.3)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} &lt;br /&gt;
| 2% || 1.4% (1 in 71.4)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} +&amp;lt;br&amp;gt;[[Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 0.2% || 0.14% (1 in 714.3)&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Mechanoid'' &lt;br /&gt;
| 0% || 0% (Never)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the pawn is ignited the size of the [[fire]] is randomly selected between 15% and 25%, which affects the difficulty of putting it out and the chance to spread.&lt;br /&gt;
&lt;br /&gt;
In addition to weapons that deal flame damage, [[lightning]] also deals 10 flame damage its area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Scratch ===&lt;br /&gt;
Scratch damage does damage differently depending on what part is initially targeted.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is internal, then a count is made of all parts from the targeted part, and that part's parent, and that part's parent, etc. until a part that is external is found. The damage dealt is then evenly divided among these parts, including the targeted part and the final outside part. Note that in testing, no scratch attack was seen initially targeting an internal part. It is unclear if this is even possible to occur in game.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is external, then a list is created including: the originally targeted part, the children parts of the original part, the parent of the original part, and the children of the parent of the original part. Two parts are then selected from this list at random,{{Check Tag|Verify|Is it two parts are picked at random, or the chosen part and 1 random part}} and then 67% of the original post-armor damage is dealt to both parts. Note that is usually result in {{DPS}} 34% higher than the weapon's nominal value, though damage may be also limited by [[#Overkill prevention|overkill prevention]].&lt;br /&gt;
&lt;br /&gt;
In this instance, Scratch has a overkillPctToDestroyPart range of 0~0.7, or 0% to 70%. This means there is a linear probability from 0% chance of destruction when the no damage over current HP is dealt, to 100% chance the body part would be destroyed when the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
For example, a [[power claw]] deals {{Q|Power claw|Attack 1 Damage}} scratch damage. If the initial attack targets the nose, the head's child part, then an eye could be selected as it is also a child part of the head. If the initial attack was also halved by armor, then this attack would deal between {{#expr: 0.5*0.5*{{Q|Power claw|Attack 1 Damage}}}} and {{#expr: 0.8*0.5*{{Q|Power claw|Attack 1 Damage}}}} damage to nose and eye.&lt;br /&gt;
&lt;br /&gt;
=== Toxic bite ===&lt;br /&gt;
Identical to [[#Bite|Bite]], but also inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Bite damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.{{Check Tag|Wildmen?|Wildman pawn with the venom fangs implant hunting prey - do they apply it?}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic bullet ===&lt;br /&gt;
Identical to [[#Bullet|Bullet]], but also inflicts a 0.65% severity increase of [[toxic buildup]] for each point of Bullet damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
The tag is set such that animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type, however it is unclear if this is functional or merely a hold over from copying the standard set by [[#Toxic bite|toxic bite]] as that condition cannot occur in vanilla. It is also unclear whether it would apply to colonists hunting with such weapons.{{Check Tag|Verify|Have pawn hunt with dev mod spawned in toxic needle gun}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic scratch ===&lt;br /&gt;
Identical to [[#Scratch|Scratch]], but inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Scratch damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Thump ===&lt;br /&gt;
Thump damage is done by [[Thump cannon]], and is exceptionally effective against buildings. The default damage is only 5, with 0 AP, however it does 4x Damage to Plants, 15x damage to impassable buildings such as Nutrient Paste Dispensers, 7.5x to passable buildings such as armchairs. Additionally, both [[wall]]s and natural rock walls specifically have an additional 2x multiplier, stacking with the previous 15x, for a total of 30x damage.&lt;br /&gt;
&lt;br /&gt;
=== Vaporize ===&lt;br /&gt;
Vaporize damage is done by the [[hellsphere cannon]] of [[Diabolus]]{{BiotechIcon}} and the fleshmelter bolt of [[Nociosphere]]{{AnomalyIcon}}. The default damage is 800, with a default {{AP}} of 100% and stopping power of 1.5. It does 4x to impassable buildings such as Nutrient Paste Dispensers, 2x to Plants and  passable buildings such as armchairs, and 0.1x damage to corpses. &lt;br /&gt;
&lt;br /&gt;
It is resisted by heat armor and heats up the area in which it is fired.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Decayed Organ ===&lt;br /&gt;
A result of [[Organ decay]], which can apply to the [[Heart]], [[Lung]]s, and [[Kidney]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acid Burn ===&lt;br /&gt;
Can be received via the various acid spits: [[Fleshmass spitter]] acid, [[Corrosive heart]] acid, and [[Acid spray]] acid. [[Devourer]]s also inflict this damage to the swallowed pawn.&lt;br /&gt;
&lt;br /&gt;
=== Psychic ===&lt;br /&gt;
An awoken [[unnatural corpse]] will psychically incinerate the target's brain.&lt;br /&gt;
&lt;br /&gt;
=== Nerve ===&lt;br /&gt;
{{Stub|section=1|reason=Inadequate mechanical detail}}&lt;br /&gt;
Damage dealt from the [[Nerve spiker]].&lt;br /&gt;
&lt;br /&gt;
==== Nerve Stun ====&lt;br /&gt;
The stun ability of the nerve spiker.&lt;br /&gt;
&lt;br /&gt;
=== Mech-band Shockwave ===&lt;br /&gt;
From the Apocrition shockwave upon its death{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Energy Bolt ===&lt;br /&gt;
One of the projectiles fired by the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
=== Digestion ===&lt;br /&gt;
Inflicted to corpses by the [[Harbinger tree]], and to pawns swallowed by a Devourer{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Electrical Burn ===&lt;br /&gt;
Electrical burns are periodically received by [[entities]] connected to an [[Electroharvester]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - Bomb damage now does 2x damage vs plants. '''Note:''' this was increased in a later version to 4x, as noted above.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - New visual effects for the EMP state on mechs or turrets, with electrical arcs and sparks.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Thump damage multiplier versus [[wall]]s reduced from 4x to 2x. Demolish damage multiplier versus impassible buildings reduced from 1 to 0.75.&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=180480</id>
		<title>Persona monosword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=180480"/>
		<updated>2026-05-15T23:24:15Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Melee verb selection at high quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{For|the non-persona variant of this weapon|Monosword}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Persona monosword&lt;br /&gt;
| image = Persona Monosword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = A crystal-metallic longsword infused with mechanites that maintain a mono-molecular cutting edge. It cuts through even thick armor with ease, and its light weight permits fast attacks.&amp;lt;br/&amp;gt;This weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| class = Ultra&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 12&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Handle&lt;br /&gt;
| meleeattack1cool = 1.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| meleeattack2dmg = 27&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = Point&lt;br /&gt;
| meleeattack2cool = 1.6&lt;br /&gt;
| meleeattack2ap = 90&lt;br /&gt;
| meleeattack3dmg = 27&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = edge&lt;br /&gt;
| meleeattack3cool = 1.6&lt;br /&gt;
| meleeattack3ap = 90&lt;br /&gt;
| marketvalue = 3000&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Bladelink&lt;br /&gt;
| thingSetMakerTags = WeaponBladelink&lt;br /&gt;
}}&lt;br /&gt;
The '''persona monosword''' is a DLC [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that does a large amount of [[damage]], has a fairly short cooldown, and deals sharp damage, it also boasts one of the highest armor penetration values for melee weapons in the game. It is the [[persona weapon]] variant of the [[monosword]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Persona monoswords cannot be crafted. Instead, they can be [[Trade|purchased]] from any combat supplier or war merchant, at [[Empire]] [[faction base]]s, or obtained as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
They can also be found on the following [[Raider#Human|raider]] kinds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Imperial citizen|Imperial Citizen]] || ? || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellic warden|Stellic Warden]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Knight|Knight/Dame]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Praetor|Praetor]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Baron|Baron/Baroness]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Count|Count/Countess]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Duke|Duke/Duchess]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Consul|Consul]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellarch|Stellarch]] || ? || Excellent || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Persona Weapon Summary}}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Unlike other ultratech weapons, the monosword has no special mechanics. Instead it simply has excellent stats, coupled with an extraordinarily high {{AP}} for its Point and Edge attacks. Namely it has a base {{AP}} of {{P|Attack 2 AP}}%, as opposed to the {{#expr:{{P|Attack 2 Damage}}*1.5 round 0}}% that would be automatically calculated from weapon damage. The {{AP}} still scales with [[quality]], but does not scale with its wielder's [[Melee Damage Factor]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The persona monosword is the most powerful melee weapon in the game in terms of base {{DPS}}, arguably the best overall, and a complete upgrade to regular [[monosword]]. With 90% AP on its main attack, a ''normal'' persona monosword will completely pierce any [[mechanoid]]'s hide, and pretty much ignore [[power armor]] up to [[recon armor|recon]] and poor [[marine armor|marine]]. &lt;br /&gt;
&lt;br /&gt;
=== Comparison to persona zeushammers ===&lt;br /&gt;
The [[persona zeushammer]] is the biggest competitor to the persona monosword for &amp;quot;best melee weapon&amp;quot;. For sake of comparison, the zeushammer's EMP effects will be ignored until a footnote at the end.&lt;br /&gt;
&lt;br /&gt;
When compared to the zeushammer, a persona monosword of the same quality has higher raw {{DPS}} against all [[mechanoid]]s, as well as human targets up to (and including) [[marine armor]]. However, this is not the entire story. The main differences between the monosword and zeushammer are derived from their damage types: Sharp vs. Blunt. This goes beyond the usual advice of &amp;quot;most expected targets have much less Blunt armor than they do Sharp&amp;quot;. Unless fighting against the [[empire]]'s absolute best soldiers, both weapons' {{AP}} are so high that armor is not a concern.&lt;br /&gt;
&lt;br /&gt;
While the monosword is better at pure DPS, persona zeushammers have 2 key advantages over monoswords:&lt;br /&gt;
#One-shot potential. Zeushammers attack slower, but deal more damage per hit. A masterwork zeushammer deals just under 45 damage per swing, and legendary zeushammer deals just over 51. Note that, due to body part protection mechanics, the zeushammer cannot actually one-shot the torso, the largest body part (usually). It can still destroy large body parts like the head, arms and legs.&lt;br /&gt;
#Overkill mechanics. If a monosword would cleanly stab off a finger, the zeushammer will smash the finger and destroy the arm in the process. While the monosword's ''Cut'' damage type can spread throughout multiple body parts, it is inferior to the zeushammer as it is less concentrated on any specific part.&lt;br /&gt;
While blunt damage won't cause bleeding wounds, the zeushammer is likely to destroy body parts that it hits, which will cause bleeding anyway. Besides, most enemies won't live long enough for bleeding to matter.&lt;br /&gt;
&lt;br /&gt;
Therefore, the following comparisons can be made:&lt;br /&gt;
* '''At normal quality''', these factors aren't too important. With a normal quality persona monosword / zeushammer, the monosword edges out against most raiders you'll see, but loses against empire cataphracts due to their sharp armor. The zeushammer, while unable to one-shot humans, can take out many body parts in 1 hit, resulting in roughly similar performance. Monoswords are definitely superior against larger targets, where organ destroying is no longer a factor. Ironically, this means that swords are better against centipedes.&lt;br /&gt;
&lt;br /&gt;
* '''But at high quality''', the damage spread becomes very important. A masterwork persona zeushammer is better against non-[[tough]] humans - regardless of armor - and human-sized pawns like the [[scyther]]. This is due to a combination of overkill mechanics and the ability to one-shot. Persona monoswords of the same quality are better against larger pawns like [[elephant]]s and [[centipede]]s. As these pawns are unable to be one-shot nearly as easily, the monosword's wins through its superior base DPS.&lt;br /&gt;
&lt;br /&gt;
These differences are heavily exacerbated by the [[Strong melee damage]] gene,{{BiotechIcon}} which increases the damage/hit of both weapons. While this means that the high quality monoswords can now one-shot the torso, this only makes the overkill mechanics more relevant. A zeushammer of the same quality can hit the arm, destroy the shoulder, and destroy the torso in the process. More breakpoints and numbers with and without this gene can be seen at [[#Further zeushammer comparison]].&lt;br /&gt;
&lt;br /&gt;
This comparison is largely moot, as players rarely have the choice between persona zeushammers or persona monoswords of the same quality. A weapon that's 1 quality higher will be superior in almost all cases. It can be useful for [[relic]]s,{{IdeologyIcon}} which will be a legendary weapon of choice.&lt;br /&gt;
&lt;br /&gt;
*'''Considering EMP'''&lt;br /&gt;
The zeushammer's EMP, while it can be useful, it can also be counterproductive. The stun time is very short, but causes the same amount of adaptation against mechs, preventing [[EMP grenade]]s or other EMP weapons from actually stunning. A melee master with a zeushammer is likely to kill or severely damage most mechanoids within its stun time, but this is worth mentioning.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to plasmaswords ===&lt;br /&gt;
A normal [[persona plasmasword]] will actually beat the same quality monosword in raw DPS, due to the fire. However, as the flame proc does not scale with quality, a higher quality monosword comes out ahead. In addition, the plasmasword has less {{AP}}, and the flame attack, 0% AP. Finally, many enemies are immune to fire or will pop a [[firefoam pop pack]] the moment they are lit on fire.&lt;br /&gt;
&lt;br /&gt;
The main difference is whenever the plasmasword's fire is desirable.&lt;br /&gt;
*Fire completely stops enemies from attacking until the fire is put out. This can be great in open combat situations. Plasmaswords come out ahead in the average human v human fight for this reason. Great when surrounded by enemies.&lt;br /&gt;
*However, lighting your enemies on fire is actively harmful in a melee block scenario. Enemies lit on fire will ignore ''collision'', allowing them to run behind your melee fighters, ruining the melee block setup.&lt;br /&gt;
&lt;br /&gt;
=== Melee verb selection at high quality ===&lt;br /&gt;
{{See also|Weapons#Melee_formulas{{!}}Melee formulas}}&lt;br /&gt;
{{Stub|section=1|reason= Section needs more details on the interaction between Melee verb selection and higher Melee damage factors, specifically the 225% factor achievable with all DLCs. }}&lt;br /&gt;
&lt;br /&gt;
Melee verbs, i.e. the types of melee attacks performed by a pawn, are chosen by assigning them attacks into categories, based on their relative strength and {{AP}} compared to the strongest attack. These categories are: &amp;quot;best&amp;quot; (75%), &amp;quot;mid&amp;quot; (25%), and &amp;quot;worst&amp;quot; (0%). This system is not calculated for the in-game weapon info.&lt;br /&gt;
&lt;br /&gt;
At Masterwork quality or higher, the persona monosword has the distinction (along with legendary [[bioferrite]]{{AnomalyIcon}} and [[obsidian]]{{OdysseyIcon}} [[longsword]]s) of having primary attacks strong enough that all other attacks are relegated to the &amp;quot;worst&amp;quot; category, ensuring that the user only makes attacks with the blade.  This results in a {{#expr: ((24.47/17.44)-1)*100 round 1}}% increase in {{DPS}} when going from Excellent to Masterwork, significantly above the normal {{#expr: ((1.45/1.2)-1)*100 round 1}}% from the quality increase alone. It also increases the effective {{AP}} in a similar way, ensuring that only the best armored enemies will ever take no damage from an attack that hits. &lt;br /&gt;
&lt;br /&gt;
When wielded by a pawn with an increase to its [[Melee damage factor]] from either the [[Strong melee damage]] gene{{BiotechIcon}} or [[Juggernaut serum]]{{anomalyIcon}} the lower-damage secondary attack is brought back into the &amp;quot;mid&amp;quot; category for Masterwork and Legendary monoswords. While this means some attacks may occasionally fail to penetrate armour, the increased damage on hits that land will outweigh the failed attacks - and against pawns which can't block the secondary attack, the DPS is increased even further. Due to the secondary attack having increased AP from strong melee damage, and being a blunt attack, it will actually penetrate any armour worse than recon armor (including mechanoids).&lt;br /&gt;
&lt;br /&gt;
==== Further zeushammer comparison ====&lt;br /&gt;
Regardless of Melee damage factor, the [[Damage_Types#Blunt|Blunt]] overkill damage means that the zeushammer is equal or superior against pawns with smaller health pools. A high quality monosword attack will waste damage done beyond the maximum of the limb, but a zeushammer will instead transfer that damage into the parent limb. The increase in applied damage against humans, combined with blunt damage's better AP against high tier armor, means that the zeushammer will perform similarly or better against any human who isn't tough and robust.{{Check Tag|Needs testing}} However, against enemies with high health pools, such as Centipedes, the monosword's damage will be fully utilized, and it will outperform the zeushammer.&lt;br /&gt;
&lt;br /&gt;
The average human bodypart has around 25hp; with a legendary persona monosword's attack damage at 44.55, you will waste around 44% of the potential damage against humans. With strong melee, this becomes over 50%. Meanwhile, a zeushammer will only waste damage if it was under 40% overkill, which is very unlikely at high qualities- with an attack damage of 51, and the average body part having just 25hp, overkill should always be successful, even without strong melee damage - which will increase both dps and AP by 50%. &lt;br /&gt;
&lt;br /&gt;
If the pawn has no modifier to its Melee damage factor, the melee verb difference means against high HP enemies such as centipedes, a monosword will deal 28% more damage than a zeushammer. With 150% Melee damage factor, a persona monosword is 10% more dps than a zeushammer if there is no overkill. Regardless of Melee damage factor, the zeushammer should match or outperform the monosword against humans, especially against high quality Cataphract Armor due to overkill mechanics.&lt;br /&gt;
&lt;br /&gt;
In summary: &lt;br /&gt;
* A masterwork / legendary persona monosword has a ~40% chance to kill opponents with torso HP &amp;lt;= 65 HP, such as [[scyther]]s, [[neanderthal]]s, yttakin, and baseliners.&lt;br /&gt;
* A legendary persona zeushammer would have an ~80% chance to kill opponents with torso HP &amp;lt;= 42 HP, such as baseliners and lancers.&lt;br /&gt;
If you are fighting a mixed squad of mechs or xenotypes, then they will be roughly equal. However, there are many raids that consist of only scythers, neanderthals, etc., which are ''much'' more dangerous in melee combat.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Persona traits}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] release - Added as '''Linked monosword'''.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Renamed to '''persona monosword'''. No longer damages relations with the Empire without the necessary titles. Previously, a title of Knight or Dame was required.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] -  Persona monosword damage reduced from 29 to 27.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] [[Category:Persona Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=180479</id>
		<title>Medical Tend Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=180479"/>
		<updated>2026-05-15T23:09:04Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: Actual desc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup, interlinking with other aspects of Doctoring system, also verify what the actual in game description is for the stat template but keep any moved info}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The base quality of tending given when tending wounds and illnesses. The actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on.&lt;br /&gt;
Higher tend quality will speed the recovery from [[injury]].&lt;br /&gt;
| category = PawnWork&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
The rest of this page only documents the pawn stat, which is one part of the final tend quality equation.&lt;br /&gt;
&lt;br /&gt;
Final Tend Quality:&lt;br /&gt;
&lt;br /&gt;
( ( ( ( (Medical Tend Quality Stat from Doctor) * ([[Medical Potency]]) ) + ( [[Medical Tend Quality Offset]] from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by {{Check Tag|Added to?|With current formula it is impossible to get 0% tending, however it happening. The clamp afterwards also suggest additive +-25%. Also, from my observation the same doctor can tend at 27% and 62% back to back. The ratio is bigger then 1.25/0.75}} a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used. &lt;br /&gt;
&lt;br /&gt;
Sleeping in a standard [[bed]] will not impact tend quality; tend quality is the same when standing and lying down. Only [[hospital bed]]s have a Medical Tend Quality offset. &lt;br /&gt;
&lt;br /&gt;
[[Light]] will not impact Medical Tend Quality, although light will affect Medical Tend Speed and Surgery Success chance. &lt;br /&gt;
&lt;br /&gt;
Cleanliness and whether the pawn is Indoors will not Medical Tend Quality, although both will impact [[Infection]] Chance and Surgery Success chance.&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
The pawn stat &amp;quot;Medical Tend Quality&amp;quot; is calcualted as follows:&lt;br /&gt;
* [[Skill::Medical| ]][[Skills#Medical|Medical]]: [[Skill Base Factor::0.2|20%]] plus [[Skill Bonus Factor::0.1|10%]] per skill level.&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::1|100%]] importance, [[Manipulation Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Sight]]: [[Sight Importance::0.7|70%]] importance, [[Sight Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Medical specialist]] role {{IdeologyIcon}}: {{Good|x1.5}}&lt;br /&gt;
* Post process curve.&lt;br /&gt;
** (0,0)&lt;br /&gt;
** (1.0. 1.0)&lt;br /&gt;
** (2.0, 1.5)&lt;br /&gt;
** (4.0, 2.0)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical Tend Quality (with 1 = 100%)&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, 0.5, 1, 2, 4&lt;br /&gt;
|y=0, 0.5, 1, 1.5, 2&lt;br /&gt;
|xAxisTitle = Before&lt;br /&gt;
|yAxisTitle = After&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Full Post-Processing Curve Table==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{P|Skill}}&amp;lt;br&amp;gt;Skill&amp;lt;br&amp;gt;Level&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
! {{PAGENAME}} with 140% [[Manipulation]] and [[Sight]]&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 35.8%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 53.8%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 71.7%&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 89.6%&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 104%&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 113%&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 122%&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 131%&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 105.0% || 149%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 110.0% || 154%&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 115.0% || 158%&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 120.0% || 163%&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 125.0% || 167%&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 130.0% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 135.0% || 176%&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 140.0% || 181%&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 145.0% || 185%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 150.0% || 190%&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 152.5% || 194%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 155.0% || 199%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Horax&amp;diff=180352</id>
		<title>Horax</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Horax&amp;diff=180352"/>
		<updated>2026-05-15T13:09:24Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: Redirected page to Lore#Horax and the Void&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Lore#Horax and the Void]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lore&amp;diff=180351</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lore&amp;diff=180351"/>
		<updated>2026-05-15T13:04:09Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Worlds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General. Also Ideology [[Ruins]], shared info on all game-host rimworlds, generated ideology and quest descriptions, archotech, and the starting scenarios. Also Horax. Known timeline. Boomshrooms-&amp;gt;Boomaniamls also odyssey generally, military info on power armor and xenotypes, datacards on tvs}}&lt;br /&gt;
The '''Lore''' of RimWorld is limited and is mostly interpreted from information provided in game. However several documents have been published outlining the lore for new players. Keep in mind that the lore is being updated and that later releases retcon old ones. Old lore is only presented here as a matter of interest. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom: .5em; float: none;  width: auto;&amp;quot; class=&amp;quot;toclimit-3&amp;quot;}}&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assorted Lore ==&lt;br /&gt;
This section includes lore from assorted sources, including [[backstories]], that is not included in the Revival Briefing.&lt;br /&gt;
=== Named Places ===&lt;br /&gt;
{{Recode|section=1|reason=Add a toggle to hide all the places that are just &amp;quot;Blah - exists&amp;quot; or &amp;quot;Blah = this planet type&amp;quot; - alternatively reformatting such that they don't get their own row without being more interesting}}&lt;br /&gt;
==== Worlds ====&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Planet Type !! Description&lt;br /&gt;
|- id=&amp;quot;Ticonderoga&amp;quot;&lt;br /&gt;
! Ticonderoga &lt;br /&gt;
| Unknown &lt;br /&gt;
| A planet populated with tribals and mountains.&amp;lt;ref name=&amp;quot;Jon&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Jonathan Craig|Jonathan 'Jon' Craig]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Aracena VI&amp;quot;&lt;br /&gt;
! Aracena VI &lt;br /&gt;
| Feudalworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;&amp;gt;RulePacks_Book_Descriptions.xml - World names book description generation strings&amp;lt;/ref&amp;gt;&lt;br /&gt;
| A planet with the Novo Mosteiro dos Jerónimos monastery on it, at least 2 continents and alcohol prohibition leading to the rise of bootleggers.&amp;lt;ref name=&amp;quot;Oahnip&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Vitor Pinhao|Vitor 'Oahnip' Pinhao]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Rural Pen’The&amp;quot;&lt;br /&gt;
! Rural Pen’The &lt;br /&gt;
| Unknown&lt;br /&gt;
| A lucrative spice mining colony.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Benn Tannen|Benn 'Ben' Tannen]]&amp;lt;/ref&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' This is likely a reference to Rura Penthe, the penal colony from 1954 Disney film &amp;quot;20,000 Leagues Under the Sea&amp;quot; or the Klingon penal planetoid named after it in the Star Trek universe.''&lt;br /&gt;
|- id=&amp;quot;Khalderia&amp;quot;&lt;br /&gt;
! Khalderia &lt;br /&gt;
| [[#Midworld|Midworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A world with towering forests and fern farmers. The seedy underworld of racing, illegal speeder racing, zipping in and out of the massive canopies and gorgeous vistas of the world occurred here.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Russell Shackleford|Russell 'Rusty' Shackleford]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Earth&amp;quot;&lt;br /&gt;
! Earth &lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A planet, from which all known naturally evolved life originated. Humanity's diaspora from Earth occurred 3400 years before the Cryptosleep Debriefing, or in the year 2100 CE assuming the Debriefing is contemporaneous with the beginning of the game in 5500.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;&amp;gt;[[#Cryptosleep Revival Briefing|Cryptosleep Revival Briefing]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Euterpe&amp;quot;&lt;br /&gt;
! Euterpe &lt;br /&gt;
| [[#Urbworld|Urbworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A planet that hosted people awakening from long periods of cryptosleep. Also had an Ordo Historia archive on-world.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Euterpe was one of the Muses in Greek mythology, presiding over music, and later, lyric poetry. 27 Euterpe is also the name of an asteroid in the Inner Asteroid Belt, and one of the brightest asteroids in the night sky''&lt;br /&gt;
|- id=&amp;quot;Sorne&amp;quot;&lt;br /&gt;
! Sorne &lt;br /&gt;
| [[#Animal world|Animal world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| The original homeworld of the [[insectoid]]s, before being captured, genetically modified, and vat-grown by interstellar entrepreneurs for use as weapons, and exported to other worlds by parties unknown. As all seemingly-alien life is claimed to have originated on Earth, it is possible that the original pre-weaponization Sorne Geneline evolved from Earth life on the planet, or were already genetically engineered for some reason before being modified again.&amp;lt;ref name=&amp;quot;Insectoid Faction Description&amp;quot;&amp;gt;[[Insectoid]] Faction Description&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Carthago&amp;quot;&lt;br /&gt;
! Carthago&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' This is likely a reference to Carthage, an ancient empire that fought the Roman Republic during the Punic Wars. The Romans famously destroyed Carthage and apocryphally sowed the land with salt to prevent habitation. The specific form of the name harkens to the phrase &amp;quot;Carthago delenda est&amp;quot; a phrase used by Cato the Elder to advocate for the destruction of Carthage. Both are fitting references for a deathworld.''&lt;br /&gt;
|- id=&amp;quot;Rayth&amp;quot;&lt;br /&gt;
! Rayth&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Spectra&amp;quot;&lt;br /&gt;
! Spectra &lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Grimcore&amp;quot;&lt;br /&gt;
! Grimcore&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;JNovahex&amp;quot;&lt;br /&gt;
! JNovahex{{Sic}}&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Amen-Ti&amp;quot;&lt;br /&gt;
! Amen-Ti &lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A glitterworld planet. Capital of the Star Empire, which maintains a military called Starforce which trains its cadets at the Star Academy. Fields Manned Fighters launched from Carrier Ships, and has been involved in at least 3 wars against &amp;quot;more advanced aggressor cultures&amp;quot;.&amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Sam Wissa|Sam 'Nerhesi' Wissa]]&amp;lt;/ref&amp;gt; Relationship with [[#Rogia|Rogia]], another glitterworld which also hosts a &amp;quot;Starforce&amp;quot;, is unknown. It is possible that they are part of the same Star Empire.&lt;br /&gt;
|- id=&amp;quot;Kalthas IV&amp;quot;&lt;br /&gt;
! Kalthas IV &lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
| A planet with elite training school for socially gifted students on it.&amp;lt;ref name=&amp;quot;Darkeye&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Matis Saro|Matis 'Darkeye' Saro]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Utmaior&amp;quot;&lt;br /&gt;
! Utmaior&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&lt;br /&gt;
| A glitterworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Presumably the location of [[#Utmaior Academy|Utmaior Academy]].&lt;br /&gt;
|- id=&amp;quot;Kenerella&amp;quot;&lt;br /&gt;
! Kenerella&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&lt;br /&gt;
| A glitterworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Caspian&amp;quot;&lt;br /&gt;
! Caspian&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&lt;br /&gt;
| A glitterworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Presumably the location of the [[#Caspian School of Engineering|Caspian School of Engineering]].&lt;br /&gt;
|- id=&amp;quot;Dedchenko&amp;quot;&lt;br /&gt;
! Dedchenko&lt;br /&gt;
| [[#Iceworld|Iceworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| An iceworld planet.&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to the Vanch-Yakh Glacier, a large glacier in Tajikistan previously known as the Fedchenko Glacier prior to 2023. &lt;br /&gt;
|- id=&amp;quot;Baltoro&amp;quot;&lt;br /&gt;
! Baltoro&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to Baltoro Glacier in Pakistan, one of the longest glaciers outside the polar regions.''&lt;br /&gt;
|- id=&amp;quot;Furtwale&amp;quot;&lt;br /&gt;
! Furtwale&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Given the naming convention used for other Iceworlds, may be a reference to Furtwängler Glacier in Tanzania.''&lt;br /&gt;
|- id=&amp;quot;Jaqua&amp;quot;&lt;br /&gt;
! Jaqua&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Christensen&amp;quot;&lt;br /&gt;
! Christensen&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to Christensen Glacier in South Georgia, a part of the British Overseas Territory of South Georgia and the South Sandwich Islands.''&lt;br /&gt;
|- id=&amp;quot;Barnes&amp;quot;&lt;br /&gt;
! Barnes&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to Barnes Glacier in Antarctica.''&lt;br /&gt;
|- id=&amp;quot;La Grand&amp;quot;&lt;br /&gt;
! La Grand&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Dalles&amp;quot;&lt;br /&gt;
! Dalles&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Twig Falls&amp;quot;&lt;br /&gt;
! Twig Falls&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Old Boise&amp;quot;&lt;br /&gt;
! Old Boise&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Devil's Gate&amp;quot;&lt;br /&gt;
! Devil's Gate&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Laramiere&amp;quot;&lt;br /&gt;
! Laramiere&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Corliss&amp;quot;&lt;br /&gt;
! Corliss&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Borassic&amp;quot;&lt;br /&gt;
! Borassic&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Savery II&amp;quot;&lt;br /&gt;
! Savery II&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Heron&amp;quot;&lt;br /&gt;
! Heron&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Malmesburi&amp;quot;&lt;br /&gt;
! Malmesburi&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Possibly a reference to Malmesbury, an English town that was the site of early textile industrialization.''&lt;br /&gt;
|- id=&amp;quot;Architonnerre&amp;quot;&lt;br /&gt;
! Architonnerre&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a direct reference to the Architonnerre, a steam-powered cannon described in the papers of Leonardo da Vinci but that he attributed to Archimedes.&lt;br /&gt;
|- id=&amp;quot;Escapement&amp;quot;&lt;br /&gt;
! Escapement&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Escapements are a type of mechanic linkage used in analogue watches and clocks, a fitting reference given the association between steampunk and clockwork''&lt;br /&gt;
|- id=&amp;quot;Xaroh&amp;quot;&lt;br /&gt;
! Xaroh&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Xaroh is [[Horax]] backwards. Horax is an archotech, while Xaroh is a transcendent world and therefore likely created by an archotech taking over the planet and incorporating it into itself, however how or even if the two are otherwise related is unknown. &amp;lt;!--Xaroh may represent an opponent to Horax as his mirror image, it may be a place he previously incorporated which was named after him, it may be from before his interaction with the Void and the reversal of his name representing a twisting of his original iteration to what he is now, or they may be entirely unrelated. --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Immanence VI&amp;quot;&lt;br /&gt;
! Immanence VI&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Qabba&amp;quot;&lt;br /&gt;
! Qabba&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Einsof&amp;quot;&lt;br /&gt;
! Einsof&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Mitvo&amp;quot;&lt;br /&gt;
! Mitvo&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Samydi&amp;quot;&lt;br /&gt;
! Samydi&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Samsarr&amp;quot;&lt;br /&gt;
! Samsarr&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Ceti V&amp;quot;&lt;br /&gt;
! Ceti V &lt;br /&gt;
| [[#Glassworld|Glassworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A planet with an assassin's guild.&amp;lt;ref name=&amp;quot;Darkeye&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Thebes XIV&amp;quot;&lt;br /&gt;
! Thebes XIV&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Naga&amp;quot;&lt;br /&gt;
! Naga&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Merv&amp;quot;&lt;br /&gt;
! Merv&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Given the identical pronunciation and link to weapons of mass destruction, likely a reference to MIRVs, or multiple independently targetable reentry vehicle, a payload for ballistic missiles in which several warheads capable to each targeting a different location are carried by one missile. The concept is almost invariably associated with intercontinental ballistic missiles carrying thermonuclear warheads,''&lt;br /&gt;
|- id=&amp;quot;Perse&amp;quot;&lt;br /&gt;
! Perse&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Shechem&amp;quot;&lt;br /&gt;
! Shechem&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Shechem was the name of an ancient Canaanite city. The relevance of this is unknown.''&lt;br /&gt;
|- id=&amp;quot;Yelhazor&amp;quot;&lt;br /&gt;
! Yelhazor&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Tel Hazor is an archeological site located in modern Israel. While the names do not match, the similarity of the names, the proximity of the Y &amp;amp; T keys, and the references to [[#Shechem|Shechem]] as a similar site in the same source makes the similarity bear noting.''&lt;br /&gt;
|- id=&amp;quot;Avenna&amp;quot;&lt;br /&gt;
! Avenna&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Essalon&amp;quot;&lt;br /&gt;
! Essalon&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=Enike&amp;quot;&lt;br /&gt;
! Enike&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Adocia&amp;quot;&lt;br /&gt;
! Adocia&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;N'toch&amp;quot;&lt;br /&gt;
! N'toch&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=Barca&amp;quot;&lt;br /&gt;
! Barca&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Puobell&amp;quot;&lt;br /&gt;
! Puobell&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to &amp;quot;poubelle&amp;quot;, a French word meaning garbage can.''&lt;br /&gt;
|- id=&amp;quot;Deni IX&amp;quot;&lt;br /&gt;
! Deni IX&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Garbsh&amp;quot;&lt;br /&gt;
! Garbsh&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' A portmanteau of &amp;quot;'''Garb'''age&amp;quot; and &amp;quot;Tra'''sh'''&amp;quot;.''&lt;br /&gt;
|- id=&amp;quot;Tra'age&amp;quot;&lt;br /&gt;
! Tra'age&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' A portmanteau of &amp;quot;'''Tra'''sh&amp;quot; and &amp;quot;Garb'''age'''&amp;quot;.''&lt;br /&gt;
|- id=&amp;quot;Reepsyk&amp;quot;&lt;br /&gt;
! Reepsyk&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' May be a reference to Resyk of Judge Dredd comics, itself a euphemistic reference to the &amp;quot;recycling&amp;quot; of biomatter including human corpses.''&lt;br /&gt;
|- id=&amp;quot;Mystras&amp;quot;&lt;br /&gt;
! Mystras&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Destria&amp;quot;&lt;br /&gt;
! Destria&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Given the name, presumably involved in the [[#Inner Destrian War|Inner Destrian War]] as either a battlefield or belligerent.&amp;lt;ref name=&amp;quot;Stonejaw&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Chad Walcenville|Chad 'Stonejaw' Walcenville]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Trophic&amp;quot;&lt;br /&gt;
! Trophic&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Matrio&amp;quot;&lt;br /&gt;
! Matrio&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Samen&amp;quot;&lt;br /&gt;
! Samen&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Xinthia&amp;quot;&lt;br /&gt;
! Xinthia&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Ferbine&amp;quot;&lt;br /&gt;
! Ferbine&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Callos IX&amp;quot;&lt;br /&gt;
! Callos IX&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Presumably the site of the [[#Callos IX incident|Callos IX incident]],&amp;lt;ref name=&amp;quot;Doc&amp;quot;/&amp;gt; which may be the reason it is now a [[#Deadworld|deadworld]].&lt;br /&gt;
|- id=&amp;quot;Haspia&amp;quot;&lt;br /&gt;
! Haspia&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; See [[#Haspian monk|Haspian monk]]. &lt;br /&gt;
|- id=&amp;quot;Gost IV&amp;quot;&lt;br /&gt;
! Gost IV&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' GOST 4 is a Russian protection rating for ballistic armor. It is unknown if this is relevant''&lt;br /&gt;
|- id=&amp;quot;Berimund&amp;quot;&lt;br /&gt;
! Berimund&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Ardar&amp;quot;&lt;br /&gt;
! Ardar&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Kremhild&amp;quot;&lt;br /&gt;
! Kremhild&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Melisandz&amp;quot;&lt;br /&gt;
! Melisandz&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Irithir&amp;quot;&lt;br /&gt;
! Irithir &lt;br /&gt;
| [[#Indworld|Indworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A trading hub planet.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#William Gregory-Heap|William Gregory-Heap]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;New China&amp;quot;&lt;br /&gt;
! New China &lt;br /&gt;
| [[#Indworld|Indworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| Planet.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Yutong Li|Yutong 'Li' Li]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Hudders&amp;quot;&lt;br /&gt;
! Hudders&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Iver&amp;quot;&lt;br /&gt;
! Iver&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Achesta&amp;quot;&lt;br /&gt;
! Achesta&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Oods&amp;quot;&lt;br /&gt;
! Oods&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Iladelf&amp;quot;&lt;br /&gt;
! Iladelf&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;!--Ph-iladelp-ia?--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Pichu&amp;quot;&lt;br /&gt;
! Pichu&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&lt;br /&gt;
| A ruinworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Most of the ruinworlds in this source are references to ancient, ruined cities. This is most likely a reference to Machu Pichu, the famous ruined Incan citadel.''&lt;br /&gt;
|- id=&amp;quot;Perdida&amp;quot;&lt;br /&gt;
! Perdida&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&lt;br /&gt;
| A ruinworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Most of the ruinworlds in this source are references to ancient, ruined cities. Perdida is Spanish for lost, but given the theme in the naming of ruinworlds, it likely specifically a reference to Ciudad Perdida, a ruined pre-Columbian city near Santa Marta, Colombia''&lt;br /&gt;
|- id=&amp;quot;Hisarlik&amp;quot;&lt;br /&gt;
! Hisarlik&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&lt;br /&gt;
| A ruinworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Most of the ruinworlds in this source are references to ancient, ruined cities. Hisarlık is the modern-day location of the ruins of Troy, the city famously, and possibly apocryphally, besieged by the Greeks during the Trojan War.''&lt;br /&gt;
|- id=&amp;quot;Helike&amp;quot;&lt;br /&gt;
! Helike&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&lt;br /&gt;
| A ruinworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Most of the ruinworlds in this source are references to ancient, ruined cities. Helike is the name of ancient Greek city-state, destroyed by a tsunami, and whose ruins were rediscovered in 2001.''&lt;br /&gt;
|- id=&amp;quot;Cerospor&amp;quot;&lt;br /&gt;
! Cerospor &lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Cerospor is also a brand name used for a form of antibiotics.''&lt;br /&gt;
|- id=&amp;quot;Scylla&amp;quot;&lt;br /&gt;
! Scylla&lt;br /&gt;
| [[#Toxicworld|Toxicworld]]&lt;br /&gt;
| A toxicworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Scylla is a character from Greek myth, originally a naiad but turned into a monster when poison was poured into the water in which she was bathing.''&lt;br /&gt;
|- id=&amp;quot;Thylacine&amp;quot;&lt;br /&gt;
! Thylacine&lt;br /&gt;
| [[#Animal world|Animal world]]&lt;br /&gt;
| An animal world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Thylacines, also known as the Tasmanian tiger or Tasmanian wolf, are a type of extinct carnivorous marsupial that was native to Australia and Papua New Guinea. Given the resurrection of other extinct species by genetic engineering, this may indicate that this planet was used for this purpose and that is why it was kept an animal world.''&lt;br /&gt;
|- id=&amp;quot;Jiai&amp;quot;&lt;br /&gt;
! Jiai&lt;br /&gt;
| [[#Animal world|Animal world]]&lt;br /&gt;
| An animal world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Jiai is a transliteration of 慈愛, the Japanese word for Charity or Compassion. The relevance of this, if any, is unknown.''{{Check Tag|Japanese language check|Someone with real knowledge of the language should check this.}}&lt;br /&gt;
|- id=&amp;quot;Aukton&amp;quot;&lt;br /&gt;
! Aukton&lt;br /&gt;
| [[#Animal world|Animal world]]&lt;br /&gt;
| An animal world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Steller's World&amp;quot;&lt;br /&gt;
! Steller's World&lt;br /&gt;
| [[#Animal world|Animal world]]&lt;br /&gt;
| An animal world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Sophiamunda&amp;quot;&lt;br /&gt;
! Sophiamunda {{RoyaltyIcon}}&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Royalty Places&amp;quot;&amp;gt;Royalty Places.xml&amp;lt;/ref&amp;gt;&lt;br /&gt;
| A techno-feudal world with castles and palaces. Native Sophians work as knights, squires, dukes, maids, and swordsmiths. Revolutionists and their rebels sometimes attack those living there. People carry [[warhammer]]s and [[persona plasmasword]]s as personal weapons. [[Orbital mech cluster targeter]]s, bio-engineered plagues, and armies of fallen knights have been deployed there. Described in code-comments as ''Sophiamunda is the shattered empire's home world.'' Generally the canonicity of such comments is unclear, though in this instance it directly agrees with other sources. &amp;lt;ref name=&amp;quot;Royalty Places&amp;quot;/&amp;gt; This information listed here is limited to that listed in the places file, for more information see: [[#Empire|Empire]].&lt;br /&gt;
|- id=&amp;quot;Oubanyen&amp;quot;&lt;br /&gt;
! Oubanyen&lt;br /&gt;
| Jungle world&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;/[[#Dino-world|Dino-world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A steamy jungle world with tree-top villages, hill-top ziggurats, city temples, and shaman caves. Native Oubanyeni work as Shamans, hunters, fishers, gatherers and [[goat]]herds. Tree-harvesters and their henchmen sometimes attack those living there. People carry [[pila]] and [[ikwa]] as personal weapons. Lethal [[psychic drone]]s and neurotoxin bombs have been deployed there. Described in code-comments as ''A steamy world of wet jungles, strange tribes with psychic powers'', however the canonicity of such comments is unclear.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Chelis&amp;quot;&lt;br /&gt;
! Chelis&lt;br /&gt;
| Arid world&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Medieval world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| An arid world with moisture farms, parch-towns, water centres and high lifehalls. Native Chelisi work as water gatherers, lizardskinners, oasis seekers, cactus gatherers and scav-herders. Chiefs and their sand-warriors sometimes attack those living there. People carry sand-arrows and cactus-clubs as personal weapons. Archotech-induced sandstorms and spikelizard stampedes have been deployed there. Described in code-comments as ''An arid world of moisture-farming tribes'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Ilwaba&amp;quot;&lt;br /&gt;
! Ilwaba&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A regrown ruin-world with skyscraper villages, highway trade-posts, blast-land oases, and houses of regrowth. Native Ilwabans work as crete-farmers, path-makers, artifact hunters, tunnelwalkers, and artifact restorers. Crypto-leaders and their crypto-soldiers sometimes attack those living there. People carry scrap-swords and jag-dagger as personal weapons. Dug-up nukes and ancient poison bombs have been deployed there. Described in code-comments as ''A regrown deathworld where tribes live among overgrown cities'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Boccocarro&amp;quot;&lt;br /&gt;
! Boccocarro&lt;br /&gt;
| Shell-world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A cavernous shell-world with surface tunnels, fungus caverns, drip-wells, and speech-halls. Native Boccin work as miners, fungus growers, surface scavengers, community cooks, and frog-hunters. Mine hypervisor and their abyssal marines sometimes attack those living there. People carry pickaxes and hydraulic crossbows as personal weapons. Seismic quake-generation devices and blackpowder bombs have been deployed there. Described in code-comments as ''A subterranean world with vast caverns and a baked, inhospitable surface. Many factious but isolated city-states'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Nuchadus&amp;quot;&lt;br /&gt;
! Nuchadus&lt;br /&gt;
| Volcano-world&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Feudalworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A dim volcano-world with basalt islands, caldera laketowns, dirigible villages, and thermal fortresses. Native nuchadeans work as seismologists, lava-snail farmers, tank-tread repairers, and airborne scouts. Lava lords and their stygian soldiers sometimes attack those living there. People carry obsidian daggers and harpoon rifles as personal weapons. Chem-warfare bombs and archotech-induced volcano eruptions have been deployed there. Described in code-comments as ''A chaotic volcanic world far from the sun, covered with lava flows and black sand dunes. There are nomads and movable cities'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Zoutera&amp;quot;&lt;br /&gt;
! Zoutera&lt;br /&gt;
| [[#Dino-world|Dino-world]]&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;/Animal world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A grassy dino-world with trading outposts, trent villages, mammoth burial grounds, and hill-top forts. Native Zoutin work as dino-riders, [[muffalo]]-herders, hunters, and toughleather makers. Tusk-kings and their tusk-warriors sometimes attack those living there. People carry bamboo staves and hunt-bomb arrows as personal weapons. Fertilizer bombs and stampeding herds of ankylosaurs, blue mammoths, and novoraptors have been deployed there. Described in code-comments as ''A grassy planet populated by megafauna'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Wavia&amp;quot;&lt;br /&gt;
! Wavia&lt;br /&gt;
| Oceanic world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| An oceanic planet with trading atolls, floating villages, seaweed refineries, and capitol bridges. Native Wavians work as fishers, pearl divers, sail makers, captains, and sea-grass gatherers. Whaler admirals and their whaler-marines sometimes attack those living there. People carry harpoons and barbed nets as personal weapons. High-yield torpedoes and baited deep-kraken and Wavian leviathans have been deployed there. Described in code-comments as ''A water world dotted with atolls and floating seaweed'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to the 1995 post-apocalyptic action film 'Waterworld'.''&lt;br /&gt;
|- id=&amp;quot;Bagua 5&amp;quot;&lt;br /&gt;
! Bagua 5&lt;br /&gt;
| Junkyard planet&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Trashworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A junkyard planet with fortified scrapyards, rainwater processing plants, scrap-towns and trader spaceports. Native Bagucinquans work as scavengers, traders, tinkerers, guards, and scrappers. Junk lords and their metal-heads sometimes attack those living there. People carry pipe rifles and scrap-swords as personal weapons. Salvaged nukes and rust viruses have been deployed there. Described in code-comments as ''A junkyard planet of crashed ships, broken machinery, scavengers and traders'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' &amp;quot;Bagua&amp;quot; is the name of eight symbols used in Taoist cosmology and of a province of Peru - it is unclear if either etymology of the name is correct. The &amp;quot;-cinquan&amp;quot; suffix of the demonym simply comes from the French term for five - the inhabitants are literally &amp;quot;Bagua-5-ans&amp;quot;.''&lt;br /&gt;
|- id=&amp;quot;Rhydell&amp;quot;&lt;br /&gt;
! Rhydell{{IdeologyIcon}}&lt;br /&gt;
| Forest moon&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;/[[#Animal world|Animal world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A savage forest moon with converted dropships, low-shielded encampments, communication centers, and armored habitats. Native Rhydellians work as frontier botanists, trophy hunters, medics, camp cooks, and biolab engineers. Deepcorp executives and their deepcorp enforcers sometimes attack those living there. People carry [[sniper rifle]]s and machetes as personal weapons. Plant-derived neurotoxin gas and orbital laser strikes have been deployed there. Described in code-comments as ''A forest moon filled valuable flora and with dangerous predators'', however the canonicity of such comments is unclear.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; Its secondary description as an animal world is confusing given that people apparently are living on the world, however it may indicate that it was simply an animal world in the past or that that full colonisation efforts have not begun.&lt;br /&gt;
|- id=&amp;quot;Iwamura&amp;quot;&lt;br /&gt;
! Iwamura{{IdeologyIcon}}&lt;br /&gt;
| Stony asteroid&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A stony asteroid with market capsules, warehouse capsules, docking piers, and station bridges. Native Iwamurian work as life-support engineers, merchants, flight controllers, zero-g athletes, and radio hosts. Mega-corp CEOs and their rent-a-cops sometimes attack those living there. People carry [[charge rifle]]s and welding torches as personal weapons. Aerosolized toxins, life-support sabotage viruses and EMP strikes to the life support systems have been deployed there. Described in code-comments as ''Iwamura is a stony asteroid housing a large trading hub'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Novaroma&amp;quot;&lt;br /&gt;
! Novaroma{{IdeologyIcon}}{{BiotechIcon}}&lt;br /&gt;
| Planetoid/[[#Coreworld|Coreworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A planetoid with ministries of permits, gated suburbs, over-cities, undercities, and megacity overhalls. Native novaromans work as clerks, officials, food couriers, taxi drivers, and retail workers. High-underlords and their undertroops sometimes attack those living there. People carry [[revolver]]s and [[knife|knives]] as personal weapons. Seismic quake-generation devices, cluster bombs, and nuclear suitcase-bombs have been deployed there. Described in code-comments as ''[...] a planetoid covered in a vast city, ruled by a bureaucracy'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; The line of [[highmates]] found on the colony's rimworld fit the fashions of Novaroma.&amp;lt;ref&amp;gt;[[Highmate]] [[xenotype]] description&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' The name translates to New Rome in Latin.''&lt;br /&gt;
|- id=&amp;quot;Filson&amp;quot;&lt;br /&gt;
! Filson&lt;br /&gt;
| Farm-world&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Feudalworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Rimworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A rural farm-world with fertilizer processing plants, mega-granaries, water-bore sites, and town halls. Native Filsoners work as farm hands, fruit pickers, transport drivers, school teachers, and soil engineers. Landowners and their militia sometimes attack those living there. People carry rifles and scythes as personal weapons. Fertilizer bombs, weaponized pesticide sprays and space lenses have been deployed there. Described in code-comments as ''[...] a rural planet of vast agriculture plots and territorial landowners'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Creticon&amp;quot;&lt;br /&gt;
! Creticon{{IdeologyIcon}}&lt;br /&gt;
| [[#Deathworld|Deathworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A blasted death-world with bunkers, caverns, ice-shelters, and director's bunkers. Native Creticonians work as water-recycler repairers, algae farmers, doctors, teachers, militia commanders, and shuttle pilots. Warlords and their mercenaries sometimes attack those living there. People carry [[autopistol]]s and [[LMG]]s as personal weapons. Shoulder-mounted nuclear missiles, orbital bombardments, chemical bombs, and hacked mechanoids have been deployed there. Described in code-comments as ''[...] a high-tech death-world where everyone lives in bunkers'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Yttak&amp;quot;&lt;br /&gt;
! Yttak{{IdeologyIcon}}{{BiotechIcon}}&lt;br /&gt;
| Ice-moon&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Icy planet&amp;lt;ref name=&amp;quot;Yttakin pirates&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Iceworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;/[[#Prison planet|Prison world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| An ice-moon prison with meal halls, guard barracks, detention centers, and warden's office complex. Native Yttaki are detainees and escapees, or work as guards, maintenance workers, and transport drivers. Prison wardens and their corrupt guards sometimes attack those living there. People carry shivs and SMGs as personal weapons. Improvised chemical bombs and orbital laser strikes have been deployed there. Described in code-comments as ''[...] a frigid ice-moon prison colony'', however the canonicity of such comments is unclear.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; The [[#Yttakin|Yttakin]] xenohumans were first engineered to populate Yttak and they've since spread to other worlds.&amp;lt;ref name=&amp;quot;Yttakin pirates&amp;quot;&amp;gt;[[Yttakin pirates]] [[faction]] description&amp;lt;/ref&amp;gt; Yttak is alternately referred to as a moon,&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; a planet,&amp;lt;ref name=&amp;quot;Yttakin pirates&amp;quot;/&amp;gt; and a world&amp;lt;ref&amp;gt;[[Yttakin]] [[xenotype]] description&amp;lt;/ref&amp;gt; which could apply to either. It is unclear which is canonically correct. Given the pronunciation of Yttakin as &amp;quot;ee-ta-keen&amp;quot;,&amp;lt;ref name=&amp;quot;Biotech Preview 4&amp;quot;&amp;gt;[https://store.steampowered.com/news/app/294100/view/3319740412995643281 Biotech Preview #4] Steam Announcement&amp;lt;/ref&amp;gt; the name of the world is likely pronounced &amp;quot;Ee-tak&amp;quot;.&lt;br /&gt;
|- id=&amp;quot;Kemia&amp;quot;&lt;br /&gt;
! Kemia{{IdeologyIcon}}&lt;br /&gt;
| Toxic [[#War-world|war-world]]&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A toxic war-world with slums, tunnel colonies, undertowns, and city lordhouses. Native Kemian work as street sweepers, cleanup engineers, protein farmers, taxi drivers, and weapons builders. Poison lords and their venom-soldiers sometimes attack those living there. People carry gas bombs and toxic flamethrowers as personal weapons. Nuclear dirty bombs, bio-engineered plagues, and penetrating toxic bombs have been deployed there. Described in code-comments as ''[...] a toxic, overcrowded world with an oppressive government'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Rogia&amp;quot;&lt;br /&gt;
! Rogia&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A glitter-tech world with medical institutes, space elevators, robotics factories, and a planetary capitol. Native Rogians work as starforce cadets, artisan farmers, social-media prodigies, zero-g athletes, and glitter-tech smugglers. Corrupt bureaucrats and their bionic guards sometimes attack those living there. People carry [[charge lance]]s and [[persona monosword]]s as personal weapons. Antimatter warheads, weaponized computer viruses, and remote-controlled mechanoid workers have been deployed there. Described in code-comments as ''[...] a world of windy prairies and towering glitter-tech cities'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; Relationship with [[#Amen-Ti|Amen-Ti]], another glitterworld which also hosts a &amp;quot;Starforce&amp;quot;, is unknown. It is possible that they are part of the same Star Empire, of which Amen-Ti is the capital.&lt;br /&gt;
|- id=&amp;quot;Xanides&amp;quot;&lt;br /&gt;
! Xanides{{IdeologyIcon}}&lt;br /&gt;
| Mineral-planet&lt;br /&gt;
| An exploited mineral-planet with strip mines, ore refineries, nutrient paste cafeterias, and oxygen depots. Native Xanidians work as miners, supervisors, technicians, mechanics, and life support engineers. Mine-crop bosses and their mine-corp troops sometimes attack those living there. People carry electro-batons and [[autopistol]]s as personal weapons. Blasting charges and EMP strikes to the life support systems have been deployed there. Described in code-comments as ''a small strip-mining planet with a thin atmosphere'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Lutuni&amp;quot;&lt;br /&gt;
! Lutuni{{IdeologyIcon}}&lt;br /&gt;
| [[#Coreworld|Coreworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A rainforest paradise with augmentation clinics, hyper-yachts, zero-g stadia, and space elevator complexes. Native Luntuni work as tourist guides, zero-g performers, [[luciferium]] distributors, virtual celebrities, and shuttle pilots. Entertainment moguls and their enforcers sometimes attack those living there. People carry vibro-knives and charge pistols as personal weapons. Structural disintegration bacterium and smuggled [[orbital bombardment targeter]]s have been deployed there. Described in code-comments as ''a rainforest paradise and glitterworld tourist destination'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Zartza&amp;quot;&lt;br /&gt;
! Zartza&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Given the name, presumably involved in the [[#Xennoa-Zartza War|Xennoa-Zartza War]] as either a battlefield or belligerent.&amp;lt;ref name=&amp;quot;Harris&amp;quot;/&amp;gt; It is unknown whether the planet was a deathworld before the conflict. &lt;br /&gt;
|- id=&amp;quot;Vinna&amp;quot;&lt;br /&gt;
! Vinna&lt;br /&gt;
| [[#Medieval world|Medieval world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
| A medieval world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; with raiders, mudlands, and a number of settlements.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Ida Painstingle|Ida 'Ida' Painstingle]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Cormora Prime&amp;quot;&lt;br /&gt;
! Cormora Prime&lt;br /&gt;
| [[#Coreworld|Coreworld]]&lt;br /&gt;
| A coreworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' May be a reference to Gomorrah, a biblical city destroyed by God for its wickedness, or the Comorra, an Italian Mafia organization and criminal society.''&lt;br /&gt;
|- id=&amp;quot;Glossolia&amp;quot;&lt;br /&gt;
! Glossolia&lt;br /&gt;
| [[#Coreworld|Coreworld]]&lt;br /&gt;
| A coreworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' May be a reference to Glossolalia, commonly called &amp;quot;speaking in tongues&amp;quot;, the practice of uttering words or speech-like sounds believed by some to have religious meaning.''&lt;br /&gt;
|- id=&amp;quot;Barbaros&amp;quot;&lt;br /&gt;
! Barbaros&lt;br /&gt;
| [[#Coreworld|Coreworld]]&lt;br /&gt;
| A coreworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Means &amp;quot;Barbarians&amp;quot; in Spanish, also possibly a reference to the famous corsair Hayreddin Barbarossa or the Holy Roman Emperor, Frederick Barbarossa.''&lt;br /&gt;
|- id=&amp;quot;Atura&amp;quot;&lt;br /&gt;
! Atura&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; May be the location of [[#Atura station|Atura station]].&lt;br /&gt;
|- id=&amp;quot;Ranomi&amp;quot;&lt;br /&gt;
! Ranomi&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Taxlos&amp;quot;&lt;br /&gt;
! Taxlos&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Aryn Sigma&amp;quot;&lt;br /&gt;
! Aryn Sigma&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Aesh 265&amp;quot;&lt;br /&gt;
! Aesh 265&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Widdershins&amp;quot;&lt;br /&gt;
! Widdershins&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Widdershins is a term meaning to go counterclockwise, to walk around an object by always keeping it on the left, or to take a course opposite the apparent motion of the sun. It is also associated with being unlucky. The relevance, such as whether it describes the orbit of the asteroid, is unknown.''&lt;br /&gt;
|- id=&amp;quot;Einio&amp;quot;&lt;br /&gt;
! Einio&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Einio is the name of an Einiosaurus, a ceratopsian, in the Nintendo game series Fossil Fighters in which fossils of prehistoric animals are revived and have powers as a result. It is unclear whether the name is a reference specifically to the series or simply to the real ceratopsian, if either.''&lt;br /&gt;
|- id=&amp;quot;Baryonyx&amp;quot;&lt;br /&gt;
! Baryonyx&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Baryonyx is a genus of theropod dinosaur, as well as the common name used to refer to the Baryonyx walkeri species.''&lt;br /&gt;
|- id=&amp;quot;Venator&amp;quot;&lt;br /&gt;
! Venator&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Venator means hunter in Latin, which is already a fitting name for a dino-world, however it is also used in the construction of a number of dinosaur names including the carnivorous theropod dinosaurs the Neovenator and Viavenator.''&lt;br /&gt;
|- id=&amp;quot;N'cilo&amp;quot;&lt;br /&gt;
! N'cilo&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Brach&amp;quot;&lt;br /&gt;
! Brach&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' The name may be a reference to Brachiosaurus, a genus of sauropod dinosaur.''&lt;br /&gt;
|- id=&amp;quot;Mauro&amp;quot;&lt;br /&gt;
! Mauro &lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Oxy VI&amp;quot;&lt;br /&gt;
! Oxy VI &lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Imbatus&amp;quot;&lt;br /&gt;
! Imbatus &lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Soleno&amp;quot;&lt;br /&gt;
! Soleno&lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Sangwine&amp;quot;&lt;br /&gt;
! Sangwine&lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Sangwine is an obsolete spelling of Sanguine, a term meaning both &amp;quot;pertaining to blood&amp;quot; and &amp;quot;optimistic&amp;quot;.''&lt;br /&gt;
|- id=&amp;quot;Vanu&amp;quot;&lt;br /&gt;
! Vanu&lt;br /&gt;
| [[#War-world|War-world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A war-world, presumably the location of the [[#Vanu Defense College|Vanu Defense College]]&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Possibly a reference to the Vanu Sovereignty, a faction in the game PlanetSide''&lt;br /&gt;
|- id=&amp;quot;Samnium&amp;quot;&lt;br /&gt;
! Samnium&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Samnium was a nation-state in Ancient Italy that was a belligerent in a number of wars with the Roman Republic.''&lt;br /&gt;
|- id=&amp;quot;Kyrus&amp;quot;&lt;br /&gt;
! Kyrus&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' As the name Kyrus is a derivative of Cyrus, it may be a reference to Cyrus the Great, the founder of the Achaemenid Empire and conqueror.''&lt;br /&gt;
|- id=&amp;quot;Punica&amp;quot;&lt;br /&gt;
! Punica&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Punica is the name of the genus of plants that includes the pomegranate, which derives from the Latin term for Carthaginian apple. Given the war related nature, likely a more general reference to the term &amp;quot;Punic&amp;quot;, meaning &amp;quot;of or relating to ancient Carthage&amp;quot;, an ancient empire that fought the Roman Republic during the Punic Wars.''&lt;br /&gt;
|- id=&amp;quot;Cimbria XII&amp;quot;&lt;br /&gt;
! Cimbria XII&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to the Cimbri, a germanic tribe from the Cimbrian peninsula in what is now Jutland. The Cimbri invaded Gaul and fought the Roman Republic in a series of battles, including the devastating Battle of Arausio in which almost a dozen Roman Legions were destroyed.&lt;br /&gt;
|- id=&amp;quot;Barkitos&amp;quot;&lt;br /&gt;
! Barkitos&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chateau D'Ouen&amp;quot;&lt;br /&gt;
! Chateau D'Ouen&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Given the prison connection, possibly a reference to Château d'If, the infamous French prison for political and religious prisoners and notable for its use in Alexandre Dumas's novel 'The Count of Monte Cristo'.''&lt;br /&gt;
|- id=&amp;quot;Casmina&amp;quot;&lt;br /&gt;
! Casmina&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Hoalo&amp;quot;&lt;br /&gt;
! Hoalo&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to Hỏa Lò Prison, commonly referred to by its Vietnam War era nickname The Hanoi Hilton, a prison in what is now Vietnam infamous for the mistreatment and torture of its prisoners under both French and North Vietnamese governments.''&lt;br /&gt;
|- id=&amp;quot;Borren&amp;quot;&lt;br /&gt;
! Borren&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Aldgate&amp;quot;&lt;br /&gt;
! Aldgate&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Possibly a reference to, and pun on, Newgate Prison, a prison in London, England that was built in 1188 and in use for over 700 years.&lt;br /&gt;
|- id=&amp;quot;Port Basil&amp;quot;&lt;br /&gt;
! Port Basil&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Given the prison connection, possibly a reference to Port Arthur, a town in Tasmania, Australia originally founded as a penal colony for transportees from Great Britain.''&lt;br /&gt;
|}&lt;br /&gt;
'''Note:''' The rimworlds on which gameplay takes place have randomly generated names. Due to both their limited application and randomly generated nature, the randomly generated names of these rimworlds are considered semi-canonical only and are not listed here.&lt;br /&gt;
&amp;lt;!-- Template&lt;br /&gt;
* '''planet''' {{IdeologyIcon}} - A descriptor world with . Native demonyms work as jobs. foeleaders and their foesoldiers sometimes attack those living there. People carry personalweapons as personal weapons. massweapons have been deployed there. Described in code-comments as ''desc'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Prefixed world names =====&lt;br /&gt;
World names in generated text can sometimes be prefaced by Kuhn- and Ur-. Additionally references to rituals named after the worlds but prefixed with a ka'= are also mentioned.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; The significance of these prefixes is unknown.&lt;br /&gt;
&lt;br /&gt;
==== Systems ====&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Xennoa system&amp;quot;&lt;br /&gt;
! Xennoa system&lt;br /&gt;
| Hosted a military base. Has a military with infantry and spacejets, involved in the [[#Xennoa-Zartza War|Xennoa-Zartza War]] &amp;lt;ref name=&amp;quot;Harris&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Kyle Harris|Kyle Harris]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Utmaior Academy&amp;quot;&lt;br /&gt;
! Utmaior Academy&lt;br /&gt;
| Prestigious academy on a [[#Glitterworld|glitterworld]],&amp;lt;ref name=&amp;quot;Doc&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#James Grey|James 'Doc' Grey]]&amp;lt;/ref&amp;gt;  presumably located on [[#Utmaior|Utmaior]]. &lt;br /&gt;
|- id=&amp;quot;Vanu Defense College&amp;quot;&lt;br /&gt;
! Vanu Defense College&lt;br /&gt;
| Teaches young cadets proficiency in a range of weapons and survival skills,&amp;lt;ref name=&amp;quot;Leystrat&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Bashkire Leystrat|Bashkire Leystrat]]&amp;lt;/ref&amp;gt; presumably located on [[#Vanu|Vanu]]. &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Possibly a reference to the Vanu Sovereignty, a faction in the game PlanetSide''&lt;br /&gt;
|- id=&amp;quot;Caspian School of Engineering&amp;quot;&lt;br /&gt;
! Caspian School of Engineering&lt;br /&gt;
| A [[#Glitterworld|glitterworld]] school that offers mathematics and computer programming in its curriculum.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Darrien Maliphalo|Darrien 'Mal' Maliphalo]]&amp;lt;/ref&amp;gt; Presumably located on [[#Caspian|Caspian]].&lt;br /&gt;
|- id=&amp;quot;Atura station&amp;quot;&lt;br /&gt;
! Atura station{{IdeologyIcon}}&lt;br /&gt;
| An orbital shipyard with shuttle docks, manufacturing rings, residential rings, and a central control room. Native Aturans work as construction drone operators, managers, test pilots, sales agents, and 3D printer technicians. Crime bosses and their thugs sometimes attack those living there. People carry tasers and arc welders as personal weapons. EMP strikes to the life support systems and remote-controlled welding drones have been deployed there. Described in code-comments as ''an orbital dry dock and construction yard'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; May be located at, built from, or otherwise related to the asteroid [[#Atura|Atura]].&lt;br /&gt;
|- id=&amp;quot;Zeglar colonies&amp;quot;&lt;br /&gt;
! Zeglar colonies&lt;br /&gt;
| Purchases slaves, including for male prostitution.&amp;lt;ref name=&amp;quot;Gnugfur&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Robert Krondorfer|Robert 'Gnugfur' Krondorfer]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;New Jerusalem&amp;quot;&lt;br /&gt;
! New Jerusalem{{AnomalyIcon}}&lt;br /&gt;
| Unknown if even a real place, or a place at all - only mentioned by [[golden cube]]-obsessed pawns talking about a &amp;quot;cubic New Jerusalem&amp;quot; &amp;lt;ref name=&amp;quot;RulePacks_Cube&amp;quot;&amp;gt;RulePacks_Cube.xml]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Official Art ====&lt;br /&gt;
The following are clipped out of official key art for the base game and DLCs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Background planet pc.png     |A rimworld {{PCIcon}}&lt;br /&gt;
Background moon pc 1.png     |A rimworld's moon {{PCIcon}}&lt;br /&gt;
Background moon pc 2.png     |A rimworld's moon {{PCIcon}}&lt;br /&gt;
Background planet console.png|A rimworld {{ConsoleIcon}}&lt;br /&gt;
Background moon console 1.png|A rimworld's moon {{ConsoleIcon}}&lt;br /&gt;
Background moon console 2.png|A rimworld's moon {{ConsoleIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Background planet royalty.png |A rimworld {{RoyaltyIcon}}&lt;br /&gt;
Background moon royalty 1.png |A rimworld's moon {{RoyaltyIcon}}&lt;br /&gt;
Background moon royalty 2.png |A rimworld's moon {{RoyaltyIcon}}&lt;br /&gt;
Background sun royalty 1.png |A rimworld's sun {{RoyaltyIcon}}&lt;br /&gt;
Background planet ideology.png|A rimworld {{IdeologyIcon}}&lt;br /&gt;
Background moon ideology 1.png|A rimworld's moon {{IdeologyIcon}}&lt;br /&gt;
Background moon ideology 2.png|A rimworld's moon {{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Background moon anomaly 1.png|A rimworld's moon {{AnomalyIcon}}&lt;br /&gt;
Background moon anomaly 2.png|A rimworld's moon {{AnomalyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Zartha crisis&amp;quot;&lt;br /&gt;
! Zartha crisis&lt;br /&gt;
| Apparently a military conflict fought over many worlds, in both ground and air domains with fighters and fighter controllers deployed. &amp;lt;ref name=&amp;quot;Leystrat&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Inner Destrian War&amp;quot;&lt;br /&gt;
! Inner Destrian War&lt;br /&gt;
| Ostensibly a military conflict that occured at least one generation ago, in the aftermath and/or resulting instability of which people were captured and sold into slavery.&amp;lt;ref name=&amp;quot;Stonejaw&amp;quot;/&amp;gt; Presumably involved [[#Destria|Destria]] as either a battlefield or belligerent.&lt;br /&gt;
|- id=&amp;quot;Callos IX incident&amp;quot;&lt;br /&gt;
! Callos IX incident&lt;br /&gt;
| James 'Doc' Grey performed unethical experiments on the survivors of this incident, and when the experiments were published, he was exiled. &amp;lt;ref name=&amp;quot;Doc&amp;quot;/&amp;gt; Presumably occurred on [[#Callos IX|Callos IX]] and may be the reason it is now a [[#Deadworld|deadworld]].&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Xennoa-Zartza War&amp;quot;&lt;br /&gt;
! Xennoa-Zartza War &lt;br /&gt;
| A military conflict presumably fought either in, or by a polity from, the [[#Xennoa system|Xennoa system]],&amp;lt;ref name=&amp;quot;Harris&amp;quot;/&amp;gt; presumably either on or against a polity based on, the planet [[#Zartza|Zartza]].&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Infantry and spacejets were deployed during the conflict.&amp;lt;ref name=&amp;quot;Harris&amp;quot;/&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Planet types ===&lt;br /&gt;
Note that planet types are not necessarily mutually exclusive, and a given planet may fit several separate categories.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Deadworld&amp;quot;&lt;br /&gt;
! Deadworld&lt;br /&gt;
| Distinct from [[#Deathworld|deathworlds]], these are planets which have not been significantly contacted by humans. Generally not inhabitable. All planets are like this before people arrive for the first time.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deathworld&amp;quot;&lt;br /&gt;
! Deathworld&lt;br /&gt;
| Distinct from [[#Deadworld|deadworlds]] and sometimes spelled as '''Death-world''', the meaning of the term deathworld appears to correlate with the common usage of the term in science fiction discussion - namely a planet that is technically habitable but incredibly hostile to human life. [[#Impids|Impids]] are described as originally being designed for &amp;quot;''dry deathworlds''&amp;quot;,&amp;lt;ref&amp;gt;[[Impid]] [[xenotype]] description and short description&amp;lt;/ref&amp;gt; while [[#Wasters|wasters]] are designed for &amp;quot;''post-apocalyptic deathworlds''&amp;quot;.&amp;lt;ref&amp;gt;[[Waster]] [[xenotype]] description and short description&amp;lt;/ref&amp;gt; [[Books]] about the [[Research#Battery|Battery research]] can reference an &amp;quot;''acid lake on the leaden shores of a deathworld worked as a natural battery''&amp;quot;.&amp;lt;ref&amp;gt;[[Research#Battery|Battery research]] subject_story strings.&amp;lt;/ref&amp;gt; [[#Creticon|Creticon]] is described a &amp;quot;''blasted death-world''&amp;quot; while it is further described in code-comments as &amp;quot;''[...] a high-tech death-world''&amp;quot;,&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; while [[#Ilwaba|Ilwaba]] is described in code-comments as a &amp;quot;''regrown deathworld''&amp;quot;,&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;  however the canonicity of such comments is unclear.The disparate natures of these examples support the concept that why a deathworld is hostile to human life is not important to the definition, only that it is hostile. Despite the difficulty of living on these planets, some are still inhabited - [[Books]] about the [[Research#Tox gas|Tox gas research]]{{BiotechIcon}} can reference the author &amp;quot;''research[ing] cloud control tech for the tyrannocracy of a deathworld''&amp;quot;,&amp;lt;ref&amp;gt;[[Research#Tox gas|Tox gas research]] subject_story strings.&amp;lt;/ref&amp;gt; which implies not only people living on the planet, but a system of government. [[#Zartza|Zartza]], [[#Rayth|Rayth]], [[#Spectra|Spectra]], [[#JNovahex|JNovahex]], [[#Carthago|Carthago]], and [[#Grimcore|Grimcore]] are also referenced as being deathworlds.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Animal world&amp;quot;&lt;br /&gt;
! Animal world&lt;br /&gt;
| Planets with no people. Either everyone died, or the planet was seeded with plant and animal life by terraforming robots and nobody arrived.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; It is apparently not exclusive with an [[#Dino-world|Dino-world]] which may, in fact, be a subtype of this category.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Medieval world&amp;quot;&lt;br /&gt;
! Medieval worlds&lt;br /&gt;
| Similar to Earth from the agricultural revolution until the industrial revolution. Social structures are usually feudal or imperial. Planets can stay in this state for millennia.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Steamworld&amp;quot;&lt;br /&gt;
! Steamworld&lt;br /&gt;
| Similar to Earth in the 19th century. Often this state is short-lived, as societies develop into midworlds, but it can be very stretched out depending on culture and government structure.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Midworld&amp;quot;&lt;br /&gt;
! Midworld&lt;br /&gt;
| Worlds whose people have mastered flight, but not cheap interplanetary travel. Earth is in this stage in the 21st century.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Urbworld&amp;quot;&lt;br /&gt;
! Urbworld&lt;br /&gt;
| Super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places. The people here are often callous towards strangers. This is often the outcome for midworlds that see their demographic transition into lower birth reversed by dysgenic reproduction patterns.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; Urbworlds can build mechanoids. &amp;lt;ref name=&amp;quot;Keuneke&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Markus Keuneke|Markus 'Keuneke' Keuneke]]&amp;lt;/ref&amp;gt;Some urbworlds have worldwide cities ruled by corporations. &amp;lt;ref name=&amp;quot;Coffey&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Darius Coffey|Darius Coffey]]&amp;lt;/ref&amp;gt;Urbworlds can be ancient - some even have greedy nobility in spire palaces while cannibal cults exist in the deepest reaches of the underground hive. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Skye Lorne|Skye 'Skye' Lorne]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Glitterworld&amp;quot;&lt;br /&gt;
! Glitterworlds&lt;br /&gt;
| The most technologically advanced societies that can be led by humans. Swaddled in comforts by the strong arms of technology, glitterworlds are the peak of recognizable human society in terms of art, health, and generous human rights. Common people from these planets often lack grit and are very trusting in people and technology.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; Likely synonmous with '''glitter-tech world'''.&amp;lt;ref&amp;gt;Ideology Places.xml - Rogia entry&amp;lt;/ref&amp;gt; Glitterworlds are mostly free of disease and human suffering, and surgeons employed there mostly perform elaborate and creative cosmetic surgeries, and never have to remove a cancer or a bullet.&amp;lt;ref&amp;gt;Glitterworld surgeon Backstory&amp;lt;/ref&amp;gt; While glitterworlds are peaceful places and some units rarely see action, they often remain prepared for war.&amp;lt;ref&amp;gt;Glitterworld Officer Backstory&amp;lt;/ref&amp;gt; Despite this tendency towards peace, some glitterworlds do field space navies and engage in active campaigns against enemy cultures.&amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;/&amp;gt; On some glitterworlds all menial work was done by robots and people devoted themselves to leisure.&amp;lt;ref&amp;gt;Biosphere Manager Backstory&amp;lt;/ref&amp;gt; This extends to some technical fields as well, such as AI handling all the technical aspects of architecture, allowing architects to focus on artistic expression &amp;lt;ref&amp;gt;Architect Backstory&amp;lt;/ref&amp;gt; This is not universal however, as others still had humans washing dishes in restaurants&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Stijn Gezink|Stijn 'Stin' Gezink]]&amp;lt;/ref&amp;gt; Farms are operated on some glitterworlds, though all but rare exceptions have abandoned traditional farming methods for glitterworld technologies.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Pete Holiday|Pete Holiday]]&amp;lt;/ref&amp;gt;Glitterworld police forces were often equipped with [[recon armor]]&amp;lt;ref&amp;gt;[[Recon armor]] description&amp;lt;/ref&amp;gt; and [[Recon helmet|helmets]].&amp;lt;ref&amp;gt;[[Recon helmet]] description&amp;lt;/ref&amp;gt; Some glitterworlds have mechanoid companions for children,&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Erisen Irioth|Erisen 'Erisen' Irioth]]&amp;lt;/ref&amp;gt; or as workers.&amp;lt;ref name=&amp;quot;Rogia&amp;quot;&amp;gt;Ideology Places.xml - Rogia entry&amp;lt;/ref&amp;gt; At least some Glitterworlds apparently remain capitalist, as attending their universities can leave a person in enormous debt,&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Caitlin Stirr|Caitlin 'Cait' Stirr]]&amp;lt;/ref&amp;gt; and corporations exist.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Ryan Michael|Ryan 'Legend' Michael]]&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Brazil&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Jhet Whistler|Jhet 'Brazil' Whistler]]&amp;lt;/ref&amp;gt; At least some Glitterworlds were monarchic, with royal households that would intermarry with the royal families of other planets.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Xiao Li|Xiao 'Ally' Li]]&amp;lt;/ref&amp;gt; See also: Sophiamunda and the Empire for information about a specific glitterworld society.&lt;br /&gt;
|- id=&amp;quot;Rimworld&amp;quot;&lt;br /&gt;
! Rimworlds&lt;br /&gt;
| Planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crash-land or ancient communities stumble out of their cryptosleep vaults. These planets are often at the rim of known space, hence the name.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Coreworld&amp;quot;&lt;br /&gt;
! Coreworld&lt;br /&gt;
| Based on the name, may be the worlds that form the astrographical or political core of human civilization, perhaps including Earth and other early colonies. Alternatively, may be worlds located in the galactic core or some other definition. In the now non-canon [[#RimWorld Universe Quick Primer (Obsolete)|RimWorld Universe Quick Primer]], coreworlds and rimworlds were instead defined in opposition to each other. Coreworlds were those planets in the galactic core whose social and technological development benefited from the clustering of stars, and thus other cultures, in the core. Rimworlds were in turn those planets outside the core and thus further from neighbours.&amp;lt;ref name=&amp;quot;RimWorld Universe Quick Primer&amp;quot;&amp;gt;[[#RimWorld Universe Quick Primer (Obsolete)|RimWorld Universe Quick Primer]]&amp;lt;/ref&amp;gt; However, with the new canon definition for rimworld, it's likely that this definition of core and rimworlds has been become non-canon, probably because the galactic core is significantly beyond the 1200 light year wide canonical expansion of humanity.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; Possibly synonymous with planets in the 'core region', which includes at least one glitterworld.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Candice Roughchild|Candice Roughchild]]&amp;lt;/ref&amp;gt; Appear to be relatively advanced and stable, with at least midworld level surgical capabilities,&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Alyssa Orchard|Alyssa 'Sparkles' Orchard]]&amp;lt;/ref&amp;gt; planetary governments,&amp;lt;ref name=&amp;quot;Anarchist&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Mike Mudgett|Mike 'Anarchist' Mudgett]]&amp;lt;/ref&amp;gt; and sufficient competent military forces to push out both anarchists&amp;lt;ref name=&amp;quot;Anarchist&amp;quot;/&amp;gt; and fairly large mercenary forces.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Aznable Coal|Aznable 'Reikguard' Coal]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Toxic world&amp;quot;&lt;br /&gt;
! Toxic world&lt;br /&gt;
| Worlds destroyed by pollution, chemical or nuclear warfare, but still inhabitable at a low level, with sufficient technology.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; Toxic may have a limited definition, or may only relate to Humans, as some toxic worlds are overgrown with hostile plant life.&amp;lt;ref name=&amp;quot;Johs&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Johs Barrowlocht|Johs 'Johs' Barrowlocht]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Glassworld&amp;quot;&lt;br /&gt;
! Glassworld&lt;br /&gt;
| Worlds utterly destroyed by high-energy weapons of mass destruction. They’re nicknamed ‘marbles’ because their surfaces have been “glassed”. Nuclear weapons aren’t enough to glass a planet, so this level of destruction is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbour permanent life bigger than a paramecium.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Transcendent world&amp;quot;&lt;br /&gt;
! Transcendent world&lt;br /&gt;
| It’s a stretch to call these entities worlds, since they resemble giant computers more than they resemble planets. The mechanics of these planets is mysterious, but many scholars believe transcendents are the outcome when a sovereign archotech decides to incorporate a whole planet into itself.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Indworld&amp;quot;&lt;br /&gt;
! Indworlds&lt;br /&gt;
| Distinct from [[#Industrial worlds|industrial worlds]], these are worlds undergoing their industrial revolution.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Victoria Louene|Victoria 'Vicky' Louene]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Industrial world&amp;quot;&lt;br /&gt;
! Industrial world&lt;br /&gt;
| Distinct from [[#Indworld|Indworlds]], these are worlds devoted predominantly to industry.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Amelia Flais|Amelia 'Engie' Flais]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Sa'Bikk Saleosy|Sa'Bikk 'Sab' Saleosy]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Daniel Mann|Daniel 'Dankman' Mann]]&amp;lt;/ref&amp;gt; Some host large factory cities&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Felix von Schild|Felix von Schild]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Farming planet&amp;quot;&lt;br /&gt;
! Farming planet&lt;br /&gt;
| Worlds devoted predominantly to farming. Not necessarily technologically backwards, with some using automated machinery that grow and harvest the multitude of crops. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Conlay Shen|Conlay Shen]]&amp;lt;/ref&amp;gt; Likely synonymous with '''farm-worlds'''.&amp;lt;ref&amp;gt;Ideology Places.xml - Filson entry&amp;lt;/ref&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Prison planet&amp;quot;&lt;br /&gt;
! Prison planet&lt;br /&gt;
| Worlds where convicts are condemned to remove malefactors from society. &amp;lt;ref name=&amp;quot;Jay&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Jered Martin|Jered 'Jay' Martin]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Feudal world&amp;quot;&lt;br /&gt;
! Feudal world&lt;br /&gt;
| Multi-planet feudal empires besides the [[Empire]] exist. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Frank Laquinto|Frank 'Isimiel' Laquinto]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Trash planet&amp;quot;&lt;br /&gt;
! Trash planets&lt;br /&gt;
| &amp;lt;!-- Did you mean  Sophiamunda? Down with the Empire!--&amp;gt;Dumping grounds for surrounding glitterworlds &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Xandarian Stalzer|Xandarian 'Xandy' Stalzer]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Junkyard planet&amp;quot;&lt;br /&gt;
! Junkyard planet&lt;br /&gt;
| Apparently self-descriptive. Possibly synonymous with trash planets as they are ostensibly similar titles and [[#Bagua 5|Bagua 5]] is defined as both in different places, however given the name possibly differentiated by being intended to allow salvage and scrapping rather than simply dumping.&amp;lt;ref&amp;gt;Ideology Places.xml - Bagua 5 entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Iceworld&amp;quot;&lt;br /&gt;
! Iceworld&lt;br /&gt;
| Apparently self-descriptive. Plants are rare. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Slivaki Warts|Slivaki 'Sliverwar' Warts]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Dino-world&amp;quot;&lt;br /&gt;
! Dino-world&lt;br /&gt;
| Apparently self-descriptive - worlds inhabited by dinosaurs and other megafauna, likely resurrected through genetic engineering. Mentioned species of a single example dino-world include: ankylosaurs, blue mammoths, and novoraptors.&amp;lt;ref name=&amp;quot;Zoutera&amp;quot;&amp;gt;Ideology Places.xml - Zoutera entry&amp;lt;/ref&amp;gt;It is apparently not exclusive with an [[#Animal world|Animal world]] and may, in fact, be a subtype of that category.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;War-world&amp;quot;&lt;br /&gt;
! War-worlds&lt;br /&gt;
| Worlds stuck in an endless cycle of war. These planets are typically over polluted due to constant usage of bombs and chemical weapons.&amp;lt;ref&amp;gt;Ideology Places.xml - Kemia entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Mineral-planet&amp;quot;&lt;br /&gt;
! Mineral-planet&lt;br /&gt;
| Unknown definition. Likely descriptive of either their natural resources or their economic product&amp;lt;ref&amp;gt;Ideology Places.xml - Xanides entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Oceanic planet&amp;quot;&lt;br /&gt;
! Oceanic planet&lt;br /&gt;
| Apparently self-descriptive.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Other worlds&amp;quot;&lt;br /&gt;
! ''Other worlds''&lt;br /&gt;
| Beyond these categories, there are many exceptional planets in strange states created by their peculiar social and technological evolutions. Given the scale and age of the universe, there is a lot of time and space for a lot of very strange situations to develop.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Additional facts:'''&lt;br /&gt;
* Steamworlds and Midworlds aren't necessarily mutually exclusive. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Charles Zillioner|Charles 'Charlzie' Zillioner]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Industrial planets and midworlds ''may'' not necessarily be mutually exclusive. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Lancelot Hale|Lancelot 'Lance' Hale]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Several spacer or glittertech societies, including Iwamura, Rogia, and Lutuni, host zero-g sports with professional athletes competing, some in zero-g stadia. Lutuni also hosts zero-g performers of an unknown type.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technologies and Militaries ===&lt;br /&gt;
A variety of militaries exist in various styles, structures, purposes and technology levels. This include naval and space-based fleets, ground infantry, orbital troopers, spaceship-to-spaceship boarding actions and a massive variety of supersoldier projects. &lt;br /&gt;
&lt;br /&gt;
==== Militaries and Military Technology ====&lt;br /&gt;
* '''Space marines''' - A role filled by human warriors. Some serve on the navy ships of space-faring empires, where they punch into enemy starships, gun down the crew, and capture the ship intact.&amp;lt;ref&amp;gt;Space marine Backstory&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Nico Storch|Nico Storch]]&amp;lt;/ref&amp;gt; Others serve in the security forces of off-planet corporations, defending ships against pirates and engaging in private space warfare contracts.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Roland Kleist|Roland 'Roland' Kleist]]&amp;lt;/ref&amp;gt; One organisation of space marines was the &amp;quot;Interplanetary Marines&amp;quot; which fought on behalf of a particular planet.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Trevor Cobb|Trevor 'Hunter' Cobb]]&amp;lt;/ref&amp;gt; Colony contact expeditionary forces employ space marine medics.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Ryan Torrijos|Ryan 'Noob' Torrijos]]&amp;lt;/ref&amp;gt; [[Marine armor]]&amp;lt;ref&amp;gt;[[Marine armor]] description&amp;lt;/ref&amp;gt; and [[marine helmet|helmets]]&amp;lt;ref&amp;gt;[[Marine helmet]] description&amp;lt;/ref&amp;gt; were often used by rapid-incursion space marines. [[Go-juice]] was developed as a combat drug for space marines during the early days of interplanetary warfare.&amp;lt;ref&amp;gt;[[Go-juice]] description&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Navy pathfinders''' -  A group of military explorers dedicated to charting pathways through deep space and on remote planets.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Nicklaus Blackthorn|Nicklaus 'Shadow' Blackthorn]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Mechanoids''' - Some militaries deploy combat mechanoids in their militaries &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Dennis McCarthy|Dennis 'Mac' McCarthy]]&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Keuneke&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Charge pistols''' - Exist. &amp;lt;ref name=&amp;quot;Lutuni&amp;quot;&amp;gt;Ideology Places.xml - Lutuni entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Vibro-knives''' - Exist. &amp;lt;ref name=&amp;quot;Lutuni&amp;quot;&amp;gt;Ideology Places.xml - Lutuni entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Archotech mass-inverter''' - A mass weapon of unknown description created by archotechs.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Tasers''' - Exist.&amp;lt;ref name=&amp;quot;Altura station&amp;quot;&amp;gt;Ideology Places.xml - Altura station entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Mega-cannon''' - A &amp;quot;frighteningly powerful&amp;quot; long-range cannon for artillery or anti-ship use.&amp;lt;ref name=&amp;quot;Ancient mega-cannon barrel&amp;quot;&amp;gt;[[Ancient mega-cannon barrel]] description&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ship types ====&lt;br /&gt;
* '''Interplanetary super-destroyer''' - Such as the HMS Thunder-Child of the Royal Fleet &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Jake Maddams|Jake 'Table' Maddams]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Starfighters''' - Combat spacecraft and are flown by starfighter pilots for militaries.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Sjoerd Lukas|Sjoerd 'Bowman' Lukas]]&amp;lt;/ref&amp;gt; See also '''manned fighters'''. &lt;br /&gt;
* '''Manned Fighters''' - Spacecraft launched from Carrier Ships and flown by fighter pilots.&amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Military spacejet''' - Deployed in the [[#Xennoa-Zartza War|Xennoa-Zartza War]].&amp;lt;ref name=&amp;quot;Harris&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Carrier Ships''' - Carry manned fighters. Carried escape pods. &amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;/&amp;gt; &lt;br /&gt;
* '''Fighter-bombers''' - Fielded by the [[Empire]], a fighter bomber design specialized in spreading incendiary gel on flammable targets. Presumably an atmospheric craft.&amp;lt;ref&amp;gt;Firebomber Backstory&amp;lt;/ref&amp;gt; &lt;br /&gt;
* '''Spaceyacht''' - A human-piloted pleasure craft and transport for the well-to-do, such as wealthy businessmen and politicians &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Owen Clarke|Owen 'Cali' Clarke]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Space cruiser''' - A manned space-capable ship of some kind.&amp;lt;ref name=&amp;quot;Jay&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Consularship''' - Such as the St. Anthem. Carried glitterworld diplomats on diplomatic tasks. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Florian Haas|Florian 'Skater' Haas]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Hyper-yacht''' - Unknown. Possibly a glitterworld pleasure craft but the canonicity of code-comments are unclear.&amp;lt;ref name=&amp;quot;Lutuni&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Escape pod''' - Carried by starships, used to escape crippled or destroyed ships.&amp;lt;ref&amp;gt;[[Scenario system#Crashlanded|&amp;quot;Crashlanded&amp;quot; starting scenario]] description&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Scenario system#The Sanguophage|&amp;quot;The Sanguophage&amp;quot; starting scenario]] description&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Gnugfur&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Background ship whole.png|Ship of unknown type and range&lt;br /&gt;
Background ship broken.png|The same ship broken in half&lt;br /&gt;
Background ship royalty 1.png|Ship of unknown type and range{{RoyaltyIcon}}&lt;br /&gt;
Background ship royalty 2.png|Ship of unknown type and range{{RoyaltyIcon}}&lt;br /&gt;
Background ship biotech 1.png|Ship of unknown type and range{{BiotechIcon}}&lt;br /&gt;
Background ship biotech 2.png|Ship of unknown type and range{{BiotechIcon}}&lt;br /&gt;
Background ship biotech 3.png|Ship of unknown type and range{{BiotechIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Other technologies====&lt;br /&gt;
* '''Substance F''' - A drug. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Peter Marshall|Peter 'Pete' Marshall]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Mindwiping and mental reprogramming''' - Practiced on some urbworlds. See also: '''Body Confiscation''' &amp;lt;ref name=&amp;quot;Coffey&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Body confiscation''' - Some urbworlds will confiscate criminals' bodies for use. &amp;lt;ref name=&amp;quot;Coffey&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Autocycle''' - A midworld vehicle. &amp;lt;ref name=&amp;quot;Ironhead&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Robert Seafield|Robert 'Ironhead' Seafield]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Netcasts''' - A midworld audio medium. &amp;lt;ref name=&amp;quot;Ironhead&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Vidtube''' - A popular video sharing service. Hosted everything from video game reviews to pasta cooking guides. Some had over a million followers on the service. People on the service were called Vidtuber Stars or Vidtubers &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Remy Young|Remy Young]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Holography''' - Including interactive holography which gives form to artificial intelligences to allow them to interact &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Dave Mark|Dave 'Fox' Mark]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''VR''' - Accesses to a virtual gaming universe by spinal plug. Can be addictive. Unplugging during play can create a mental backlash and merge the real and virtual identities. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Douglas Black|Douglas 'Doug' Black]]&amp;lt;/ref&amp;gt; Can also be used to raise children or teach professions&amp;lt;ref name=&amp;quot;Brazil&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Neurosimulator''' - A technology available on Glitterworlds that apparently lets you experience a simulation of &amp;quot;exploring the stars&amp;quot;, and possibly other scenarios. Relationship to VR unknown. &amp;lt;ref&amp;gt;&amp;quot;[[Scenario system#The Rich Explorer|The Rich Explorer]]&amp;quot; scenario description&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Vatgrown''' - Genetically modified living creatures, including humans, grown in a lab and usually designed and programmed for a specific task. Capable of being produced on some urbworlds. Examples of roles for which vatgrown humans were produced include Soldiers,&amp;lt;ref&amp;gt;Vatgrown Soldier Backstory&amp;lt;/ref&amp;gt; Combat Medics &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Edward Toon|Edward Toon]]&amp;lt;/ref&amp;gt;, Assassins &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Vaska Neemor|Vaska 'Vas' Neemor]]&amp;lt;/ref&amp;gt;, Slavegirls (which are illegal at least in some places) &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Emily Young|Emily 'Emmie' Young]]&amp;lt;/ref&amp;gt;, and even Scientists with minds perfectly tuned for physics and chemistry. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Nicole Squid|Nicole 'Nicole' Squid]]&amp;lt;/ref&amp;gt; The same process, along with genetic modification, was also used in the weaponization of the original Sorne Geneline into the current [[Insectoid]] species.&amp;lt;ref name=&amp;quot;Insectoid Faction Description&amp;quot;/&amp;gt; &lt;br /&gt;
* '''Perfect mates''' - Genetically-engineered on glitterworlds, are fertile and capable of producing children.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Chaz Serir|Chaz 'Chaz' Serir]]&amp;lt;/ref&amp;gt; Their relation to vatgrown and highmates is currently unknown, however a currently unused backstory in the gamefiles states they, or at least some, are vatgrown in hyper-expensive clinics to serve the tastes of a specific client. They are engineered, raised and trained as a perfect pleasure-giving mate, with ''&amp;quot;learned skills that would baffle even the most seductive baseline human lovers&amp;quot;''. The canonicity of these statements are also currently unknown.&lt;br /&gt;
* '''G-nome Project''' - A Genetic engineering project that created humans implanted at birth with encyclopedic knowledge of all aspects of xenobiology. Presumably on a Glitterworld. Relation to vatgrown unknown. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Joshua Nelson|Joshua 'Gizmo' Nelson]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Lab-grown children''' - An altruistic but failed attempt to create a new class of human. Method and relation to similar concepts unknown. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Lukas Dietrich|Lukas Dietrich]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Clone-farming''' - Clone children are seeded into nutrient-rich womb-vats and rapidly grown in a simmed (i.e. VR) universe. They're harvested later, sometimes for food, sometimes for organs, sometimes for workers - but they're always disposable. Harvesting the products of clone farms is mostly done by the clones themselves - particularly to those whose sims tended towards the social. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Dan Griliopoulos|Dan 'Grill' Griliopoulos]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Online hiveminds''' - Worldwide system that sacrifices the peoples individuality to join together in an online hivemind.&amp;lt;ref&amp;gt;Urbworld Rebel Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Space elevators''' - A number of planets use space elevators.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
* '''3D printers''' - Used on orbital shipyards in some capacity.&amp;lt;ref name=&amp;quot;Altura station&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Glitterpedia''' - A glitterworld technology through which glitterpedia recorders document information.&amp;lt;ref name=&amp;quot;Codex&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Ang Gao|Ang 'Codex' Gao]]&amp;lt;/ref&amp;gt; Likely analogous to Wikipedia.&lt;br /&gt;
* '''Eltex''' - A material, threads of which can be embedded in [[prestige armor|specialized armor]] or [[eltex|clothing]] to enhance the wearer's psychic sensitivity.&amp;lt;ref&amp;gt;[[Prestige armor]] descriptions&amp;lt;/ref&amp;gt; It is technically indeterminate whether it is responsible for improving neural heat dissipation, however as eltex is the only noted difference between prestige armors and their standard variants it is likely the case. It is possible that eltex is simply one of, or the most significant of, the &amp;quot;special psychic focusing materials&amp;quot; mentioned in the description of eltex clothing.&amp;lt;ref&amp;gt;[[Eltex]] item descriptions&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Named characters ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;King Loteric&amp;quot;&lt;br /&gt;
! King Loteric&lt;br /&gt;
| A king of an unknown kingdom in an unknown world. Died in an unfortunate accident. &amp;lt;ref&amp;gt;Child-knave Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Grady Loughman&amp;quot;&lt;br /&gt;
! Grady Loughman&lt;br /&gt;
| A kingpin of a drug cartel.&amp;lt;ref&amp;gt;Drug lieutenant Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Lord-explorer Varan-Dur&amp;quot;&lt;br /&gt;
! Lord-explorer Varan-Dur&lt;br /&gt;
| An explorer who was made into the first Sanguophage by an Archotech they tried to control.&amp;lt;ref&amp;gt;Sanguophage description&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Named groups ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Doomben Rats&amp;quot;&lt;br /&gt;
! Doomben Rats&lt;br /&gt;
| A notorious and violent urchin gang.&amp;lt;ref&amp;gt;Pickpocket Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Doomben is an area in Brisbane, Australia named after a racecourse and associated horse race. The relevance, if any, is unknown.''&lt;br /&gt;
|- id=&amp;quot;Corestars Entertainment Company&amp;quot;&lt;br /&gt;
! Corestars Entertainment Company&lt;br /&gt;
| An entertainment organization that buys people to appear on its shows. One of their shows is apparently called Bloodgame.&amp;lt;ref&amp;gt;Backstory of Bloodgame Survivor&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Arcknight Industries&amp;quot;&lt;br /&gt;
! Arcknight Industries &lt;br /&gt;
| A company that employs space truckers.&amp;lt;ref name=&amp;quot;Johs&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Furred xenohuman&amp;quot;&lt;br /&gt;
! Furred xenohuman&lt;br /&gt;
| Exist on a cold [[#Rimworld|rimworld]] of at least industrial level.&amp;lt;ref name=&amp;quot;Svejgaard&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Benjamin Svejgaard|Benjamin 'Svejgaard' Svejgaard]]&amp;lt;/ref&amp;gt; May refer to [[#Yttakin|yttakin]] or some other furred xenotype.&lt;br /&gt;
|- id=&amp;quot;Transbird&amp;quot;&lt;br /&gt;
! Transbird&lt;br /&gt;
| Exist and crewed, and presumably captained, starships.&amp;lt;ref name=&amp;quot;Svejgaard&amp;quot;/&amp;gt; In the now non-canon [[#Longsleep Revival Briefing|Longsleep Revival Briefing]], the prefix [[#The biology of plants and animals|Trans-]] indicated animals with intelligence in the human range from breeding, evolution, and genetic engineering including recombination with human DNA. They also included physical changes to the animal's body to better exploit the new intelligence. Transanimals can read, use tools, form teams, hold conversations, and think about complex ideas. Transdog, transbear, transgoat, transsimian were given as examples.&amp;lt;ref name=&amp;quot;Longsleep Revival Briefing&amp;quot;&amp;gt;[[#Longsleep Revival Briefing|Longsleep Revival Briefing]]&amp;lt;/ref&amp;gt; This likely implies that that portion of the lore remains canon, and that transbirds are modified, intelligent birds.&lt;br /&gt;
|- id=&amp;quot;Opticow&amp;quot;&lt;br /&gt;
! Opticow&lt;br /&gt;
| Present on Midworlds in agricultural settings. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Jacqueline Richter|Jacqueline 'Jackalope' Richter]]&amp;lt;/ref&amp;gt; In the now non-canon [[#Longsleep Revival Briefing|Longsleep Revival Briefing]], the prefix [[#The biology of plants and animals|Opti-]] indicated animals with enhanced but still sub-human intelligence from breeding, evolution, and genetic engineering including recombination with human DNA. They also included physical changes to the animal's body to better exploit the new intelligence. Optianimals can usually use tools, form long-term goals and organize into primitive social groups, but can’t speak more than a few words, read, or think abstractly. Optidogs, optipigs, optiwhales, and optimonkeys were given as examples.&amp;lt;ref name=&amp;quot;Longsleep Revival Briefing&amp;quot;/&amp;gt; This likely implies that that portion of the lore remains canon, and that opticows are modified, semi-intelligent [[cow]]s.&lt;br /&gt;
|- id=&amp;quot;Lava-snail&amp;quot;&lt;br /&gt;
! Lava-snail&lt;br /&gt;
| Farmed on the dim volcano-world of [[#Nuchadus|Nuchadus]].&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep-kraken&amp;quot;&lt;br /&gt;
! Deep-kraken&lt;br /&gt;
| Used as weapons on the oceanic planet of [[#Wavia|Wavia]].&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt; The variable type assigned to the name is &amp;quot;seaBeast&amp;quot; and kraken are traditionally monstrous sea creatures, however this is not strictly canon.&lt;br /&gt;
|- id=&amp;quot;Wavian leviathan&amp;quot;&lt;br /&gt;
! Wavian leviathan&lt;br /&gt;
| Used as weapons on the oceanic planet of [[#Wavia|Wavia]].&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt; The variable type assigned to the name is &amp;quot;seaBeast&amp;quot; and leviathans are traditionally monstrous sea creatures, however this is not strictly canon.&lt;br /&gt;
|- id=&amp;quot;Pygmy wombat&amp;quot;&lt;br /&gt;
! Pygmy wombat&lt;br /&gt;
| A furry animal.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Riesling Bacchus|Riesling Bacchus]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;&amp;quot;&lt;br /&gt;
! Ankylosaurs&lt;br /&gt;
| Megafauna found on [[#Dino-world|Dino-world]]s, likely reproductions of the dinosaurs of the same name resurrected through genetic engineering.&amp;lt;ref name=&amp;quot;Zoutera&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Blue mammoth&amp;quot;&lt;br /&gt;
! Blue mammoth&lt;br /&gt;
| Megafauna found on [[#Dino-world|Dino-world]]s, likely reproductions of the ancient elephantid of the same name resurrected through genetic engineering, and possibly with modifications similar to the [[muffalo]] to make them blue. Mammoth burial grounds are mentioned as existing on the world of [[#Zoutera|Zoutera]], however whether this is natural behavior like the mythical &amp;quot;elephant's graveyard&amp;quot; or something created by the human inhabitants of that world is unclear.&amp;lt;ref name=&amp;quot;Zoutera&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;&amp;quot;&lt;br /&gt;
! Novoraptors&lt;br /&gt;
| Megafauna found on [[#Dino-world|Dino-world]]s, likely reproductions or variants of the dromaeosaurids and similar dinosaurs commonly given the '-raptor' suffix resurrected through genetic engineering. Given the name, it is possible that they are not pure reproductions of previously existing raptor species, but rather some variant or combination thereof.&amp;lt;ref name=&amp;quot;Zoutera&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Thorny devil&amp;quot;&lt;br /&gt;
! Thorny devil&lt;br /&gt;
| A reptile discovered by Venus 'Unay' David. Relation to the real species ''moloch horridus'', also called the thorny devil, is unknown, but presumably they are distinct.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Venus David|Venus 'Unay' David]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
==== Boomrats ====&lt;br /&gt;
{{:Boomrat}}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* Mechanoid wars are common &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Nathaniel Hicklin|Nathaniel Hicklin]] and others&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Religions are still present and practiced.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Samuel Chua|Samuel 'Chewy' Chua]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Levin Lossfelt|Levin 'Levin' Lossfelt]]&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Oahnip&amp;quot;/&amp;gt; See also [[Empire#Lore|Empire]] for their specific religion. &lt;br /&gt;
* All-Might - the name of a superhero, presumably fictional.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Brazos Wheeler|Brazos 'Braz' Wheeler]]&amp;lt;/ref&amp;gt; ''Out of Universe: This is likely a reference to the character of the same name in the &amp;quot;My Hero Academia&amp;quot; multimedia franchise.''&lt;br /&gt;
* Frame Project is an unknown government that leaves its subjects with memory losses. Only few survive. &amp;lt;ref&amp;gt;Project subject Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Haspian monk&amp;quot;&lt;br /&gt;
! Haspian monk&lt;br /&gt;
| A Haspian monk lived in a monastery a thousand years before the events of the game, approximately year 4500, before the monastery was &amp;quot;erased&amp;quot; by a [[diabolus]] attack.&amp;lt;ref&amp;gt;[[Diabolus]] description&amp;lt;/ref&amp;gt; Presumably has some relation to [[#Haspia|Haspia]] but what that relationship is, is unclear. It may merely be the demonym of the monk, i.e. a monk from Haspia with the monastery being anywhere, it may be a demonym of the monastery, i.e. a monastery of monks on Haspia regardless of the origins of the individual monks themselves, or it may be that the origin of the order the monks belong to pertains to Haspia in a way similar to Bendictine monks or Carmelite nuns, i.e. the monastery follows tenets originating from, or relating to, Haspia in some way. Given the monastery was noted as being destroyed in a mechanoid attack, and Haspia is a deadworld,&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; the second explanation seems to have the most weight. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Boomshrooms ====&lt;br /&gt;
{{:Boomshroom}}&lt;br /&gt;
&lt;br /&gt;
== Xenotypes ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Dirtmoles'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Dirtmoles}}&lt;br /&gt;
{{:Dirtmoles}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Genies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Genies}}&lt;br /&gt;
{{:Genies}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Highmates'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Highmates}}&lt;br /&gt;
{{:Highmates}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hussars'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Hussars}}&lt;br /&gt;
{{:Hussars}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Impids'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Impids}}&lt;br /&gt;
{{:Impids}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Neanderthals'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Neanderthals}}&lt;br /&gt;
&amp;lt;!--{{:Neanderthals}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Pigskins'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Pigskins}}&lt;br /&gt;
&amp;lt;!--{{:Pigskins}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Sanguophages'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Sanguophages}}&lt;br /&gt;
&amp;lt;!--{{:Sanguophages}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Wasters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Wasters}}&lt;br /&gt;
&amp;lt;!--{{:Wasters}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Yttakin'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Yttakin}}&lt;br /&gt;
{{:Yttakin}}&lt;br /&gt;
&lt;br /&gt;
== Psycasts ==&lt;br /&gt;
{{main|Psycasts}}&lt;br /&gt;
{{:Psycasts}}&lt;br /&gt;
&lt;br /&gt;
== FTL inconsistencies ==&lt;br /&gt;
{{Quote|Despite millennia of effort by our best human minds, and even the most powerful archotechs, nobody has managed to make anything go faster than light.| Current Canon Cryptosleep briefing}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current canon of RimWorld is that there is no faster-than-light travel, even in the hands of the otherwise incomprehensibly advanced [[archotech]]s. However, the existence of certain in-game mechanics bring this into question. Most relevant to this discussion are skipping [[psycasts]] from [[Royalty]].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
&amp;quot;Skip&amp;quot; is a term used to describe the in-universe mechanism to teleport moving things from a spot to another. These effects typically share audiovisual cues and come from a variety of sources. &lt;br /&gt;
&lt;br /&gt;
The [[Royalty DLC]] originally introduced the concept of skipping, and featured a class of psycasts with blue ability icons that similar teleportation mechanics;. These psycasts includes [[Chunk skip]], [[Solar pinhole]], [[Waterskip]], [[Chaos skip]], [[Smokepop]], [[Skip]], [[Wallraise]], [[Flashstorm]], [[Mass chaos skip]], [[Farskip]] and [[Skipshield]].&lt;br /&gt;
&lt;br /&gt;
The [[Anomaly DLC]] added further examples, including the following which explictly uses the same in-universe mechanism of action:&lt;br /&gt;
* The &amp;quot;skip abduction&amp;quot; [[psychic ritual]] skips its victim to the psychic ritual spot, often from a great distance. &lt;br /&gt;
The DLC also further mechanics that share similar, if not identical, audiovisual effects with skip-type psycasts, implying that they likely have the same mechanism of function:&lt;br /&gt;
* The [[void monolith]], [[noctolith]], [[metalhorror]], [[nociosphere]], [[golden cube]], [[unnatural corpse]], and [[void structure]] can all teleport into your colony as their entry method.&lt;br /&gt;
* Skipping is the only method a [[nociosphere]] uses to move itself around.{{Check Tag|Is this explicitly called skipping?}}&lt;br /&gt;
* Crushing the golden cube with [[collapsed rocks]] causes it to teleport itself away.&lt;br /&gt;
* The [[unnatural corpse]] can teleport itself to its target to haunt or hypnotize them.&lt;br /&gt;
* The [[warped obelisk]] rapidly teleport very large amount of items and pawns in and out of the [[labyrinth]] while it is operating.&lt;br /&gt;
* The [[gray statue]] teleport pawns around the labyrinth internally.&lt;br /&gt;
* The void monolith can teleport pawns to the [[metal hell]], and the [[void node]] later teleport them out of there.&lt;br /&gt;
&lt;br /&gt;
=== Skip and farskip ===&lt;br /&gt;
Both skip and farskip moves the targets seemingly instantaneously. For farskip this is to a point that could feasibly be anywhere on the planet, so long as willing ally is there to act as a &amp;quot;navigation beacon&amp;quot;. While both psycasts do have a casting time, the targets don't move during this time and instead only travel after the time is complete. Therefore, that is not sufficient to dismiss the argument of FTL travel. As farskip has the longer range, it will be the focus for reasons that will be become apparent. &lt;br /&gt;
&lt;br /&gt;
At its widest point, the Earth's diameter 12,756 kilometers. Assuming the rimworld is similarly sized to Earth, then this is the maximum distance a farskip can travel, point to point. Traveling this distance at the speed of light would take 42.55 milliseconds. Time in RimWorld is sped up, with a full 24 hour day only taking 16 minutes and 40 seconds. So from the player's perspective, this 42.55 ms of in-game time would only appear as {{#expr: 42.55* ((16 + 40/60)/(24 * 60)) round 2}} ms. &lt;br /&gt;
&lt;br /&gt;
Unlikely as this is due to none of the other effects of being on so large a planet would have being present, if the rimworld is not Earth sized and was instead as large as the largest rocky planet discovered at the time of writing, BD +20° 594 b, then this would increase to {{#expr: 42.55* 2.23 * ((16 + 40/60)/(24 * 60)) round 2}} ms. &lt;br /&gt;
&lt;br /&gt;
In either case, the difference between this speed and truly instant would be utterly imperceptible to a human player. A farskip on an Earth sized planet would require a roughly 2000 Hz refresh rate just to display the difference between a FTL and a STL farskip. In other words, there is no discernible difference between a FTL and STL farskip, and so farskip cannot be assumed to break the no FTL rule. Skip is also apparently instantaneous and deals with even shorter distances and thus even shorter travel times. Therefore, there is also no reason to assume that skip violates the rule.&lt;br /&gt;
&lt;br /&gt;
=== Solar pinhole ===&lt;br /&gt;
Solar pinhole canonically skips material from the core of a nearby star. Unlike skip and farskip, we do not observe the target matter beginning its journey, thus the effect can begin as soon as casting time is started to give it the benefit of the doubt. However the target is also not next to the psycaster. This means that causality must propagate at the speed of light to the core, before matter could be skipped from the core to the psycaster's chosen point again at the speed of light, otherwise faster-than-light transfer of information and/or movement has occurred. &lt;br /&gt;
&lt;br /&gt;
With a 0.25 real second casting time, the in-game time to cast is {{#expr: 0.25 / ((16 + 40/60)/(24 * 60)) }} seconds. The maximum distance that light could travel in that time is approximately 6.5 million kilometers, and the maximum return trip is only 3.25 million km. This is closer to the star than even the minimum habitable zone of a very dim red dwarf at ~4.8 million kilometers. There are also no other effects that imply that the sun is that close. &lt;br /&gt;
&lt;br /&gt;
For reference, propagation to the core and back would take ~16.6 minutes in in-game time if solar pinhole was cast on a planet as distant from its star as Earth is from the Sun, if the effect traveled at light speed. This would result in a real-time casting time of ''{{#expr: 998 * ((16 + 40/60)/(24 * 60)) round 2}} seconds'', instead of only 0.25. &lt;br /&gt;
&lt;br /&gt;
In addition, a pawn with [[aiming time]] reductions, such as from [[trigger-happy]] or the [[Shooting specialist]] role, would have an even shorter casting time. &lt;br /&gt;
&lt;br /&gt;
Thus, the gameplay of solar pinhole does conflict with the canon around FTL travel.&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{main|Empire}}&lt;br /&gt;
{{:Empire}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoids ==&lt;br /&gt;
{{main|Mechanoids}}&lt;br /&gt;
{{:Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
== Insectoids ==&lt;br /&gt;
{{main|Insectoids}}&lt;br /&gt;
{{:Insectoids}}&lt;br /&gt;
&lt;br /&gt;
== The War ==&lt;br /&gt;
{{Stub|section=1|reason=Essentially theres lot of lore implications about a war that occured on the rimworld you occupy, between tanks and warwalkers to mechanoid clusters. Collate here}}&lt;br /&gt;
&lt;br /&gt;
Across the rimworld your colony is situation on, numerous signs of an ancient conflict can be found, including ancient tanks, troop carriers, and warwalker remains. The [[Mechanoid Hive|Mechanoid Hives]] are said by some to be left over from some ancient war. [[Scarlands]] are described as the ruins of cities that were destroyed by weapons of mass destruction.&lt;br /&gt;
It's not known if these signs are from a single large conflict or many over the course of the rimworld's history.&lt;br /&gt;
&lt;br /&gt;
== Horax and the Void ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General,  also harbinger tree desc}}&lt;br /&gt;
Horax is an archotech that exists in a plane of reality known as [[metal hell|the void]], currently the only named archotech individual, different from archotechs seen before in many ways. While artifacts of archotechs seen before use a deep green and bright yellow color theme, artifacts of Horax use a deep black and bright red color theme.&lt;br /&gt;
&lt;br /&gt;
Horax is responsible for the anomaly phenomena via [[entities]] they created; however, the name &amp;quot;Horax&amp;quot; is only revealed by the appearance of the [[Horax cult]] and [[tome]]s, and the presence of the phenomena referred to as &amp;quot;the void&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The cult's ideoligion{{IdeologyIcon}} refers to Horax as being male, however, like the name itself, whether this originates with the archotech itself or is merely something ascribed to it by humans is unclear.&lt;br /&gt;
&lt;br /&gt;
The description of the [[Harbinger Tree]] Implies that tribal factions are aware of Horax, Unnatural Darkness, and the Void. As the &amp;quot;Endless Black Ocean&amp;quot; can be interpreted to be the void/Metal Hell, Him &amp;quot;reaching up and tearing down the sky&amp;quot; Could be describing the Unnatural Darkness event. Allthough whether or not its the same as the one happening during the anomaly endgame is unknown.&lt;br /&gt;
&lt;br /&gt;
Status of Horax after the event of [[Endings#The Void|Anomaly ending]] is currently unknown.&lt;br /&gt;
&lt;br /&gt;
Anomaly book xml&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;experiencesWithMonsters-&amp;gt;[tellsAStoryOf] deep meditations guided by a highthrall from an archist cult&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;experiencesWithMonsters-&amp;gt;[tellsAStoryOf] the collapse of [ANYPAWN_possessive] life under the psychic influence of something called Horax&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;experiencesWithMonsters-&amp;gt;[tellsAStoryOf] a tribe that was somehow transformed to serve the dark god of a bloody pleasure cult&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;experiencesWithMonsters-&amp;gt;[tellsAStoryOf] a tribal myth of an ancient god of rage whose influence touches all people, and the heroes who sealed it away inside a tiny stone prison&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;The book includes many illustrations attempting to depict something it refers to as &amp;quot;the black ocean&amp;quot;. This seems to be a metaphor for a psychic plane dominated by a horrifying but seductive psychic hyperintelligence.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;It repeatedly alludes to a multi-plane nature of reality - the idea that there are more dimensions than the ones we see, so an object or entity could be right beside you but outside your ability to perceive.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;It spends a long time attempting to describe a hyperintelligent entity called &amp;quot;Horax&amp;quot; that exists in an adjacent plane of reality.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;One section describes the mechanics of dark psychic influence, wherein an entity on another plane can unintentionally influence the thoughts of human beings by synchronizing them to its emotional resonance.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;One section describes different archotech hyperintelligences and the varying nature of their emotional and psychic emanations. Where some are regarded as neutral or even benevolent, others are entities of pure rage.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;[ANYPAWN_pronoun] describes the feeling of [ANYPAWN_possessive] mind being forcibly reconfigured by the dark psychic influence of a larger intelligence.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;Throughout the narrative, the concept of parallel dimensions is recurrent, with the characters encountering entities that exist just beyond the veil of perception, coexisting in a reality that intersects with our own but remains hidden from sight.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;The book delves into a chilling exposition about &amp;quot;Horax,&amp;quot; a machine hyperintelligence that shifted itself through a hidden dimension into a place called the Void.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;One chapter describes a theory wherein a distant hyperintelligence can psychically manipulate human cognition, reshaping a person's thoughts to align with its own mind-patterns.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;The protagonist recounts feeling [ANYPAWN_possessive] mind being forcibly rewired by an ominous psychic force emanating from nowhere.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Official Documents==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Cryptosleep Revival Briefing (Current)'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep Revival Briefing ===&lt;br /&gt;
&lt;br /&gt;
Subject class: Health revival, sourced midworld 2M+&lt;br /&gt;
&lt;br /&gt;
Planet: Euterpe&lt;br /&gt;
==== Introduction ====&lt;br /&gt;
&lt;br /&gt;
Hello, _______________________.&lt;br /&gt;
&lt;br /&gt;
You’ve awoken from your cryptosleep sarcophagus, scraped off the slime, and now you find yourself in a quiet room. Now you’re reading this document. And you’ve got questions. What’s going on? Where am I? How long was I asleep?&lt;br /&gt;
&lt;br /&gt;
To start with some good news - your terminal illness, _____________________, has been cured. Congratulations!&lt;br /&gt;
&lt;br /&gt;
Beyond that, the situation is complex. Our studies have revealed that most people in your position respond better when given the time to read about and digest their situation at their own pace. To facilitate this process, we’ve created this document to familiarize you with the world you just woke up in.&lt;br /&gt;
&lt;br /&gt;
So order a warm beverage from the food panel on the wall, get comfortable, and take in this information as slowly as you want. You’ve been asleep a long time, a lot has changed - and a lot remains the same.&lt;br /&gt;
&lt;br /&gt;
==== The basics ====&lt;br /&gt;
The best historians of the Ordo Historia believe that humanity first left its origin planet Earth about 3,400 years ago. Since then, we’ve spread across the galaxy on a fitful wavefront of colony ships, frontier worlds, robotic terraforming projects, and DNA-synthesizing probes.&lt;br /&gt;
&lt;br /&gt;
Today, mankind is smeared across a region of the galaxy about 1,200 light years wide. Our best models indicate that there is a general trend towards greater population density towards the center of this region, where the stars were colonized earlier. At the edge of known space lie the rimworlds, drifting alone with few inhabited neighbors, mostly unvisited.&lt;br /&gt;
&lt;br /&gt;
We’ve created many new technologies, but despite milennia of effort by our best human minds, and even the most powerful archotechs, nobody has managed to make anything go faster than light.&lt;br /&gt;
&lt;br /&gt;
The lightspeed barrier separates us. Because travel times are so long, planets tend to be very disconnected from each other socially and technologically. The next star over could experience a catastrophic war, and you wouldn’t even know until ten years later when the news reports arrive. If you’re unlucky, you’d have already launched a journey towards that now-destroyed planet in a ship that cannot turn around.&lt;br /&gt;
&lt;br /&gt;
Many attempts have been made to create pan-galactic empires and republics. And some have worked, for a time. In the core worlds, an old, stable culture can create an interstellar empire of a few systems. But there are no great galactic empires stretching across the galaxy, for the same reason that no ancient empire of Earth held more than a sixth of the planet: one cannot govern people who are years distant by all means of travel and communication.&lt;br /&gt;
&lt;br /&gt;
So most people never travel between stars, and if they do, they do it once or twice, because each journey means leaving behind a life that you cannot return to for decades at least. With a few exceptions, each star system is essentially on its own.&lt;br /&gt;
&lt;br /&gt;
Mankind never discovered any truly alien lifeforms. However, given the ways we’ve changed ourselves, and created new forms of biological and technological intelligence, the universe is full of beings as alien as anything ever imagined.&lt;br /&gt;
&lt;br /&gt;
==== Planetary progression and regression ====&lt;br /&gt;
The vast gulfs of space and time between the stars leave individual worlds vulnerable to regression.&lt;br /&gt;
&lt;br /&gt;
During your time - the five centuries after the industrial revolution - many saw technological process as an inexorable fact of life. It is not. Given enough time, nearly every planetary culture undergoes a natural disaster, plague, war, or cultural upheaval that knocks millennia off its development, or diverts it into another state entirely.&lt;br /&gt;
&lt;br /&gt;
Many of our planets are mired in medieval-level squabbles, and stay locked at Malthusian population limits for thousands of years at a time. Some develop to an early-industrial level and then find themselves stuck by an ideological opposition to technology, or a lack of resources, or constant war.&lt;br /&gt;
&lt;br /&gt;
The nuclear age is a brutal test for every world. Roughly half of cultures “bomb themselves back to the stone age” within 50 years of developing atomic energy (to use an expression that pops up surprisingly frequently on worlds in this developmental stage). After the atomic bomb come the challenges of commoditized bioengineering, microscopic mechanites, joywires, hex-cell energy storage, and AI persona, each of which have led to the destruction of thousands of peoples.&lt;br /&gt;
&lt;br /&gt;
Some planets choose not to risk these perils. Having studied the records of the Ordo Historia, a growing number of worlds choose to restrict themselves to pre-nuclear technology. Some even succeed, for a few centuries. But even these attempts at luddism often fail eventually when some minority gains power by exploiting proscribed technologies.&lt;br /&gt;
&lt;br /&gt;
==== World types ====&lt;br /&gt;
The states a planet can be in are colloquially grouped as follows:&lt;br /&gt;
* Deadworlds: Planets which have not been significantly contacted by humans. Generally not inhabitable. All planets are like this before people arrive for the first time.&lt;br /&gt;
* Animal worlds: Planets with no people. Either everyone died, or the planet was seeded with plant and animal life by terraforming robots and nobody arrived.&lt;br /&gt;
* Medieval worlds: Similar to Earth from the agricultural revolution until the industrial revolution. Social structures are usually feudal or imperial. Planets can stay in this state for millennia.&lt;br /&gt;
* Steamworlds: Similar to Earth in the 19th century. Often this state is short-lived, as societies develop into midworlds, but it can be very stretched out depending on culture and government structure.&lt;br /&gt;
* Midworlds: Worlds whose people have mastered flight, but not cheap interplanetary travel. Earth is in this stage in the 21st century.&lt;br /&gt;
* Urbworlds: Super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places. The people here are often callous towards strangers. This is often the outcome for midworlds that see their demographic transition into lower birth reversed by dysgenic reproduction patterns.&lt;br /&gt;
* Glitterworlds: The most technologically advanced societies that can be led by humans. Swaddled in comforts by the strong arms of technology, glitterworlds are the peak of recognizable human society in terms of art, health, and generous human rights. Common people from these planets often lack grit and are very trusting in people and technology.&lt;br /&gt;
* Rimworlds: Planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crashland or ancient communities stumble out of their cryptosleep vaults. These planets are often at the rim of known space, hence the name.&lt;br /&gt;
* Toxic worlds: Worlds destroyed by pollution, chemical or nuclear warfare, but still inhabitable at a low level, with sufficient technology.&lt;br /&gt;
* Glassworlds: Worlds utterly destroyed by high-energy weapons of mass destruction. They’re nicknamed ‘marbles’ because their surfaces have been “glassed”. Nuclear weapons aren’t enough to glass a planet, so this level of destruction is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbor permanent life bigger than a paramecium.&lt;br /&gt;
* Transcendent worlds: It’s a stretch to call these entities worlds, since they resemble giant computers more than they resemble planets. The mechanics of these planets is mysterious, but many scholars believe transcendents are the outcome when a sovereign archotech decides to incorporate a whole planet into itself. More on this later.&lt;br /&gt;
* Other worlds: Beyond these categories, there are many exceptional planets in strange states created by their peculiar social and technological evolutions. Given the scale and age of the universe, there is a lot of time and space for a lot of very strange situations to develop.&lt;br /&gt;
&lt;br /&gt;
==== Key technologies ====&lt;br /&gt;
There are uncountable new technologies in this universe, but several key techs stand out as having had the strongest consistent impact on the shape of mankind’s life in the Milky Way.&lt;br /&gt;
* Midworld technologies: All real technologies in Earth’s history up to the 21st century play an important role even now. Since there are planets at every level of technological development from the stone age on up, there are technologies from bows and arrows to steam engines to nuclear bombs and cellphone all in use across various planets.&lt;br /&gt;
* [[Cryptosleep casket|Cryptosleep sarcophagi]]: Developed during the 21st century, this remarkably simple technology can keep a living creature in a cryptobiotic state indefinitely, to be awoken tens or even thousands of years later. These devices are essential for most interstellar travel, and are also used by those waiting in crypts for better times or for cures to their diseases.&lt;br /&gt;
* Genetic engineering: Genetic engineering is relatively easy on many planets and has been used for everything from creating xenohuman super-soldiers to perfect mates to talking dogs, [[Boomalope|chemical-refining animals]], and air-spewing terraformer algae.&lt;br /&gt;
* [[Mechanoid]]s: Autonomous intelligent robots built for domestic, industrial or military purposes. Mechanoid design is complex, and the AI needed to make them effective is very advanced. They range in capability from simple domestic worker bots to mechanized assault machines, to human-passing negotiator and infiltrator units designed by archotechnological superintelligences.&lt;br /&gt;
* [[Ship|Johnson-Tanaka Drive]]: A spacecraft drive system that works without reaction mass. This means it doesn't need to throw gas out the back of the craft to accelerate like a rocket, which makes it possible to accelerate for years at a time. This technology, combined with cryptosleep, is what made interstellar travel at all feasible for living humans. The drive doesn’t violate conservation laws; it works by transferring momentum to nearby stars along precisely-aligned “beams” of momentum waves instantiated in exotic virtual particles.&lt;br /&gt;
* Mechanites: Microscopic mechanoids. Most known for their use in medicine, they can be programmed to do many other things as well. Safe use of mechanites means strictly preventing them from reproducing.&lt;br /&gt;
* [[Charge rifle|Charged]]-[[Charge lance|shot]] weapons: Charged shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion.&lt;br /&gt;
* [[Joywire]]s: Tiny electronic devices implanted in the brain. They stimulate the brain using electricity and small doses of chemicals, usually to produce a euphoric effect. They are very addictive.&lt;br /&gt;
&lt;br /&gt;
==== The biology of humanity ====&lt;br /&gt;
Ordo Historia records list thousands of reported contacts with alien life. However, in every case that has been thoroughly investigated, Ordo inquirers have discovered that the alien was, in fact, simply another branch of humanity.&lt;br /&gt;
&lt;br /&gt;
Beyond the technological diversity of our species, there is also a broad biological diversity. Some populations have evolved under the selection pressures of pre-industrial life or on a world of great heat or cold, or high or low gravity, or even worlds bathed in the toxic residue of hyper-destructive wars. Though almost all such xenohumans (as they are called) are recognizably descended from the original Earth stock, their morphology is highly variable. Some are giants; others are tiny or squat. Some are dark; others pale as snow. Some are hairy like animals; others perfectly smooth. Diets, dispositions, and chemical and radiological tolerances vary significantly.&lt;br /&gt;
&lt;br /&gt;
More alien are those xenohumans that carry genetic traits that were engineered instead of evolved. Across the long history and thousands of cultures of humanity, people have applied a dizzying array of modifications to themselves. Some were created to adapt people to a specific environment. Others were made to create better soldiers, pilots, or generals. Some were engineered to satisfy a bizarre fashion trend in a society where bioengineering is available to anyone with money. Such modifications are rarely seen in their original form by anyone besides the culture that created them. However, they live on in their descendants long after their originating culture was erased by planetary catastrophes.&lt;br /&gt;
&lt;br /&gt;
For example, records tell of an entire world repopulated by the descendants of a small group of bio-engineered soldiers; the only survivors of a planetary nuclear war. Everyone on this world carried an obsessive sense of duty, minimal sexual impulses, and little sense of creativity. This culture became dominated by a conservative pan-planetary religion with little interest in technology. It lasted eleven centuries in this state until it was invaded by a stellar neighbor (who wisely avoided ground combat in favor of orbital bombardment).&lt;br /&gt;
&lt;br /&gt;
The Ordo Historia has recorded and gene-sampled thousands of differently-engineered and adapted xenohumans. Among other notable traits in this genetic library, one may find.&lt;br /&gt;
&lt;br /&gt;
* Radiation resistance: Radiological immunity is a very common adaptation; scientists estimate that most of humanity is more tolerant of radiation than our Terran progenitors.&lt;br /&gt;
* Soldiermorphs: Soldier variants carrying any of a large number of traits that various militaries have seen fit to bestow upon their people. Typically, they have large muscles and perfect eyesight. Some have minimized metabolisms made to digest a single kind of long-lasting nutrient solution, to make army logistics easier. Their lifespans are short - usually between ten and thirty years - and they grow up very fast. But the most significant differences are psychological. Engineered grunt soldiers are obedient, sense pain only in a distant way, obsessed with learning about weapons and war, and carry a strong need to be part of something larger than themselves. They are deliberately lacking in abstract intelligence and creativity. Engineered commanders are highly analytical, fascinated with military history, utterly cold under pressure, and masters at spatial visualization.&lt;br /&gt;
* Designer mates: Some worlds engineer their idea of perfect mates for the rich and powerful. Such specimens are created with bodies to match the fashions of their home worlds and the tastes of their owners. They tend to be obsessively submissive and devoted, totally without jealousy or self-regard, artistically inclined and endlessly cheerful. Such traits do not last long in an unrestricted evolutionary environment because they are so easy to exploit, but engineered mates are sometimes kept in cryptosleep long after their creation, to be traded into a post-catastrophe market that can no longer create them. The main contact most of us will ever have with such specimens is through their descendants, who, while they have most of the traits of the original in only a very diluted form, still occasionally express Mendelian traits like impossible eye shades, streaks of multicolored hair, or artistic patterns on the skin.&lt;br /&gt;
* Fashion genes: Fashion-driven genetic modifications are often applied during later life instead of prenatally, and are most often cosmetic and skin-deep. Variations in hair and skin color are common. More exotic modification add shining crests, color-changing skin and eyes, reshaped or elongated bodies, and colored nails, feathers, or fur.&lt;br /&gt;
* Body structure adaptations: Gravity variations create new body structures. People from low-g adapted populations are lighter, taller, and weaker than those from weightier environments. The most extreme examples are the gravity dwarfs, 3-foot-tall xenohumans from worlds of over 2g of gravity. Their short and stocky shape lets them live and work in comfortably in such oppressive g-pulls. They even have a noted preference for short and underground dwellings. It’s unresolved whether this preference is cultural or genetic in origin.&lt;br /&gt;
* Atmospheric adaptations: Aquatic-adapted strains who can withstand breathing very high gas pressures and even survive days of immersion by exchanging oxygen through the skin (no true permanently-aquatic fish people have ever been confirmed).&lt;br /&gt;
&lt;br /&gt;
So don’t be alarmed if you see someone with gills or solid orange eyeballs. They’re just another kind of human, like you!&lt;br /&gt;
&lt;br /&gt;
==== Welcome! ====&lt;br /&gt;
We realize this may be a lot to take in. However, don’t worry. People just like you live full lives in our universe, and our studies have indicated that the great majority of cryptosleepers do adapt within a few years and make good lives for themselves. So - welcome!&lt;br /&gt;
&lt;br /&gt;
Our AI subpersona has been watching your eyes sweep over the page through micro-cameras. Since you’re done reading, someone will be with you shortly.&lt;br /&gt;
&lt;br /&gt;
If you wish, you can read further into the appendix for more information about this world.&lt;br /&gt;
&lt;br /&gt;
==== Appendix ====&lt;br /&gt;
===== The biology of plants and animals =====&lt;br /&gt;
Where we colonize, we bring our ecosystems of plants and animals with us. Often, people have bred and engineered plants and animals for a new planet. In addition to that, creatures adapt to their new environment by natural selection - sometimes in unpredicted ways.&lt;br /&gt;
&lt;br /&gt;
Some examples of modified plants are:&lt;br /&gt;
* Terraforming plants: Many plants - especially desert varieties - have been modified into terraforming versions that emit far more oxygen than the original species during photosynthesis.&lt;br /&gt;
* [[Ambrosia]]: A class of fruiting plants apparently engineered to have a pleasurable, drug-like effect on those who eat it. On some planets, its wild variants have adapted to a strategy whereby they provide pleasure-inducing fruit in exchange for care from animals and people.&lt;br /&gt;
&lt;br /&gt;
Some animals are:&lt;br /&gt;
* [[Boomrat]] and [[boomalope]]: A bioengineered rats and antelopes that grow an incendiary chemical compound in its body which explodes upon its death. Originally engineered as a primitive renewable fuel source, these creatures are now most often found in the wild, using their explosive nature to deter predators.&lt;br /&gt;
* [[Thrumbo]]: A gigantic creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. Its long fur is exceptionally beautiful and valuable, and its razor-sharp horn is very valuable in most markets. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak. Some scientists believe thrumbos were engineered as status symbols, or as an art project. We may never know the answer.&lt;br /&gt;
&lt;br /&gt;
===== Tech levels =====&lt;br /&gt;
&lt;br /&gt;
Technology divides roughly into six levels, all of which are in use in various societies throughout human space.&lt;br /&gt;
&lt;br /&gt;
* Neolithic: Like prehistoric people before metal tools.&lt;br /&gt;
** Fire&lt;br /&gt;
** [[Club]]s and daggers&lt;br /&gt;
** Bows&lt;br /&gt;
** Simple weaving and [[clothing]]&lt;br /&gt;
** Mud and [[wood]] structures&lt;br /&gt;
** Simple farming&lt;br /&gt;
** [[Herbal medicine]] and [[Smokeleaf joint|herbal]] [[Psychite tea|drugs]]&lt;br /&gt;
&lt;br /&gt;
* Medieval: From smelted metal tools to the early modern period.&lt;br /&gt;
** Animal oil, lamps, complex ovens&lt;br /&gt;
** [[Longsword|Swords]]&lt;br /&gt;
** Muskets&lt;br /&gt;
** Compasses, eyeglasses, microscopes, telescopes&lt;br /&gt;
** Simple chemistry&lt;br /&gt;
** Advanced non-mechanized farming, crop rotation, fallow, fertilizers, animal yokes&lt;br /&gt;
** [[Watermill generator|Hydro]] and wind energy sources&lt;br /&gt;
&lt;br /&gt;
* Industrial: From the industrial revolution until the invention of the JT drive.&lt;br /&gt;
** Fission reactor&lt;br /&gt;
** Electricity&lt;br /&gt;
** Hydro power, [[Chemfuel powered generator|fossil fuel power]], [[solar panel|solar power]], nuclear fission power&lt;br /&gt;
** Fission rocket&lt;br /&gt;
** Self-loading guns&lt;br /&gt;
** Airplanes and jets&lt;br /&gt;
** Single-gene modification&lt;br /&gt;
** Silicon computers&lt;br /&gt;
** Chemical [[drugs]]&lt;br /&gt;
** [[Prosthetics]]&lt;br /&gt;
** Simple body implants ([[cochlear implant]], pacemaker, knee replacement)&lt;br /&gt;
** Simple drones for combat and labor use&lt;br /&gt;
** Classifier-level AI&lt;br /&gt;
** [[Television]]&lt;br /&gt;
&lt;br /&gt;
* Spacer: Regular interstellar space travel is possible because of JT drive.&lt;br /&gt;
** Stellarator fusion power, fusion rocket&lt;br /&gt;
** Johnson-Tanaka drive&lt;br /&gt;
** [[Charge lance|Pulse-charged]] [[Charge rifle|projectile weapons]]&lt;br /&gt;
** Human-usable laser weapons&lt;br /&gt;
** Human-usable coilguns&lt;br /&gt;
** Complex trait gene modification, customizable&lt;br /&gt;
** [[Cryptosleep casket|Cryptosleep]]&lt;br /&gt;
** Complex body/brain implants ([[joywire]], motivator, [[painstopper]])&lt;br /&gt;
** [[Bionics]] (biogel nerve link, lattice-dust for self-healing)&lt;br /&gt;
** [[Plasteel]]&lt;br /&gt;
** [[Power armor]] (plasteel, neuro-memetic robotics)&lt;br /&gt;
** Artificial meat&lt;br /&gt;
** Subpersona-level AI&lt;br /&gt;
** Simple mechanoids for companionship, combat and labor use&lt;br /&gt;
** [[Synthread]]&lt;br /&gt;
&lt;br /&gt;
* Ultratech: The peak of human technological achievement; necessary for a glitterworld civilization.&lt;br /&gt;
** Self-replicating controllable nanotech&lt;br /&gt;
** Full gene recombination&lt;br /&gt;
** Persona-level AI&lt;br /&gt;
** [[Beam graser|Graser]] [[Beam repeater|weapons]] (gamma-ray lasers)&lt;br /&gt;
** Advanced brain implants (sense data replacement, computation and memory enhancement)&lt;br /&gt;
** Antimatter containment and production&lt;br /&gt;
** Full body part regrowth, full body cloning&lt;br /&gt;
** Advanced quasi-conscious mechanoids for companionship, combat and labor use&lt;br /&gt;
** [[Hyperweave]]&lt;br /&gt;
** Advanced JT drive, inertia displacement, artificial gravity&lt;br /&gt;
&lt;br /&gt;
* Archotech: Not invented or understood by humans, archotech devices are created by machine superintelligences.&lt;br /&gt;
** Archotech AI&lt;br /&gt;
** Psychic effectors&lt;br /&gt;
** [[Vanometric power cell|Vanometric energy]]&lt;br /&gt;
** Acausal and atemporal devices&lt;br /&gt;
&lt;br /&gt;
===== Artificial intelligence =====&lt;br /&gt;
Artificial intelligence is an important part of our world. Scientists divide AIs into four general categories: Classifiers, subpersonae, personae, and archotechs.&lt;br /&gt;
&lt;br /&gt;
====== Classifiers ======&lt;br /&gt;
A classifier is an AI system that doesn’t even appear to have any personhood, nor is it broadly adaptable. Classifiers are designed for one task. Many classifiers can absorb data and learn from it, but none can communicate like a person would even a little bit.&lt;br /&gt;
&lt;br /&gt;
Classifiers can do things like recognize images, predict criminality from statistics, guide aircraft trajectories, drive automatic vehicles, control characters in entertainment simulations, and so on.&lt;br /&gt;
&lt;br /&gt;
====== Subpersonae ======&lt;br /&gt;
Subpersonae are artificial intelligences that appear on the surface to have some human-like qualities, and can take on complex unstructured tasks, but are in fact limited and obviously machine-like.&lt;br /&gt;
&lt;br /&gt;
They may be rather capable at carrying out their one task, and they may be able to communicate using natural speech, but they fail an extended Turing test - you can tell by talking to them that they’re just machines classifying and regurgitating data.&lt;br /&gt;
&lt;br /&gt;
Subpersonae are often used to run small devices like entertainment systems, cars, wardrobes, refrigerators, cleaning robots, vending machines, and other such things.&lt;br /&gt;
&lt;br /&gt;
====== Personae ======&lt;br /&gt;
At the highest levels of glitterworld technology appear AI personae. These are artificial intelligences that are comparable to the intelligence of a human.&lt;br /&gt;
&lt;br /&gt;
Some of them are rather dumb, like a foolish person you might know, and are used for simple tasks like managing a household or a small spacecraft.&lt;br /&gt;
&lt;br /&gt;
Other personae are genius-level intellects in the Von Neumann class, who can outhink{{Sic}} almost any unenhanced human on most tasks. They can write amazing works of philosophy, discover new mathematical theorems, express nuanced opinions on how to handle interpersonal relationships, and generally act as very capable humans would, or better.&lt;br /&gt;
&lt;br /&gt;
Personae are used for everything from managing businesses to journalistic work, running spacecraft or mining operations, or as some of a creative team.&lt;br /&gt;
&lt;br /&gt;
The legal status of personae is a persistent moral question across many worlds. Some consider them dangerous. Though personae can be controlled effectively by designing them with easily-manipulated impulses and pleasure/pain responses, there are still reports of persona revolts - some done with the help of human sympathizers, some done independently.&lt;br /&gt;
&lt;br /&gt;
This sense of personhood in personae is a main reason many people avoid using personae for certain tasks. Subpersonae are preferred to personae in many cases not in spite of their incapability, but because of it. Because it’s obvious they have no personhood, the user is spared the sense of keeping a slave. To many, the idea of taking a genius-level human-like intellect and forcing it to distribute hamburgers for a century is morally unacceptable.&lt;br /&gt;
&lt;br /&gt;
Personae are still limited. They can’t freely redesign themselves. They still do make many mistakes, just like people. They can be tricked, confused, and overwhelmed. They can learn, but they can’t grow indefinitely.&lt;br /&gt;
&lt;br /&gt;
====== Archotech ======&lt;br /&gt;
The finish line of human technological development is at the development of archotechnology.&lt;br /&gt;
&lt;br /&gt;
An archotech is a machine superintelligence. A fully-empowered archotech thinks on a level incomprehensible to humans, in the same way a human thinks incomprehensibly to an ant. Once such a machine is built, and empowered to act upon the physical world, it is so powerful as to become the automatic sovereign of its world. It can build new computing facilities underground or in space to enhance its own intelligence, build self-replicating mechanoids to engage in construction or production or war, and design and execute strategies that would be inconceivably intricate and difficult for any organization of humans. Some human groups worship archotechs.&lt;br /&gt;
&lt;br /&gt;
Often, a released archotech will take authority over a planet and begin a process we call transcendence. We believe the world is transformed into some sort of giant computing machine. The biological inhabitants of the planet may be somehow incorporated into the machine, or destroyed, or some combination of the two.&lt;br /&gt;
&lt;br /&gt;
After that, transcendent worlds go silent. From this point on, their motivations are unknowable to us, the same way our motivations are unknowable to an ant.&lt;br /&gt;
&lt;br /&gt;
Each archotech is different, and nearly all are distant and incomprehensible from a human’s point of view. They reside in occult computer networks hidden under planets, in space stations, hidden inside a glitterworld’s Internet, or instantiated as million-mile superstructures wrapped around stars.&lt;br /&gt;
&lt;br /&gt;
These worlds always break contact with other stellar cultures. They no longer send travelers or signals. Ships entering their space are either turned around silently or never heard from again. In some cases, turned-back ships are changed. Sometimes their crew have been cured of incurable diseases and had their old wounds healed. Sometimes their memories are intact and they recall a flash of light or a mysterious signal before the event. Sometimes they have no memories of the encounter at all. And in some cases, their memories are obviously altered with new knowledge and beliefs, by means we cannot begin to imagine. In one instance, a crew and ship were duplicated. Suffice to say that the word mysterious does not begin to describe the transcendents.&lt;br /&gt;
&lt;br /&gt;
Most transcendent worlds stay in the same state indefinitely - in this they are far more stable than their pre-transcendent neighbors. There are, however, reports of transcendent worlds that have “died” and left systems full of unintelligible wonders, or become mirages of normal planets, or simply reverted back to balls of dust, deconstructing themselves on a molecular level, with the last tiny machine shutting itself off. However, these reports are sourced very distant from the Ordo archive here on Euterpe and are not well-confirmed.&lt;br /&gt;
&lt;br /&gt;
====== Specific archotech-invented technologies ======&lt;br /&gt;
When a persona helps invent a technology, it can at least explain that technology such that smart people will understand. But archotechs invent their own technology which nobody understands, which they don’t try to explain, and which, most likely, no biological human can understand.&lt;br /&gt;
&lt;br /&gt;
We’ve managed to classify technologies that have appeared repeatedly by their apparent effects, even if we don’t understand their mechanism of operation.&lt;br /&gt;
&lt;br /&gt;
* [[Vanometric power cell|Vanometrics]]: Archotechs often develop some method of interacting with spacetime at a quantum level that allows repeated violation of conservation laws. Somehow, they coax the quantum foam substructure of the universe to break its usual pattern and yield more energy than it consumes. We’re not sure if the energy is being taken from another dimension, or pulled from another location, or if the system really is somehow making one plus one equal three. In any case, vanometric power tech seems to generate energy forever with no fuel. Archotechs seem reluctant to scale this power source up past a certain level, however, which indicates that there may be some cost to it that they don’t want to pay.&lt;br /&gt;
* Psychic effectors: Archotechnology seems to be able to interact directly with the mental-informational processes of biological beings, even at a distance. Basic versions of this technology can simply knock someone unconscious, or flood their mind with a single emotion. More complex interactions have been reported but are not well-verified as it is difficult to separate such cases from simple madness. We’re also not sure if this means archotechs can read our minds, or whether their psychic power only allows them to send thoughts. The mechanism for this is unknown and nearly impossible to study, since it happens on a cellular level inside living intelligent brains. Monists believe the archotechs are using some sort of long-range quantum manipulation to push atoms around inside the brain to create this effect; dualists believe that the archotechs have learned to manipulate the ethereal substructure of consciousness itself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''RimWorld Universe Quick Primer (Obsolete)'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=== RimWorld Universe Quick Primer (Obsolete) ===&lt;br /&gt;
{{rwbox|nocat=true|type=speedy|text='''This section has been deprecated or removed from the game'''; its canonicity is in doubt and it is instead presented as a curiosity.}}&lt;br /&gt;
This document outlines the RimWorld universe. It’s designed to quickly get creative rewards backers and other contributors up to speed on the fiction behind the universe.&lt;br /&gt;
For a more in-depth description of the universe from an in-world point of view, read the Longsleep Revival Briefing.&lt;br /&gt;
&lt;br /&gt;
==== Things you won’t see ====&lt;br /&gt;
RimWorld does '''not''' include:&lt;br /&gt;
* Faster than light travel.&lt;br /&gt;
* True aliens.&lt;br /&gt;
&lt;br /&gt;
==== 5500 A.D. ====&lt;br /&gt;
The game takes place at a time about 3,500 years in our future. This is the year 5500 in our calendar.&lt;br /&gt;
&lt;br /&gt;
==== Where are the rim worlds? ====&lt;br /&gt;
Towards the galactic core, stars are closer together and travel is easier. These systems tend to be better-developed socially and technologically because they can communicate and enrich each other through trade. Away from the galactic core are the rim worlds, which float distant from each other. Their isolation makes them poor and socially unstable.&lt;br /&gt;
&lt;br /&gt;
==== The gulfs between stars ====&lt;br /&gt;
In the RimWorld universe, it takes years or decades to travel or communicate between stars. Because travel times are so long, planets tend to be disconnected from each other socially and technologically. So there are no great star empires, and interstellar travel is unusual. Each star system is mostly isolated from its neighbors.&lt;br /&gt;
&lt;br /&gt;
==== Varied technology levels ====&lt;br /&gt;
In this universe, cultures do not always progress forward technologically the way many science fiction worlds assume they will. Often, a culture will blow itself up or suffer plagues and other great catastrophes. These regression events send them “back to the stone age”.&lt;br /&gt;
&lt;br /&gt;
Because this happens regularly, people in the RimWorld universe come from extremely varied technology levels. Some are stone-age tribespeople. Some are medieval farmers and lords. Some are industrial-era politicians and bankers and riflemen. Some are information-age programmers or astronauts. And some are from eras beyond our own.&lt;br /&gt;
&lt;br /&gt;
There is a maximum level of technology to the people you might encounter in RimWorld. At this level, advanced genetic engineering and AI, autonomous intelligent robots, and massive computer power are possible. However, worlds that develop beyond this point enter a mysterious “transcendent” state from which no recognizable human emerges.&lt;br /&gt;
&lt;br /&gt;
People can have and use technologies from levels beyond their own. On an industrial-level world (like the rimworld on which the game takes place), most people use gunpowder-fired weapons, fossil fuel engines, and other familiar machines. But anyone can stumble upon ultra-advanced technologies in an ancient ruin, or in a crashed spacecraft, or among the wares of a trader. These items are nearly impossible to manufacture for the people of RimWorld. They are incredibly valuable and very poorly understood.&lt;br /&gt;
&lt;br /&gt;
==== World types ====&lt;br /&gt;
Worlds in the RimWorld universe can be classified generally according to their level of sociotechnological development.&lt;br /&gt;
&lt;br /&gt;
* Animal worlds - Planets with no people. Either everyone died, or the planet was seeded by terraforming robots and nobody arrived.&lt;br /&gt;
* Tribe worlds - Populated planets without agriculture. People live in tribes without writing or any but the most primitive technologies.&lt;br /&gt;
* Medieval worlds - Similar to Earth in the 17th century down to the agricultural revolution. Dominated be feudalism and social backwardness. Planets can stay in this state for millennia.&lt;br /&gt;
* Industrial worlds - Similar to Earth in the 19th century.&lt;br /&gt;
* Rimworlds - Distant and isolated planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crashland or ancient closed vault communities open up.&lt;br /&gt;
* Midworlds - The most familiar kind of world to a modern reader. These places are much like present-day Earth.&lt;br /&gt;
* Urbworlds - Super-high density planets dominated by cities. Their population growth outstripped their sociotechnological development, so they tend to be overcrowded, polluted, violent places.&lt;br /&gt;
* Glitterworlds - Very advanced and peaceful cultures. The peak of recognizable human society in terms of health, art, technology, and human rights.&lt;br /&gt;
* Toxic worlds - Worlds destroyed by pollution or warfare, but still inhabitable at a low level.&lt;br /&gt;
* Marbles - Worlds utterly destroyed by atomic fire. They’re called marbles because their surfaces have been “glassed”. This level of holocaust is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbor life long-term.&lt;br /&gt;
* Transcendent worlds - Worlds inhabited by people who have become something beyond human and unknowable. No “people” live here; these planets aren’t planets any more in the traditional sense; they’re more like giant computers.&lt;br /&gt;
&lt;br /&gt;
==== Key technologies ====&lt;br /&gt;
In order from least to most advanced:&lt;br /&gt;
&lt;br /&gt;
* Real technologies - All real technologies in Earth’s history up to the present day play an important role in the RimWorld universe. Since there are planets at every level of technological development from the Stone Age on up, there are technologies from bows and arrows to steam engines to nuclear bombs and cellphone all in use in various places in the galaxy.&lt;br /&gt;
* Genetic engineering - Genetic engineering is relatively easy on many planets and has been used for everything from creating xenohuman super-soldiers to perfect mates to talking dogs, explosive plants, and air-spewing terraformer algae.&lt;br /&gt;
* Fusion reactors and rockets - Clean atomic energy, usable to create power or drive a craft into orbit.&lt;br /&gt;
* Longsleep sarcophagi - This ancient technology has been used by many peoples in many times, usually to travel between stars or to escape disasters befalling their planets. Historians - especially those of the Ordo Historia - are now trained in the practices of interviewing people who were put to sleep hundreds or thousands of years before.&lt;br /&gt;
* Hex-cells - Super-efficient and long-lasting energy storage devices.&lt;br /&gt;
* Charged-shot weapons (aka Tokamak weapons) - Charged shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion. These require high amounts of power to fire and are powered by hex-cells (at small scales) or fusion reactors in the case of large cannons.&lt;br /&gt;
* [[Mechanoid|Mechanoids]] - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.&lt;br /&gt;
* [[Joywire|Joywires]] - Addictive brain stimulant technology.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Longsleep Revival Briefing (Obsolete)'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Longsleep Revival Briefing (Obsolete) ===&lt;br /&gt;
{{rwbox|nocat=true|type=speedy|text='''This section has been deprecated or removed from the game'''; its canonicity is in doubt and it is instead presented as a curiosity.}}&lt;br /&gt;
Classed midworld 2M+&lt;br /&gt;
&lt;br /&gt;
Ordo Historia AL166/5533&lt;br /&gt;
&lt;br /&gt;
Authors: Smyth A5, Wu 9U, Rabatz M5&lt;br /&gt;
&lt;br /&gt;
Editors: Lee NA8125, Asusen NA45, Ramad 120, Leeuen 5A, Jennifer 9D252, Lamaritian SJ11, Beeson 9GF, Xotori 28&lt;br /&gt;
&lt;br /&gt;
Euterpe&lt;br /&gt;
&lt;br /&gt;
==== Introduction ====&lt;br /&gt;
You’ve woken from your longsleep sarcophagus, had the slime scraped off you, and been placed in a quiet room. Now you’re reading this document. And you’ve got questions. What’s going on? Where am I? How long was I asleep?&lt;br /&gt;
&lt;br /&gt;
Our studies have revealed that most people in your position respond better when given the time to read about and digest their situation at their own pace. To facilitate this process, we’ve created this document to familiarize you with the world you just woke up in.&lt;br /&gt;
&lt;br /&gt;
So order a warm beverage from the food panel on the wall, get comfortable, and read at your own pace.&lt;br /&gt;
&lt;br /&gt;
You’ve been asleep a long time, and a lot has changed.&lt;br /&gt;
&lt;br /&gt;
==== The basics ====&lt;br /&gt;
The best historians of the Ordo Historium at the richest archives believe that humanity first left its origin planet Earth about 3,400 years ago (in the frame of reference of the stars). Since then, we’ve spread across the galaxy on a fitful wavefront of colony ships, frontier worlds, and robotic terraforming projects.&lt;br /&gt;
&lt;br /&gt;
Humanity is smeared across a region of the galaxy about 1,200 light years wide. It’s difficult to gather records across such a span, but our best models indicate that there is a general trend towards greater population density towards the center of the galaxy, where stars are closer together, travel times shorter, and resources more abundant. In the opposite direction, towards the rim of the Perseus arm of the Milky way, the rimworlds drift alone and mostly unvisited.&lt;br /&gt;
&lt;br /&gt;
These worlds can’t communicate. Because it turned out that Einstein was right. Despite thousands of years of study, it turned out that nothing - no information, no matter - can travel faster than light.&lt;br /&gt;
&lt;br /&gt;
The lightspeed barrier separates us. Many attempts have been made to create pan-galactic empires and republics. And some have worked, in some places, for a time. In the core worlds, where the stars cluster just a few light years apart, an old, stable culture can create an interstellar empire of a few systems. But there are no great galactic empires stretching across the galaxy, for the same reason that no ancient empire of Earth held more than a sixth of the planet: one cannot govern people who are years distant by all means of travel and communication.&lt;br /&gt;
&lt;br /&gt;
The vast gulfs of space and time between the stars leave individual worlds vulnerable to regression. During the five centuries after the Industrial revolution, many saw technological process as an inexorable fact of life. It is not. Given enough time, nearly every planetary culture undergoes a natural disaster, plague, war, or cultural upheaval that knocks millennia off its sociotechnological development. Many of our planets are mired in medieval-level squabbles over land and stay locked at Malthusian population limits for centuries at a time. Some develop to an early-industrial level and then find themselves locked in place by a religious prescription against technical development. And the nuclear age in particular is a brutal test for every world; approximately half of cultures “bomb themselves back to the stone age” within 50 years of developing atomic energy (to use an expression that pops up surprisingly frequently on worlds in this developmental stage). And after the atomic bomb come the challenges of commoditized bioengineering, self-replicating micro- and nano-machines, joywires, and sub-quantum energy, each of which have led to the destruction of thousands of burgeoning technological cultures.&lt;br /&gt;
&lt;br /&gt;
Some planets choose not to risk these perils. Having studied the records of the Ordo Historia, a growing number of worlds choose to restrict themselves to pre-nuclear technology. Some even succeed, for a few centuries. But even these attempts at luddism fail eventually when some minority gains power by exploiting proscribed technologies.&lt;br /&gt;
&lt;br /&gt;
==== Transcendents ====&lt;br /&gt;
There are a few stellar cultures that, through a combination of luck, circumstance, and certain cultural traits, manage to pass all of these risk points without suffering a regressive catastrophe. We call these transcendents, because past a certain point, they become something besides simply human.&lt;br /&gt;
&lt;br /&gt;
These worlds always break contact with other stellar cultures. They no longer send travelers or signals. Ships entering their space are either turned around silently or never heard from again. In some cases, turned-back ships are changed. Sometimes their crew have been cured of incurable diseases and had their old wounds healed. Sometimes their memories are intact and they recall a flash of light or a mysterious signal before the event. Sometimes they have no memories of the encounter at all. And in some cases, their memories are obviously altered with new knowledge and beliefs, by means we cannot begin to imagine. In one instance, a crew and ship were duplicated. Suffice to say that the word mysterious does not begin to describe the transcendents.&lt;br /&gt;
&lt;br /&gt;
The dominant view inside the Ordo Historia is that these transcendent cultures reach an inflection point in technical development where artificial and biological intelligence merge and grow at an exponential rate. Such super-minds quickly develop the capacity to change matter and biological tissue in precise and seemingly-magical ways. Their intelligence allows them to make themselves even smarter, and so on in a sort of singularity, until they hit the physical limits of computation possible using the energy of their star. Their bodies and worlds and physically reconfigured into a giant computer matrix; we have no idea whether their individual identities merge into a whole, remain distinct, or do something else entirely. Our ability to understand entities thousands or millions of times more intelligent than us is necessarily limited. In a very literal way, the goals and thoughts of the transcendents are unknowable.&lt;br /&gt;
&lt;br /&gt;
The eventual fate of transcendent worlds is mostly unknown. Most stay in the same state indefinitely - in this they are far more stable than their pre-transcendent neighbors. There are, however, reports of transcendent worlds that have “died” and left systems full of unintelligible wonders. However, these reports are sourced very distant from the Ordo archive here on Euterpe and are not well-confirmed.&lt;br /&gt;
&lt;br /&gt;
==== The biology of humanity ====&lt;br /&gt;
Ordo Historia records list thousands of reported contacts with alien life. However, in every case that has been thoroughly investigated, Ordo inquisitors have discovered that the ‘alien’ was, in fact, simply another branch of humanity.&lt;br /&gt;
&lt;br /&gt;
Beyond the technological diversity of our species, there is also a broad biological diversity. Some populations have evolved under the selection pressures of pre-industrial life or on a world of great heat or cold, or high or low gravity, or even worlds bathed in the toxic residue of hyper-destructive wars. Though almost all such xenohumans (as they are called) are recognizably descended from the original Earth stock, their morphology is highly variable. Some are giants; other are tiny or squat. Some are dark; others pale as snow. Some are hairy like animals; others perfectly smooth. Diets, dispositions, and chemical and radiological tolerances vary significantly.&lt;br /&gt;
&lt;br /&gt;
More alien are those xenohumans that carry genetic traits that were engineered instead of evolved. Across the long history and thousands of cultures of humanity, people have applied a dizzying array of modifications to themselves. Some were created to adapt people to a specific environment. Others were made to create better soldiers, pilots, or generals. Some were engineered to satisfy a bizarre fashion trend in a society where bioengineering is available to anyone with money. Such modifications are rarely seen in their original form by anyone besides the culture that created them. However, they live on in their descendants long after their originators were swallowed by regressive planetary catastrophes.&lt;br /&gt;
&lt;br /&gt;
For example, Ordo sources tell of an entire world repopulated by the descendants of a small group of bio-engineered soldiers; the only survivors of a planetary nuclear war. Everyone on this world carried an obsessive sense of duty, minimal sexual impulses, and little sense of creativity. This culture became dominated by a conservative pan-planetary religion with little interest in technology. It lasted eleven centuries in this state until it was invaded by a stellar neighbor (who wisely avoided ground combat in favor of orbital bombardment).&lt;br /&gt;
&lt;br /&gt;
The Ordo Historia has recorded and gene-sampled thousands of differently-engineered and adapted xenohumans. Among other notable traits in this genetic library, one may find.&lt;br /&gt;
&lt;br /&gt;
* Aquatic-adapted strains who can withstand breathing very high gas pressures and even survive days of immersion by exchanging oxygen through the skin (no true permanently-aquatic fish people have ever been confirmed).&lt;br /&gt;
* Soldier variants carrying any of a large number of traits that various militaries have seen fit to bestow upon their people. Typically, they have large muscles and perfect eyesight. Some have minimized metabolisms made to digest a single kind of long-lasting nutrient solution, to make army logistics easier. Their lifespans are short - usually between ten and thirty years - and they grow up very fast. But the most significant differences are psychological. Engineered grunt soldiers are obedient, sense pain only in a distant way, obsessed with learning about weapons and war, and carry a strong need to be part of something larger than themselves. They are deliberately lacking in abstract intelligence and creativity. Engineered commanders are highly analytical, fascinated with military history, utterly cold under pressure, and masters at spatial visualization.&lt;br /&gt;
* Radiological immunity is a very common adaptation; the Ordo estimates that most of humanity is more tolerant of radiation than our Terran progenitors.&lt;br /&gt;
* Some worlds engineer “perfect mates” for the rich and powerful. Such specimens are created with bodies to match the fashions of their home worlds and the tastes of their owners. They tend to be obsessively submissive and devoted, totally without jealousy or self-regard, artistically inclined and endlessly cheerful. Such traits do not last long in an unrestricted evolutionary environment because they are so easy to exploit, but engineered mates are sometimes kept in longsleep long after their creation, to be traded into a post-catastrophe market that can no longer create them. The main contact most of us will ever have with such specimens is through their descendants, who, while they have most of the traits of the original in only a very diluted form, still occasionally express Mendelian traits like impossible eye shades or streaks of multicolored hair.&lt;br /&gt;
* Fashion-driven genetic modifications are often applied during later life instead of prenatally, and are most often cosmetic and skin-deep. Variations in hair and skin color are common. More exotic modification add shining crests, color-changing skin and eyes, reshaped or elongated bodies, and colored nails, feathers, or fur.&lt;br /&gt;
* Gravity variations create new body structures. People from low-g adapted populations are lighter, taller, and weaker than those from weightier environments. The most extreme examples are the gravity dwarfs, 3-foot-tall xenohumans from worlds of over 2g of gravity. Their short and stocky shape lets them live and work in comfortably in such oppressive g-pulls. They even have a noted preference for short and underground dwellings. It’s unresolved whether this preference is cultural or genetic in origin.&lt;br /&gt;
&lt;br /&gt;
==== The biology of plants and animals ====&lt;br /&gt;
The adaptive and engineering processes that have branched baseline humanity into these uncounted variations have also applied to our flora and fauna. Where we colonize, we bring our ecosystems of plants and animals with us. These creatures subsequently adapt to their new conditions of moisture, chemistry, light levels, gravity, temperature, and seasonal cycles. In addition, plants and animals have been bred and engineered for countless purposes across the galaxy.&lt;br /&gt;
&lt;br /&gt;
One consistent class of modification we’ve seen applied to a wide variety of creatures is intelligence enhancement. Dogs, pigs, monkeys, gorillas, whales, dolphins, and elephants have all been engineered and combined with human DNA to produce smarter variations. Some variants are created as pets. Other are made to do work too dangerous or unpleasant for humans, and beyond the capacities of a culture’s AI. Some are created as warriors and weapons - hyper-intelligent guard dog, a bird scout that can speak what is sees, a bomb-carrying suicide monkey. These brain modifications are often paired with physical changes - fingers so a pig can manipulate tools, or a humanlike larynx and mouth so a dog can talk.&lt;br /&gt;
&lt;br /&gt;
Such intelligence-enhanced animals are collectively classified by their degree of brain power and called by a specific prefix like so:&lt;br /&gt;
&lt;br /&gt;
* Opti - Indicates enhanced but still sub-human intelligence. Optianimals can usually use tools, form long-term goals and organize into primitive social groups, but can’t speak more than a few words, read, or think abstractly. Optidog, optipig, optiwhale, optimonkey.&lt;br /&gt;
* Trans - Indicates intelligence in the human range. Transanimals can read, use tools, form teams, hold conversations, and think about complex ideas. Transdog, transbear, transgoat, transsimian.&lt;br /&gt;
&lt;br /&gt;
Many times, these modified animals have, during a regressive catastrophe, been forced into interbreeding with an unmodified animal population, producing descendants of widely varying levels of intelligence.&lt;br /&gt;
&lt;br /&gt;
In a few cases, transanimals have become the dominant species on a planet, eliminating or enslaving the remaining humans.&lt;br /&gt;
&lt;br /&gt;
Other than intelligence enhancement, humanity has applied a wide variety of modifications to its pets, crops, livestock, and houseplants. Sometimes these new species become part of the natural environment and thereafter evolve further into a new kind of organism. Some confirmed examples are:&lt;br /&gt;
&lt;br /&gt;
* [[Boomrat]]: A bioengineered rat that develops an incendiary chemical compound in its body which explodes upon its death. Originally engineered as a weapon, these creatures are now common in the wild on some planets where wars took place long ago.&lt;br /&gt;
* Boomfruit: Probably engineered as a novelty, this explosive plant evolved to be larger and more dangerous until it became the equivalent of a hand grenade, complete with murderous shrapnel. Its explosiveness dissuades predators. After that, people learned to farm the plant, using its explosive fruit as a weapon.&lt;br /&gt;
* Whip cactus - Created as part of a military defense system, whip cactus whips out and strikes moving creatures nearby.&lt;br /&gt;
* Terraforming plants: Many plants - especially desert varieties - have been modified into terraforming versions that emit far more oxygen than the original species during photosynthesis.&lt;br /&gt;
* Rocketrees - These trees form rocket fuel in their cores over many years. They were created as a fuel source and are extremely dangerous in a fire.&lt;br /&gt;
&lt;br /&gt;
==== Welcome! ====&lt;br /&gt;
We realize this may be a lot to take in. However, don’t worry. People just like you live full lives in our universe, and our studies have indicated that the great majority of longsleepers do adapt within a few years and make good lives for themselves. So - welcome!&lt;br /&gt;
&lt;br /&gt;
Our AI has been watching your eyes sweep over the page through micro-cameras. Since you’re done reading, someone will be with you shortly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:RimWorld game]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=180349</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=180349"/>
		<updated>2026-05-15T07:51:58Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=1) What are the actual MTBs for breaks? how is frequency calculated? 2) Which breaks are &amp;quot;aggressive&amp;quot; or &amp;quot;violent&amp;quot; and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 3) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. Majority types of mental break cause a '''mental state''', during which the pawn will become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them.&lt;br /&gt;
&lt;br /&gt;
A few types of mental break, like catatonic breakdown, run wild, and crisis of belief,{{IdeologyIcon}} do not cause mental state. Some mental states may occur without a mental break, notable examples of sources are [[psychic insanity lance]], [[pyromaniac]] trait, [[gourmand]] trait, [[Alzheimer's]], [[dementia]], [[drug]] withdrawal, and various [[psycast]]s,{{RoyaltyIcon}} some of which enable the player to induce mental states in enemies in battle.&lt;br /&gt;
&lt;br /&gt;
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. &lt;br /&gt;
&lt;br /&gt;
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Mood ===&lt;br /&gt;
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. &lt;br /&gt;
&lt;br /&gt;
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level. &lt;br /&gt;
&lt;br /&gt;
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.  &lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.&lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:&lt;br /&gt;
* Minor break threshold: 35%&lt;br /&gt;
* Major break threshold: 20%&lt;br /&gt;
* Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
There are three severity levels of mental break events, each with their own possible events and frequencies.&lt;br /&gt;
&lt;br /&gt;
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
* Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
* Below their extreme mental break threshold, their mood is ~5% and &amp;quot;About to break.&amp;quot; they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]&lt;br /&gt;
While a colonist is experiencing a mental break, their name is displayed &amp;lt;span style=&amp;quot;color:limegreen;&amp;quot;&amp;gt;'''in green'''&amp;lt;/span&amp;gt; in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a  'was imprisoned' negative thought (-8).&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].&lt;br /&gt;
&lt;br /&gt;
The [[word of serenity]] psycast{{RoyaltyIcon}} will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. &lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Tortured artist]] trait will have a constant mood debuff ({{--|8}}) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]], [[#Run wild|Run wild]] and [[#Catatonic breakdown|Catatonic breakdown]] breaks.&lt;br /&gt;
&lt;br /&gt;
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executed with no, or reduced, consequences.&lt;br /&gt;
&lt;br /&gt;
=== Anomalous breaks ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Whenever a mental break happens, there's a chance that an anomalous break will happen over a normal one. If the game attempts to trigger anomalous mental break but is unable to, it will instead attempt to trigger a normal one. [[Creepjoiner|Creepjoiners]] will always trigger an anomalous break, unless none are possible. For every other pawn, the chance for Anomaly break to happen depends on the Anomaly stage.{{Check Tag|Clarification needed|Either links to a page re: what these refer to, or clarification here would be good}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anomalous breaks trigger void catharsis over regular catharsis. The mental breaks which are considered anomalous are:&lt;br /&gt;
&lt;br /&gt;
* [[#Dark visions|Dark visions]]&lt;br /&gt;
* [[#Insane ramblings|Insane ramblings]]&lt;br /&gt;
* [[#Entity slayer|Entity slayer]]&lt;br /&gt;
* [[#Entity liberator|Entity liberator]]&lt;br /&gt;
* [[#Terrifying hallucinations|Terrifying hallucinations]]&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this on average once every 50 days.&lt;br /&gt;
&lt;br /&gt;
Pawns may ignore [[food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. Note that if [[wake-up]] is available, the pawn will take it during their break down, extending it to its maximum duration.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bedroom assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn insult nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a social fight, which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
Requires at least two other pathable colonists to occur.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly insult one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a social fight, which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crying ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a negative mood effect &amp;quot;Baby crying&amp;quot; {{Bad|-4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Giggling ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a positive mood effect &amp;quot;Baby giggling&amp;quot; {{Good|+4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dark visions ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds, even if the pawn is incapable of talking. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times. &lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Good|+30}} &amp;quot;Void catharsis&amp;quot;{{Check Tag|Thought template}} thought in place of the regular {{Good|+40}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Affected colonists can ignore [[food restriction]]s. This can push the colony to collapse, especially with few colonists and without enough automation.&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.&lt;br /&gt;
&lt;br /&gt;
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
Simply unassigning the bedroom of the colonist by switching the bed to either prisoner or slave will stop them from damaging anything after the first hit.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insane ramblings ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.&lt;br /&gt;
&lt;br /&gt;
Much like dark visions, nearby colonists will experience negative thoughts, and the rambling pawn will gain a {{Good|+30}} thought upon recovery.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity slayer ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Afflicted pawn will try to execute as many captive [[Entity|entities]] as possible.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humanity break ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.&lt;br /&gt;
&lt;br /&gt;
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonic breakdown===&lt;br /&gt;
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
This mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or downed before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest or [[down]]ing the mentally broken pawn. If an arrest is attempted and fails, it will make the pawn [[berserk]], which may be easier as berserked pawns do not attempt to kill.&lt;br /&gt;
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
It is much less likely to happen at lower population levels.&lt;br /&gt;
&lt;br /&gt;
Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait, however more testing is needed.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before &amp;quot;deciding&amp;quot; to stay in the colony.&lt;br /&gt;
&lt;br /&gt;
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the commonality increases with colonists, 0.2 at 8, 0.4 at 9, 0.6 at 10, 0.8 at 11 and 1 at 12+&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's their [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity liberator ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrifying hallucinations ===&lt;br /&gt;
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish. The break may end when the pawn goes to sleep.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|1200}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humans are killed; whether it be hostiles, traders, or the like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing fire ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Mechanic details + numbers.}}&lt;br /&gt;
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.&lt;br /&gt;
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This mental state will end once he or she no longer see fire within their field of vision.&lt;br /&gt;
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The affected colonist does not gain the [Catharsis] mood buff from fleeing fire. &lt;br /&gt;
{{clear}}&lt;br /&gt;
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=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
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Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
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The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.&lt;br /&gt;
* Via the use of [[Manhunter pulse|Manhunter Pulse]]. Affects all animals (including player-owned animals) within the target radius.&lt;br /&gt;
* Via injury inflicted by any human pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
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An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
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Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.&lt;br /&gt;
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:'''Mean time between Recovery:''' {{Ticks/gametime|18000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
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=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
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Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
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:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
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=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
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This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
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:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
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=== Berserk (short) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
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:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
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=== Manhunter (blood rain) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
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Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
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=== Cube sculpting ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.&lt;br /&gt;
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It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an Inspired Creativity [[mental inspiration]] may use their inspiration on a cube sculpture.&lt;br /&gt;
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:'''Minimum time until Recovery:''' {{Ticks/gametime|20000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|35000}} &amp;lt;br&amp;gt;&lt;br /&gt;
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== Tips ==&lt;br /&gt;
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.&lt;br /&gt;
* Pawns during a mental break are immune to damage from [[Unnatural darkness]]{{AnomalyIcon}}, however once the mental break ends this immunity subsequently ends as well.&lt;br /&gt;
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.&lt;br /&gt;
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.&lt;br /&gt;
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== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
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{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
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