<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<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>2026-08-10T06:13:46Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fine_Carpet_Colors.png&amp;diff=182766</id>
		<title>File:Fine Carpet Colors.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fine_Carpet_Colors.png&amp;diff=182766"/>
		<updated>2026-08-09T22:27:04Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The full gamut of fine carpet colors&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;br /&gt;
[[Category:Images - Interface]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fine_Carpet_Colors.png&amp;diff=182765</id>
		<title>File:Fine Carpet Colors.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fine_Carpet_Colors.png&amp;diff=182765"/>
		<updated>2026-08-09T22:26:40Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The full gamut of fine carpet colors&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fine_Carpet_63_Black.png&amp;diff=182764</id>
		<title>File:Fine Carpet 63 Black.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fine_Carpet_63_Black.png&amp;diff=182764"/>
		<updated>2026-08-09T22:26:37Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The color of the Fine Carpet 63 Black&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fine_Carpet_62_Slate.png&amp;diff=182763</id>
		<title>File:Fine Carpet 62 Slate.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fine_Carpet_62_Slate.png&amp;diff=182763"/>
		<updated>2026-08-09T22:26:33Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The color of the Fine Carpet 62 Slate&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fine_Carpet_61_Dark_Grey.png&amp;diff=182762</id>
		<title>File:Fine Carpet 61 Dark Grey.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fine_Carpet_61_Dark_Grey.png&amp;diff=182762"/>
		<updated>2026-08-09T22:26:30Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The color of the Fine Carpet 61 Dark Grey&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fine_Carpet_60_Granite.png&amp;diff=182761</id>
		<title>File:Fine Carpet 60 Granite.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fine_Carpet_60_Granite.png&amp;diff=182761"/>
		<updated>2026-08-09T22:26:21Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The color of the Fine Carpet 60 Granite&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fine_Carpet_59_Sandstone.png&amp;diff=182760</id>
		<title>File:Fine Carpet 59 Sandstone.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fine_Carpet_59_Sandstone.png&amp;diff=182760"/>
		<updated>2026-08-09T22:26:09Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The color of the Fine Carpet 59 Sandstone&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fine_Carpet_58_Marble.png&amp;diff=182759</id>
		<title>File:Fine Carpet 58 Marble.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fine_Carpet_58_Marble.png&amp;diff=182759"/>
		<updated>2026-08-09T22:26:03Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The color of the Fine Carpet 58 Marble&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fine_Carpet_57_Limestone.png&amp;diff=182758</id>
		<title>File:Fine Carpet 57 Limestone.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fine_Carpet_57_Limestone.png&amp;diff=182758"/>
		<updated>2026-08-09T22:26:00Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The color of the Fine Carpet 57 Limestone&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fine_Carpet_02_Subtle_Red.png&amp;diff=182757</id>
		<title>File:Fine Carpet 02 Subtle Red.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fine_Carpet_02_Subtle_Red.png&amp;diff=182757"/>
		<updated>2026-08-09T22:21:24Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The color of the Fine Carpet 02 Subtle Red&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fine_Carpet_03_Auburn.png&amp;diff=182756</id>
		<title>File:Fine Carpet 03 Auburn.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fine_Carpet_03_Auburn.png&amp;diff=182756"/>
		<updated>2026-08-09T22:21:21Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The color of the Fine Carpet 03 Auburn&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fine_Carpet_04_Scarlet.png&amp;diff=182755</id>
		<title>File:Fine Carpet 04 Scarlet.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fine_Carpet_04_Scarlet.png&amp;diff=182755"/>
		<updated>2026-08-09T22:21:17Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The color of the Fine Carpet 04 Scarlet&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fine_Carpet_05_Burgundy.png&amp;diff=182754</id>
		<title>File:Fine Carpet 05 Burgundy.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fine_Carpet_05_Burgundy.png&amp;diff=182754"/>
		<updated>2026-08-09T22:21:13Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The color of the Fine Carpet 05 Burgundy&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fine_Carpet_01_Red.png&amp;diff=182753</id>
		<title>File:Fine Carpet 01 Red.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fine_Carpet_01_Red.png&amp;diff=182753"/>
		<updated>2026-08-09T22:20:44Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The color of the Fine Carpet 01 Red&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Ancient_uplink_in_grassland_(no_fog).jpg&amp;diff=182752</id>
		<title>File:Ancient uplink in grassland (no fog).jpg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Ancient_uplink_in_grassland_(no_fog).jpg&amp;diff=182752"/>
		<updated>2026-08-09T22:06:56Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Summary ==&lt;br /&gt;
{{Odyssey}}[[Category:Images - Screenshots]]&lt;br /&gt;
Ancient uplink in a grassland biome.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:CustomDrug_Xylin_b.png&amp;diff=182751</id>
		<title>File:CustomDrug Xylin b.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:CustomDrug_Xylin_b.png&amp;diff=182751"/>
		<updated>2026-08-09T21:58:50Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright self}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Images - Mods]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:CustomDrug_Xylin_a.png&amp;diff=182750</id>
		<title>File:CustomDrug Xylin a.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:CustomDrug_Xylin_a.png&amp;diff=182750"/>
		<updated>2026-08-09T21:58:29Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright self}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Images - Mods]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Obelisk_Analysis/doc&amp;diff=182749</id>
		<title>Template:Obelisk Analysis/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Obelisk_Analysis/doc&amp;diff=182749"/>
		<updated>2026-08-09T21:41:31Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just standardizes the spiel about obelisks.&lt;br /&gt;
&lt;br /&gt;
It uses the pagename.&lt;br /&gt;
&lt;br /&gt;
== Examples == &lt;br /&gt;
&amp;lt;pre&amp;gt;{{Obelisk Analysis}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
produces:&lt;br /&gt;
{{Obelisk Analysis}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Content templates]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Obelisk_Analysis&amp;diff=182748</id>
		<title>Template:Obelisk Analysis</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Obelisk_Analysis&amp;diff=182748"/>
		<updated>2026-08-09T21:39:25Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;Like all obelisks, the pawn studying and suppressing the {{PAGENAME}} should be the pawn intended to receive its effect, not necessarily the main researcher. This is to take advantage of the random interaction effect when suppressing or studying.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, neither the [[intellectual]] skill, the [[entity study rate]], nor the [[research speed]] significantly affect on the speed of dark study of the obelisk due to the 2-day cooldown. The only things that affect this speed is the [[study efficiency]], how quickly you study after the cooldown expires, and the obelisk's activity level. This means the best possible, but very risky, study speed for the obelisk is to study it at 99% activity level, suppress it down to 59%, and come back exactly 2 days later to study it again at 99%. This method gives 2 advanced/day research points, before the effect of the studying pawn's [[study efficiency]] and the AI storyteller's [[AI Storytellers#Study efficiency|Study efficiency]] setting which varies by [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
Once 2 points of research have been earned from an obelisk a event notification will be triggered with following the flavor text:&lt;br /&gt;
:''&amp;quot;Investigation of the obelisk has revealed some information. It is an archotechnological device that seems to interact with organic creatures at a distance. It is probably a piece of a much larger archotech structure that was destroyed or broken apart long ago. The machinery at its core is inhumanly complex and frighteningly powerful. Its purpose and method of action remain totally mysterious.&amp;lt;br&amp;gt;If not suppressed, its activity level will increase over time. You can't tell what will happen when the device fully activates.&amp;quot;''&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranching_Table/doc&amp;diff=182747</id>
		<title>Template:Ranching Table/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranching_Table/doc&amp;diff=182747"/>
		<updated>2026-08-09T21:35:56Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Generates a table comparing combinations feed strategies and slaughter timings for a particular animal.&lt;br /&gt;
==Syntax==&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Ranching Table|Animal}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
#Animal = The animal name.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
*[[Template:Ranching Table/Row]]&lt;br /&gt;
*[[Template:Ideal Sex Ratio General]]&lt;br /&gt;
*...&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===Chicken===&lt;br /&gt;
{{Ranching Table|Chicken}}&lt;br /&gt;
===Cow===&lt;br /&gt;
{{Ranching Table|Cow}}&lt;br /&gt;
===Thrumbo===&lt;br /&gt;
{{Ranching Table|Thrumbo}}&lt;br /&gt;
===Warg===&lt;br /&gt;
{{Ranching Table|Warg}}&lt;br /&gt;
===Arctic wolf===&lt;br /&gt;
{{Ranching Table|Arctic wolf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Customized table templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Mechshipkillbox001.jpg&amp;diff=182746</id>
		<title>File:Mechshipkillbox001.jpg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Mechshipkillbox001.jpg&amp;diff=182746"/>
		<updated>2026-08-09T21:25:59Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
an improvised killbox area around psychic ship, a single pawn with frag grenades is enough to destroy it in solo, however a backup group of shooters is always better. One pawn opens the door, while the rest are shooting/throwing grenades at the ship, mechs wouldn't have much time to fire back because the wooden door will close pretty quick (do NOT hold it open), the mini corridor with a barricade next to the door is enough for basic protection, 2-3 walls thick mini corridor is for the straight line of fire for your colonists, (they can only see the ship, no mechs by sides), it also prevents wandering mechs from both sides to casually shoot your colonists. When the ship is destroyed the mechanoids will start smashing your walls, you will have time to go back to your primary killbox.&lt;br /&gt;
&lt;br /&gt;
p.s. if the corridor/tunnel is longer than 4 blocks the grenades will clip/stick to the walls, you do not want this.&lt;br /&gt;
* If you try to build in this red square the mechs will wake up, it's 5x5 square radius with a sleeping mech at the center, avoid building in this zone.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Images - Screenshots]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Example_FloatMenuOptionProvider.png&amp;diff=182745</id>
		<title>File:Example FloatMenuOptionProvider.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Example_FloatMenuOptionProvider.png&amp;diff=182745"/>
		<updated>2026-08-09T21:24:38Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== License ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Images - Mods]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Example_FloatMenuOptionProvider.png&amp;diff=182744</id>
		<title>File:Example FloatMenuOptionProvider.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Example_FloatMenuOptionProvider.png&amp;diff=182744"/>
		<updated>2026-08-09T21:24:25Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== License ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Images - Modding]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lore&amp;diff=182739</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lore&amp;diff=182739"/>
		<updated>2026-08-09T05:26:54Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Cryptosleep Revival Briefing */&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;Boomanimals 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 situated 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 a{{Sic}} 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;
&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=Needs&amp;diff=182738</id>
		<title>Needs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Needs&amp;diff=182738"/>
		<updated>2026-08-09T05:21:12Z</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;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pawns have basic '''needs''' that can trigger a variety of effects based on their current level, often being [[thoughts]], [[mood]], and changes to [[capacities]] and [[health]].&lt;br /&gt;
&lt;br /&gt;
== List of basic pawn needs ==&lt;br /&gt;
* [[Saturation|Food]]: [[human]]s and [[animal]]s need [[nutrition]] to stay healthy. An empty food bar indicates [[starvation]], leading to [[malnutrition]] in various stages, and eventually [[death]]. Hunger lowers mood, and starvation [[Social fight|increases the irritability]] of a person. [[Ghoul]]s {{AnomalyIcon}} will eventually turn traitor against the colony if left unfed.&lt;br /&gt;
* [[Rest]]: how rested the person or creature still is. An empty rest bar builds [[Rest#Levels of Rest|exhaustion]], which will eventually result in the exhausted pawns falling asleep on the spot. Being tired also puts the person in a bad mood and hampers their [[immunity gain speed]].&lt;br /&gt;
&lt;br /&gt;
=== Human only ===&lt;br /&gt;
* [[Recreation]]: the need to spend time on varied enjoyable activities. Unsatisfied recreation will trigger {{Thought|desc=We need more variation in the recreation activities, and I need more time to enjoy them./We need more variation in the recreation activities, and I need more time to enjoy them. This place is really dull./It's been so long since I did anything for fun on my own time.|label=Recreation unfulfilled/deprived/starved|value=-5|value2=-10|value3=-20}}.&lt;br /&gt;
* [[Beauty]]: the desire to exist in a visually pleasing environment.  May trigger a mild mood penalty when unsatisfied, and a substantial mood bonus when satisfied. [[Sight|Blind pawns]] have no need for, nor appreciation of beauty.&lt;br /&gt;
* [[Comfort]]: people want to sit in comfortable [[chair]]s and sleep in cozy [[bed]]s. Otherwise they get mildly irritated, but when satisfied it makes them quite happy.&lt;br /&gt;
* [[Outdoors]]: the need to be outside, ie. not under a [[roof]] or [[Mountain#Roofs|mountain top]].  Pawns that are indoors for too long grow increasingly unhappy.&lt;br /&gt;
* [[Indoors]]: the need to be inside, ie. under a roof or mountain top. Pawns that are outdoors for too long grows increasingly unhappy. Only appears and replaces Outdoors needs if pawn has the [[Undergrounder]] trait or the pawn has an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Indoors|Indoors: Preferred]] precept.&lt;br /&gt;
* [[Chemical (Need)|Chemical]]: the general need to consume [[social drugs|social]] and [[hard drugs]] of any kind, distinct from [[addiction]]s. Pawns that spend too long without consuming drugs will become increasingly unhappy. Only appears if pawn has the [[Chemical interest]] or [[Chemical fascination]] trait.&lt;br /&gt;
* [[Learning]]: present only in [[children]].{{BiotechIcon}}  Children need new lessons and experiences to [[Growth moments|grow up well]], and will become unhappy without them.  Children will only do learning activities when their [[schedule]] is set to Recreation or Anything.  A satisfied learning need helps children gain growth tiers faster, giving them more passions and choices during growth moments.&lt;br /&gt;
* [[Reproduction#Play|Play]]:{{BiotechIcon}} present only in [[babies]]. Babies need to be played with by adults, or else they will become unhappy.&lt;br /&gt;
* [[Kill satiety]]:{{BiotechIcon}} present only in [[Kill thirst|specific]] [[Xenogerm|genetically modified]] humans. Humans with unfilled kill satiety will start to suffer {{Thought|desc=Must kill... It has been too long since I have killed somebody up close and personal.|label=Kill thirst|value=-4}}, scaling up to {{Thought|desc=Must kill... It has been too long since I have killed somebody up close and personal.|label=Kill thirst|value=-18}}. Kill satiety fully refills after the afflicted pawn kills another human in melee combat.&lt;br /&gt;
* [[Deathrest]]:{{BiotechIcon}} present only in specific [[Sanguophages|genetically modified humans]].{{BiotechIcon}}  People with the deathrest gene must deathrest every few days or quadrums. Deathresting means entering a regenerative coma for several days, during which the rester appears dead.  A variety of special buildings can connect to a deathresting person and give them bonuses upon waking. Going too long without deathrest will cause deathrest exhaustion, which massively degrades physical capacities.&lt;br /&gt;
* [[Hemogen]]:{{BiotechIcon}} present in [[Hemogenic]] pawns.{{BiotechIcon}}  It decays over time, is consumed and required by hemogenic abilities, is refilled by [[bloodfeeder|bloodfeeding]] or consuming [[hemogen pack]]s and [[human meat]]. When low, it inflict increasingly severe [[mood]], [[pain]], and [[consciousness]] penalties.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid only ===&lt;br /&gt;
* [[Power|Energy]]:{{BiotechIcon}} present only in colony owned [[mechanoid]]s.{{BiotechIcon}} A reserve of bioelectric energy needed for a mechanoid to function, energy recharges very slowly when left on dormant self-charging mode, and can be speed up by letting mechs draw power from a [[mech recharger]]. If it reaches zero, the mech will be forced into dormant self-charging mode unless hauled to a recharge station.&lt;br /&gt;
&lt;br /&gt;
=== Drug addictions ===&lt;br /&gt;
&lt;br /&gt;
Any [[Drugs|drug]] addictions a pawn has developed become ''needs'' for that pawn, and need to be satisfied like the need for food and rest.  Failure to do so puts the pawn into [[withdrawal]], which can be an extremely disrupting or even [[Luciferium|fatal]] situation. &lt;br /&gt;
&lt;br /&gt;
After a person has successfully withdrawn from the drug, the need will disappear entirely.&lt;br /&gt;
&lt;br /&gt;
=== The ''Needs'' window of a pawn ===&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist needs beauty.png|frame|right|Example view of a colonist's needs window with the beauty level highlighted.]]&lt;br /&gt;
&lt;br /&gt;
This window is shown if you select a colonist's ''needs'' tab.  It can also be displayed for prisoners, guests and tame animals, but will display fewer statistics in some of these cases (eg. animals do not have ''beauty'' and ''comfort'' needs, and no ''thoughts'' at all).&lt;br /&gt;
&lt;br /&gt;
The colonist in the displayed example has no positive or negative ''mood thoughts'' yet, besides a default thought reflecting his current expectations: in this case, particularly low expectations trigger a very positive mood thought for +30 mood.&lt;br /&gt;
&lt;br /&gt;
==== Showing more information ====&lt;br /&gt;
&lt;br /&gt;
You can mouse over the various meters to have the game give you more information in a tooltip.  In the example, the ''beauty'' meter is currently selected, and the tooltip displays its current level (&amp;quot;49%&amp;quot;) with some text detailing the meaning.  Some of the meters display very detailed explanations when selected.&lt;br /&gt;
&lt;br /&gt;
==== How to read the levels ====&lt;br /&gt;
&lt;br /&gt;
The '''red and green triangles''' show the current tendencies of the meters: in this example, the ''mood'' level is growing, the ''outdoors'' level is not changing, and all the other levels are shrinking.&lt;br /&gt;
&lt;br /&gt;
The '''white triangles''' show where the mood, beauty and comfort levels will settle if the current situation of the pawn does not change: the pawn from the example will have a little higher overall mood, somewhat lower beauty level, and zero comfort.&lt;br /&gt;
&lt;br /&gt;
If a meter has white triangles, the tendency of the meter will be ''falling'' if the white marker is ''inside'' the bar, and ''rising'' if the marker is outside the bar.  That is because the white marker shows the eventual end point for the level.&lt;br /&gt;
&lt;br /&gt;
Since the white markers represent the current, immediate situation, their positions will change often, and not necessarily have a substantial impact on the need level.&lt;br /&gt;
&lt;br /&gt;
The '''black hatch marks''' on the level meters represent the '''threshold points''' where the [[mood]] of the colonist will change because of a [[thought]] that would occur at that point.  In the example, the ''beauty'' level is at 49%, right in the middle, but the white marker indicates that it will fall to somewhat below 35%, the position of the second hatch mark.  This will then incur the thought &amp;quot;Unsightly environment&amp;quot; and a -5 mood penalty.&lt;br /&gt;
&lt;br /&gt;
The hatch marks on the mood gauge show the thresholds for minor, major and extreme [[mental break]]s.  Mental breaks are not good...&lt;br /&gt;
&lt;br /&gt;
==== This is confusing, I still don't understand... ====&lt;br /&gt;
&lt;br /&gt;
The main aspect to focus on when looking at the needs window is the position of the white mood marker in relation to the current level of the mood bar.  The mood bar will always try to catch up with the marker, and various [[thought]]s will appear or disappear in the process, changing the mood of the colonist.&lt;br /&gt;
&lt;br /&gt;
Do not get confused by the white marker seemingly always being in the &amp;quot;wrong position&amp;quot; – this is not true, because it actually ''does'' reflect the current situation of the colonist, while the meter level grows and shrinks more slowly.&lt;br /&gt;
&lt;br /&gt;
The meter levels display the ''long term situation'' of the pawn, while the markers show you the ''immediate circumstances''.  Short-term events do not instantly lead to a mental breakdown or euphoric mood, but eventually they will.  This is how you would expect the character to react psychologically if it was a real person.&lt;br /&gt;
&lt;br /&gt;
The markers on the ''comfort'' and ''beauty'' bar are much less important, you will usually only look at them if you want to precisely examine how the current environment of the pawn impacts these needs.  The ''food'', ''rest'' and ''recreation'' bar do not even have markers: they are naturally falling towards zero, unless the pawn is eating, sleeping or relaxing – like fuel meters.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scaria&amp;diff=182737</id>
		<title>Scaria</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scaria&amp;diff=182737"/>
		<updated>2026-08-09T05:14:48Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Scaria infection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Scaria''' is a [[disease]] that turns humans and animals feral. It does not occur through normal [[disease]] events, but [[manhunter pack]]s can arrive with scaria and infect pawns with attacks.&lt;br /&gt;
&lt;br /&gt;
== Occurence ==&lt;br /&gt;
Scaria can be introduced to the map through a [[manhunter pack]]. In the [[scarlands]],{{OdysseyIcon}} half of wild animals will enter the map with scaria.&lt;br /&gt;
&lt;br /&gt;
In addition, bite and scratch attacks made by scaria infected pawns have a chance to inflict [[#Scaria infection|scaria infection]] instead of regular [[infection]]. The chance of scaria infection is identical to regular infection. If the scaria infection progresses to 100%, then proper scaria is inflicted.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Scaria has different effects depending on if the pawn is an animal or human.&lt;br /&gt;
* Animals cannot be tamed and have a +50% chance to become manhunter when attacked. In addition, if an animal is [[manhunter]], it causes manhunting to never expire. [[Manhunter pack]]s, as their name suggests, already start manhunter.&lt;br /&gt;
* Humans are turned permanently [[berserk]].&lt;br /&gt;
&lt;br /&gt;
In both cases, the pawn's mental break will be suppressed if it is [[downed]], but resumes if they regain movement. &lt;br /&gt;
&lt;br /&gt;
Both humans and animals will die in 5 days if not cured. Also, upon [[death]], pawns with scaria have a chance of instantly rotting, preventing any butchering products from being obtained. This chance is dependent on [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
== Scaria infection ==&lt;br /&gt;
Scaria spreads through bites and scratches inflicted by an animal or a human with scaria. As long as these wounds don't become infected in the [[infection|usual manner]], the injured pawn is safe from scaria. If they do get infected, it will manifest as a scaria infection instead of a regular [[infection]]. Other types of wounds do not spread scaria.&lt;br /&gt;
&lt;br /&gt;
Most animal attacks are bites{{Check Tag|Check special bites|Do animals with toxic bite or porcupine bite spread scaria?}} and scratches, which makes them the main spreaders of scaria. &lt;br /&gt;
&lt;br /&gt;
Humans can technically inflict bites, but due to the [[melee verb selection]] mechanic, will only do so when they can't use their hands or a weapon. They do not have natural scratch attacks, but attacks made from a [[power claw]], [[hand talon]],{{RoyaltyIcon}} [[thrumbo horn]], [[elephant tusk]], [[mastodon tusk]],{{OdysseyIcon}} or [[alpha thrumbo horn]]{{OdysseyIcon}} will spread scaria.&lt;br /&gt;
&lt;br /&gt;
A scaria infection progresses at the same speed and has the same immunization properties as a regular infection, but increases mental break threshold in addition to pain, and causes scaria instead of death. The effects on breathing and consciousness seen in the late stages of regular infections are absent (apart from the effect of pain on consciousness).&lt;br /&gt;
&lt;br /&gt;
==== Stages ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (minor)''' || 0% - 32% ||&lt;br /&gt;
* [[Pain]]: {{++|5%}}&lt;br /&gt;
* [[Mental break threshold]]: {{++|2%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (major)''' || 33% - 77% ||&lt;br /&gt;
* [[Pain]]: {{++|8%}} &lt;br /&gt;
* [[Mental break threshold]]: {{++|4%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (extreme)''' || 78% - 99% ||&lt;br /&gt;
* [[Pain]]: {{++|12%}} &lt;br /&gt;
* [[Mental break threshold]]: {{++|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (extreme)''' || 100% ||&lt;br /&gt;
* Scaria&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Scaria infections may be treated in the same manner as an ordinary [[infection]]. If this fails, the infection will be replaced by scaria.&lt;br /&gt;
&lt;br /&gt;
On a downed pawn, scaria can be treated with an [[operation]] requiring both:&lt;br /&gt;
* 3 medicine of [[Medicine|industrial]] quality or better; and&lt;br /&gt;
* A doctor with a [[medical]] skill of 8 or higher.&lt;br /&gt;
&lt;br /&gt;
Scaria infections and scaria itself can also be cured via the [[Medic cycle]] of a [[biosculpter pod]],{{IdeologyIcon}} although a permanently enraged pawn would need to be [[downed]] first.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Scaria was added to balance out manhunter packs, from being a huge wealth boost from the corpse butchering. Now most of the manhunter animals end up as useless rotten corpses.&lt;br /&gt;
&lt;br /&gt;
Financially, it is almost never worth it to cure an animal's scaria, with the exception of [[thrumbo]]s or any other high value animals. In that case, if the manhunter Thrumbo is downed, curing the scaria then slaughtering it guarantees a useful corpse for butchering.&lt;br /&gt;
&lt;br /&gt;
In addition to the risk of wound infections, pawns engaged in melee with scaria manhunters will be exposed to [[rot stink]] from instant rot, which will cause [[lung rot]] very rapidly. [[Detoxifier lung]]s{{BiotechIcon}} will defend against this danger.&lt;br /&gt;
&lt;br /&gt;
The same techniques that defend against normal wound [[infection]]s also apply to scaria infection. If beating the infection is in doubt, the pawn should be disarmed before the disease drives them berserk. Afterwards, treatment may be applied if the requirements are available and the victim is unable to walk.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Scaria infected panthers.png|Scaria infected panthers&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fixed a bug where curing scaria would not remove manhunting.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] -&lt;br /&gt;
** Now causes scaria infections when attacking, allowing scaria to be inflicted on humans. Animals with scaria are no longer manhunters by default. However, once they become manhunters, they remain manhunters until they die or are cured of scaria. Animals with scaria cannot be tamed, and are more likely to become manhunters when attacked.&lt;br /&gt;
** Scaria now changes a pawn’s appearance to look red, mangy, and covered in sores.  &lt;br /&gt;
** Animals with scaria are no longer manhunters by default. However, once they become manhunters, they remain manhunters until they die or are cured of scaria.&lt;br /&gt;
** Animals with scaria cannot be tamed, and are more likely to become manhunters when attacked.&lt;br /&gt;
** Wounds from scaria-infected pawns can cause &amp;quot;scaria infections&amp;quot;. Scaria infections work like regular infections, but when they reach 100% the pawn gets scaria instead of dying.&lt;br /&gt;
** Humans can now get scaria from “scaria infections”. When afflicted, humans go into a permanent berserk rage that lasts until they die or are cured of their scaria infection.&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=182736</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=182736"/>
		<updated>2026-08-09T05:13:34Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Only humans have traits. Most humans have 1-3 traits, with the possibility of an &amp;quot;extra&amp;quot; sexuality trait. Adults cannot gain new traits, and there is no way to remove traits.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} usually only have a number of traits no higher than the number of [[growth moment]]s they have reached, and babies have none. Children can attain a new trait every time they reach a new growth moment (birthdays 7, 10, and 13).&lt;br /&gt;
&lt;br /&gt;
=== Trait acquisition ===&lt;br /&gt;
&lt;br /&gt;
When a human is generated, it acquires traits according to this process:&lt;br /&gt;
&lt;br /&gt;
* First, the pawn gains any traits that its &amp;quot;pawn kind&amp;quot; requires. ''For example, the titular mechanitor{{BiotechIcon}} of [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario always has the [[Recluse]] trait.''&lt;br /&gt;
* Second, if the pawn is being generated for a quest, it gains any traits required by the quest. ''For example, the imperiled noble from the [[Quests#Noble_Wimp|Noble Wimp]]{{RoyaltyIcon}} quest always has the [[Wimp]] trait.''&lt;br /&gt;
* Traits from the pawn's [[backstories]] are then acquired, unless they would conflict with the pawn's &amp;quot;pawn kind&amp;quot;. ''For example, a pawn with a backstory composed of the [[Backstories/Tribal_Child|Cave Child]] childhood and the [[Backstories/Tribal_Adult|Scout]] adulthood would have the [[Undergrounder]] and [[Jogger]] traits. However, a hypothetical backstory that grants the Brawler trait will not grant it if the pawn is a &amp;quot;tribal archer&amp;quot;, as that pawn kind specifically prohibits the Brawler trait.''&lt;br /&gt;
* A trait count limit is chosen, based on the pawn's age. [[Babies]]{{BiotechIcon}} and [[children]] under seven years of age have a limit of 0 traits; children with 7-9 birthdays, 1 trait; children with 10-12 birthdays, 1-2 traits; and anyone older, 1-3 traits, with no bias towards any particular number. If the pawn's current number of traits is lower than the trait limit, each 'missing' trait is filled in by a random trait, weighed based on each trait's commonality. The randomly gained traits cannot be any of the following:&lt;br /&gt;
** Any sexuality trait ([[Asexual]], [[Bisexual]], or [[Gay]])&lt;br /&gt;
** [[Wimp]], but only if the pawn is from a [[faction]] hostile to the player's faction&lt;br /&gt;
** Any that the pawn already has&lt;br /&gt;
** Any that conflict with a trait the pawn already has&lt;br /&gt;
** Any prohibited by the pawn's &amp;quot;pawn kind&amp;quot; or backstories&lt;br /&gt;
** Any that would disable a work type required by the pawn's &amp;quot;pawn kind&amp;quot;&lt;br /&gt;
** Any that requires a work type disabled for the pawn&lt;br /&gt;
** Any that would cause the pawn's minor [[mental break threshold]] to rise above 50%&lt;br /&gt;
* If the pawn is at least 13 years old, their sexuality is then determined. If the pawn has any romantic or ex-romantic relationship with someone of the same gender, they acquire the Gay trait. Otherwise, they may be Asexual, Bisexual, Gay, or straight (which is not a trait, merely an absence of the three sexuality traits). The random choice is weighted by each sexuality trait's commonality, or in the case of 'straight/no sexuality trait', weighted by the sum commonality of every non-sexuality trait that the pawn does not currently have. Note that since the [[Biotech DLC]] adds two traits with non-zero commonalities, sexuality traits are marginally rarer if Biotech is enabled.&lt;br /&gt;
* Afterward, the pawn's [[xenotype]]{{BiotechIcon}} (if any) is determined. If [[Traits#Trait-affecting_genes|certain genes]] are present, this can affect the pawn's trait set, either adding or suppressing traits.&lt;br /&gt;
* If the [[Scenario_system#Voluntary_parts|starting scenario forces any traits]], the pawn gains any such traits. The &amp;quot;Forced trait&amp;quot; scenario part can be configured to apply to all pawns in the game, only the player's starting pawns, or only non-player pawns; it can also be configured to have a chance to trigger per pawn between 0-100%.&lt;br /&gt;
* Finally, if the pawn is a [[creepjoiner]],{{AnomalyIcon}} it gains any traits granted by its benefit and/or downside.&lt;br /&gt;
&lt;br /&gt;
=== Starting possessions ===&lt;br /&gt;
{{Move|section=1|destination = Pawn selection|reason=While some of this info can likely be kept in this page, most of it should move to [[Game_Creation|Pawn selection]] once that page has been created}}&lt;br /&gt;
Certain traits may influence the initial possessions of your colonists in the Pawn selection menu (either for [[Game_Creation|creating a new game]] or [[Endings#Colony_End|selecting new colonists after a game over]]). Unless you have chosen the [[Scenario_system#Default_Scenarios|Naked Brutality]] start scenario or used the Scenario Editor to add the &amp;quot;no possessions&amp;quot; scenario part, each such colonist may have up to two possessions in their inventory. A stack of items counts as 1 possession. Possessions for each colonist are generated in the following order, ending prematurely if the colonist has two possessions:&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s{{AnomalyIcon}} never have possessions.&lt;br /&gt;
* [[Babies]]{{BiotechIcon}} have between 30-40 units of baby food.&lt;br /&gt;
* If the colonist is addicted to a drug, they have enough of the drug to satiate the addiction for roughly 25-35 days.&lt;br /&gt;
* If the colonist has a [[Genes#Drugs|genetic drug dependency]],{{BiotechIcon}} they have enough of the drug to satiate the dependency for roughly 25-35 days.&lt;br /&gt;
* If the colonist has [[hemogenic]] gene,{{BiotechIcon}} they have 8-12 [[hemogen pack]]s.&lt;br /&gt;
* If the colonist has an adulthood backstory that can grant possessions, there is a 25% chance for them to have those possessions. Note that, should a backstory be capable of granting multiple possessions, this process will still stop once the colonist has two possessions, and the backstory's possessions are always granted in the order they are defined in the backstory.&lt;br /&gt;
* '''Traits are accounted for only after all the above steps have been performed'''. There is a 25% chance for a colonist to receive possessions based on their [[Traits#Trait-affecting_genes|non-suppressed traits]]. As with backstories, it is possible for this step to stop midway through once the colonist has two possessions; possessions are always granted in the order the traits present themselves, and per-trait they are granted in the order they are defined in the trait. ''For example, a pawn with the Psychopath trait has a 25% chance to gain a skull and a heart, but a pawn who already has a prior stack of [[flake]] due to a flake addiction would have a 25% chance to only gain a skull.''&lt;br /&gt;
* If the colonist still has less than two possessions, there is a 6% chance for them to have a random possession. The list of possible possessions is lengthy, but does not include every possible item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Trait-affecting genes ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Certain genes can modify a pawn's traits, either by forcing a trait to be added or suppressing a trait. Forced traits function as normal, though they are visible in the pawn's Bio tab in pale blue text. Suppressed traits do not have any effects, but are still visible in the pawn's Bio tab in dark grey text.&lt;br /&gt;
&lt;br /&gt;
If a forced trait would ordinarily conflict with non-genetically forced trait(s) the pawn already has, the latter is/are suppressed. If it would ordinarily conflict with genetic trait(s) the pawn already has, the latter is/are removed. If a trait-granting gene is removed, the trait will also be removed (unless the pawn already has the trait independent of genes); this un-suppresses any traits it had suppressed which are not suppressed by another gene or trait, and restores any genetically-forced traits that were removed by that gene and which do not conflict with any other trait the pawn has (including suppressed traits). This almost always leads to intuitive results, with one exception: if a pawn has the psychically hyper/sensitive trait, also has the psychically dull/deaf gene in their germline (e.g. due to being a [[Yttakin]]), and then has the other psychic sensitivity trait gene in their xenogenes... removal of the xenogene will remove the trait it forces, but it will also not result in the restoration of the other gene's trait and will not un-suppress the psychically hyper/sensitive trait.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Tooltip&lt;br /&gt;
! Effect on traits&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! [[Pyrophobia]]&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.&lt;br /&gt;
| {{Bad|Suppresses}} the [[Pyromaniac]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Kind instinct]]&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.&lt;br /&gt;
| {{Up|Forces}} the [[Kind]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Inbred]]&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.&lt;br /&gt;
| {{Up|Forces}} the [[Slow learner]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychically deaf]]&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power. &lt;br /&gt;
| {{Up|Forces}} the [[Psychically deaf]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychically dull]]&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others. &lt;br /&gt;
| {{Up|Forces}} the [[Psychically dull]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Delicate]]&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
| {{Up|Forces}} the [[Delicate]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Extra pain]]&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| ''Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
| {{Up|Forces}} the [[Wimp]] trait&lt;br /&gt;
&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;
== General traits ==&lt;br /&gt;
These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both &amp;quot;ascetic&amp;quot;, wanting a minimal bedroom, ''and'' &amp;quot;jealous&amp;quot; of those with better bedrooms).&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle ===&lt;br /&gt;
One likes what one likes...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=I've been in the dark for a while. I don't like it.|label=Darkness|value=-5|stack=1}} penalty from being in the dark&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I feel much better at night.|label=Night owl at night|value=+16|stack=1}} if awake during night (23:00 - 06:00)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like working during the day.|label=Night owl in daytime|value=-10|stack=1}} if awake during day (11:00 - 18:00)&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| 1.3&lt;br /&gt;
| 5-10 [[wake-up]]&lt;br /&gt;
|- id=&amp;quot;Undergrounder&amp;quot;&lt;br /&gt;
! Undergrounder&lt;br /&gt;
| NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=I've been in the dark for a while. I don't like it.|label=Darkness|value=-5|stack=1}} penalty from being in the dark&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No [[Outdoors]] or Space [[need]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Added [[Indoors (need)|Indoors]] need&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I like working or simply being indoors.|label=Undergrounder indoors|value=+3|stack=1}} when indoors / {{Thought|desc=I love working or simply being in the underground.|label=Underground|value=+4|stack=1}} when underground&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like being outside. I want to get back to the underground.|label=Undergrounder outdoors|value=-3|stack=1}} when outdoors&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type. {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.2&lt;br /&gt;
| 30-60 [[raw fungus]]&lt;br /&gt;
|- id=&amp;quot;Nudist&amp;quot;&lt;br /&gt;
! Nudist&lt;br /&gt;
| NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.&lt;br /&gt;
| {{Thought|desc=I'm nude and loving it! I feel so free and unconstrained and in touch with my surroundings!|label=Happily nude|value=+20|stack=1}} when naked&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a nudist but I have to wear these clothes. It's not unbearable - but I still feel constrained and uncomfortable.|label=Constraining clothes|value=-3|stack=1}} mood penalty for wearing any apparel, except headgear, [[utility]] items, and certain nudist-friendly items like [[sash]]es{{BiotechIcon}} and [[heavy bandolier]]s.{{BiotechIcon}}&lt;br /&gt;
{{Good|+}} ''':''' No {{--|10}} [[opinion]] loss of someone who has any uncovered body parts {{IdeologyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| {{Thought|desc=Ow... heh heh heh... I could get used to this!/Ughhh... it hurts, but I love it! Keep it coming!/Ouch... I think something's broken... but what an exquisite feeling!/Ahhh... am I in heaven?|label=masochist in pain|value=+5|value2=+10|value3=+15|value4=+20}} for being in a minor/serious/intense/mind-shattering [[pain]], replacing default {{--|5}}/{{--|10}}/{{--|15}}/{{--|20}} and {{+|3}}{{+|5}}{{+|7}}{{+|9}} from [[Ideoligion#Pain|Pain:Idealized]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=The straps press in and calm my soul.|label=Masochist body strapped|value=+3|stack=1}} while wearing a [[slave body strap]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Such restrictive discomfort... delightful.|label=Masochist collared|value=+2|stack=1}} while wearing a [[slave collar]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Negates all mood effects for both [[Ideoligion#Skullspike|Skullspike:Desired and Disapproved]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Negates the {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=Fed on by OTHER|value=-5|stack=1}} penalty and {{--|20}} [[opinion]] malus from being fed on by a [[Bloodfeeder]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type. {{RoyaltyIcon}}&lt;br /&gt;
| [[#Wimp|Wimp]]&lt;br /&gt;
| 0.5&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; id=&amp;quot;Body modder&amp;quot;&lt;br /&gt;
! Body modder&lt;br /&gt;
| NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts.&lt;br /&gt;
| {{Thought|desc=This artificial enhancement is cool. I want more./Two artificial enhancements are better than one. I wish I had more./Three artificial enhancements, and my weak human flesh is receding. But I still want more machine power./Four artificial enhancements and I am becoming more than human. But there's still some flesh that needs replacing./Five artificial enhancements! How could an enhanced being like me ever feel sad?/I asked for this.|label=body modder pleased|value=+4|value2=+7|value3=+9|value4=+11|value5=+12|value6=+13}} for having [[artificial body parts]] and [[xenogenes]].{{BiotechIcon}} Each artificial body part grants 1 stage, and having any xenogenes also grants 1 stage.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Flesh is so limiting. I wish I had some kind of artificial body part.|label=Body modder frustrated|value=-4|stack=1}} if lacking any artificial body parts or xenogenes{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} opinion of other pawns per artificial body part they have, capped at {{+|40}}. Any number of xenogenes{{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| 0.9&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Body purist&amp;quot;&lt;br /&gt;
! Body purist&lt;br /&gt;
| NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting.&lt;br /&gt;
| {{Thought|desc=I hate having this unnatural enhancement. I feel filthy!/Two artificial enhancements are sullying my natural, pure body. It makes me sick to think of it./Three artificial enhancements violate my body's pure flesh. I shudder when I think of it... and these objects shudder with me./I have four artificial enhancements; it's like I'm becoming a robot. What a horrifying sensation./Five artificial enhancements... Is there anything left of me? Or am I just a robot that thinks it's human?/I asked for the exact opposite of this!|label=body purist squeamish|value=-10|value2=-15|value3=-20|value4=-25|value5=-30|value6=-35}} for having [[artificial body parts]] and [[xenogenes]].{{BiotechIcon}} Each artificial body part grants 1 stage, and having any xenogenes also grants 1 stage.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|8}} opinion of other pawns per artificial body part they have, capped at {{--|40}}. Any number of xenogenes{{BiotechIcon}} counts as one artificial body part.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a body purist; I would never take luciferium by choice. But I was forced! I feel unclean.|label=Forced to take luciferium|value=-20|stack=1|duration=6}} when administered [[luciferium]] and {{--|30}} opinion of the doctor who did the operation for 120 days. Despite the description of this thought, body purists can administer luciferium to themselves and do not lose mood for doing so.&lt;br /&gt;
| [[#Body modder|Body modder]]&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Gourmand&amp;quot;&lt;br /&gt;
! Gourmand&lt;br /&gt;
| NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating.&lt;br /&gt;
| {{+|4}} [[Cooking]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' So long as there is &amp;gt;10 human-edible nutrition worth of food in storage, the only possible minor mental break is food binge&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{++|50%}} hunger rate&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Food binges randomly occur with an MTB of 50 days&lt;br /&gt;
| [[#Ascetic|Ascetic]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1-3 [[fine meal]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{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}} penalty&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=My bedroom is just how I want it to be. Very humble and simple./My bedroom is just how I want it to be. Very humble and simple./My bedroom is very humble and simple. I like it.|label=Ascetic has awful-mediocre bedroom|value=+5|value2=+4|value3=+3|stack=1}} for having an [[Impressiveness|Awful/Dull/Mediocre]] bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like having an impressive bedroom.|label=Ascetic has impressive bedroom|value=-5|stack=1}} for having a [[Impressiveness|Somewhat Impressive]] or better bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; '''+/- :''' Mood not affected by quality of [[meal]], including [[raw food]], [[nutrient paste meal]]s, [[baby food]]{{BiotechIcon}}, and any form of [[twisted meat]]{{AnomalyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Minimal|Minimal]] meditation focus type{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' Loses the [[Psyfocus#Artistic|Artistic]] meditation focus type, if they had it{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Greedy|Greedy]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Gourmand|Gourmand]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greedy&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Greedy&lt;br /&gt;
| NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want.&lt;br /&gt;
| {{Thought|desc=I'm greedy. I want a really impressive bedroom.|label=Greedy for impressive bedroom|value=-8|stack=1}} for not having a bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm greedy. My room is pathetic! I want a really impressive bedroom./I'm greedy. My room isn't nearly good enough. I want a really impressive bedroom./I'm greedy. My room isn't good enough. I want a really impressive bedroom./I'm greedy. My room isn't quite good enough. I want a really impressive bedroom.|label=Greedy for impressive bedroom|value=-8|value2=-8|value3=-6|value4=-4|stack=1}} for having an [[Impressiveness|Awful/Dull/Mediocre/Decent]] bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 1&lt;br /&gt;
| 10-20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Impressiveness|less impressive]] bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.&lt;br /&gt;
| {{Thought|desc=I need to have the best one!|label=Jealous of OTHER's bedroom|value=-8|stack=1}} for not having the most [[Impressiveness|impressive]] bedroom.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type. {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Greedy|Greedy]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyromaniac&amp;quot;&lt;br /&gt;
! Pyromaniac&lt;br /&gt;
| NAME loves fire. S/He will never extinguish fires, and will occasionally go on random fire starting sprees. S/He will be happy around flames, and happier when wielding an incendiary weapon.&lt;br /&gt;
| {{Thought|desc=It makes me think of flame and fire. I can't wait to use it.|label=Pyromaniac has incendiary weapon|value=+2|stack=1}} while wielding a weapon from the following list: [[incendiary launcher]], [[molotov cocktails]], [[plasmasword]],{{RoyaltyIcon}} [[persona plasmasword]],{{RoyaltyIcon}}[[flamebow]],{{BiotechIcon}} [[hellcat rifle]],{{AnomalyIcon}} [[incinerator]],{{AnomalyIcon}} or [[unique weapons]]{{OdysseyIcon}} with certain traits.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; {{Thought|desc=The searing heat will make my foes beautiful!|label=Used flame weapon|value=+8|stack=1|duration=0.33}} mood bonus for using a flame weapon either directly on a visible, non-downed enemy of the player faction who is not in a fogged region of the map, or attacking with it when such a pawn is in range of the attack anyways. This includes any weapon from the list above except for the {{AnomalyIcon}}hellcat rifle.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}}: grants 1 stack per [[fire]] or lit building capable of having a 'fire overlay' ([[torch lamp]], [[campfire]], [[blood torch]],{{BiotechIcon}} [[darktorch]],{{IdeologyIcon}} [[fungus darktorch]],{{IdeologyIcon}} [[effigy]],{{IdeologyIcon}} [[pyre]],{{IdeologyIcon}} [[sacrificial flag]],{{IdeologyIcon}} [[brazier]],{{RoyaltyIcon}} or [[darklight brazier]]{{IdeologyIcon}}{{RoyaltyIcon}}) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Extreme break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-20%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Flame]] meditation focus type. {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.8&lt;br /&gt;
| [[Molotov cocktails]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;10-20 [[chemfuel]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See [[Human resources]] for comparative analysis. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| {{Good|+}} ''':''' Negates all mood penalties for: Observing fresh corpses, Observing rotting corpses, Human butchering, Organ harvesting, Executions, Colonist/innocent prisoner deaths, Wearing tainted clothes; {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], or Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Harvests an organ, Executes a prisoner, or {{BiotechIcon}}Kills a child&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I enjoy wearing the suffering of others./This will scare them. All will know my power./The faces on my clothes aren't smiling, but they make *me* happy./The flesh! The flesh signals my triumph!|label=Human leather APPAREL_NAME|value=+2|value2=+4|value3=+6|value4=+8|stack=1}} for wearing 1/2/3/4+ apparel items made out of human skin.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Extracting the flesh from their bodies is so bloody and satisfying.|label=Bloodlust organ harvested|value=+4|stack=1|duration=4}} on harvesting an organ.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I saw someone die! That was intense!|label=Witnessed death with bloodlust|value=+8|multi=0.75|stack=5|duration=4}} on witnessing a human death. Witnessing means being awake, sighted, and either in the same caravan as the deceased or having line of sight within 12 cells of the deceased.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I killed someone! What a rush!|label=Killed someone|value=+12|multi=0.75|stack=5|duration=4}} on killing a human.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Four times as likely to start a social fight&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type. {{RoyaltyIcon}}&lt;br /&gt;
| ''Requires pawn to be [[Incapable|capable of Violence]]''&lt;br /&gt;
| 0.8&lt;br /&gt;
| [[Axe]]{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[Longsword]]&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! Cannibal&lt;br /&gt;
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Guest or guilty prisoner deaths, Cannibalism; {{BiotechIcon}}Ingesting hemogen packs; or {{IdeologyIcon}}Eating meat from [[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I enjoy wearing the suffering of others./This will scare them. All will know my power./The faces on my clothes aren't smiling, but they make *me* happy./The flesh! The flesh signals my triumph!|label=Human leather APPAREL_NAME|value=+2|value2=+4|value3=+6|value4=+8|stack=1}} for wearing 1/2/3/4+ apparel items made out of human skin.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I ate a meal made from the meat of another human. So pleasurable. If only I had some fava beans and a nice chianti.|label=Cooked cannibalism|value=+15|stack=1|duration=1}} on eating a meal made with human flesh&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I ate the meat of another human, raw, like an animal. It was so... succulent.|label=Raw cannibalism|value=+20|stack=1|duration=1}} on eating raw [[human meat]] (including human corpses, although this may still trigger the {{Thought|desc=I had to eat the flesh of a dead creature without even butchering or cooking it.|label=Ate corpse|value=-12|stack=1|duration=1}} penalty)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Eats meat ([[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]) {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type. {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
| 30-60 [[human meat]]&lt;br /&gt;
|- id=&amp;quot;Psychopath&amp;quot;&lt;br /&gt;
! Psychopath&lt;br /&gt;
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Organ harvesting, Executions, Unburied colonists, Prisoners sold into slavery, Relative/colonist/friend/innocent prisoner deaths, Not being a bonded animal's master, Loss/death/release of bonded pets, Wearing [[human leather]] or [[dread leather]]{{AnomalyIcon}}; [[Child]]{{BiotechIcon}} killing, Being in a colony with sad youngsters, Having a sad/enslaved/sick/growth vat-interred child, Not having had enough play (as a baby); {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]], or Killing innocent animals from [[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]]{{AnomalyIcon}}Participating in [[Philophagy]] and [[Chronophagy]] rituals{{Check Tag|-ve only?|Wb the positive mood from the rituals with exalted?}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who {{BiotechIcon}}Kills a child or {{IdeologyIcon}}Kills an innocent animal ([[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]])&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' No mood bonuses from: Being nuzzled, Being a bonded animal's master; {{BiotechIcon}}Being in a colony with happy youngsters, Having happy children, Having happy parents (as a child), or Having had lots of play (as a baby)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' No opinion gain from Chitchat, Deep talk (still loses opinion from hostile interactions); {{BiotechIcon}}Teaching a child, or Taking a lesson (as a child)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Prevents bonding with animals&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners or attacking innocent animals {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Morbid|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Kind|Kind]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[skull]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;1 [[heart]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| {{+|15}} [[Melee Dodge Chance]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|x10%}} [[Trap Spring Chance]]&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| {{+|4}} [[Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Shooting]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|4}} [[Melee Hit Chance]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I hate shooting from a distance. I want to get up close and personal!|label=Brawler has ranged weapon|value=-10|stack=1}} while wielding a ranged weapon&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Disallows [[shooting]] [[passion]]s&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Disallows Shoot Frenzy [[Inspiration]]&lt;br /&gt;
| [[#Trigger-happy|Trigger-happy]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Careful shooter|Careful Shooter]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Wimp|Wimp]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[knife]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tough&amp;quot;&lt;br /&gt;
! Tough&lt;br /&gt;
| NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill.&lt;br /&gt;
| {{Good|x50%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details.&lt;br /&gt;
| [[#Delicate|Delicate]]&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wimp&amp;quot;&lt;br /&gt;
! Wimp&amp;lt;ref&amp;gt;With the exception of [[Genies]] (who have a gene which forces the Wimp trait), hostiles cannot spawn with the Wimp trait.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NAME is weak and cowardly. Even a little pain will immobilize her/him.&lt;br /&gt;
| {{--|50%}} [[Pain Shock Threshold]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-15%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Up|x200%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Negates [[Pain]] mood buffs from [[Ideoligion#Pain|Pain:Idealized]] ,{{IdeologyIcon}} reverting mood from pain to the default values.&lt;br /&gt;
&lt;br /&gt;
| [[#Brawler|Brawler]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Masochist|Masochist]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate {{BiotechIcon}}&lt;br /&gt;
| NAME has fragile skin and bones. She/He takes more damage than other people from the same blows.&lt;br /&gt;
| {{Bad|x115%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details. Note that the [[Delicate (gene)|Delicate]] gene that can add this trait is incompatible with the [[Robust]] gene.{{BiotechIcon}} &lt;br /&gt;
| [[#Tough|Tough]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* See also [[Trigger-happy]] and [[Careful shooter]], below.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
When your colonists are ''not'' fighting for their lives...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{++|12%}} [[Mental Break Threshold]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Nerves|Nerves spectrum traits]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;''Requires pawn to be capable of [[Skills|Intellectual]]''&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[schematic]]&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[textbook]]&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| {{--|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Fast learner|Fast Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| {{+|50%}} [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| {{Good|x50%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Tortured artist&amp;quot;&lt;br /&gt;
! Tortured artist&lt;br /&gt;
| NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.&lt;br /&gt;
| {{Good|50%}} chance of receiving the [[mental inspiration]] &amp;quot;[[Inspired Creativity]]&amp;quot; after a mood-caused [[mental break]] other than [[Mental_break#Catatonic_breakdown|Catatonia]] or [[Run wild]] ends.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Natural penalty from 'tortured artist' trait.|label=Tortured artist|value=-8|stack=1}} (permanent)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
NOTE: Inspirations from this trait cannot be triggered by mental breaks caused by any reason other than mood, e.g. [[psychic insanity lance]]s, [[psycasts]],{{RoyaltyIcon}} [[genes]],{{BiotechIcon}} [[void terror]],{{AnomalyIcon}} or even randomly-induced mental breaks from other traits. [[Golden_cube#Cube_sculptures|Cube sculpting]]{{AnomalyIcon}} and [[tome]]s{{AnomalyIcon}} are the sole exceptions to this rule. Ending the [[mental break]] early by [[Prisoner#Capturing_prisoners|arresting]] the colonist {{Hover title|dotted=yes|Tested 15 times in a row, in version 1.6.4871|will not grant}} [[Inspired Creativity]].&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
| 10-20 [[dye]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
So... are you new on this rimworld?...&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' Can use a unique 'Kind Words' social interaction, inflicting {{Thought|desc=I've been bestowed with kind words! What a nice person!|label=Kind words|value=+5|multi=0.9|stack=10|duration=2}} and gaining {{+|15}} opinion from the recipient for 20 days. The opinion boost can stack up to 10 times from the same Kind pawn with 0.9x stacked effect multiplier (for a potential opinion bonus of up to +97.7), and up to 300 stacks can be present overall. When choosing what social interaction to perform, Kind Words has a weighting of 0.01 (as opposed e.g. to chitchat's weighting of 1.00).&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Will not Slight or Insult others&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Opinion of other pawns not changed by [[Beauty (pawn)|beauty]], Annoying voice, Creepy breathing or [[disfigurement]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Up|x200%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Abrasive|Abrasive]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Psychopath|Psychopath]]&lt;br /&gt;
| 2&lt;br /&gt;
|- id=&amp;quot;Abrasive&amp;quot;&lt;br /&gt;
! Abrasive&lt;br /&gt;
| NAME always says exactly what's on their mind, especially if it's bugging him/her. That tends to rub people the wrong way.&lt;br /&gt;
| {{Bad|−}} ''':''' 2.3x as likely to Slight or Insult others&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-15%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Kind|Kind]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;''Requires pawn to be capable of [[Skills#Social|Social]]'' &lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Annoying voice&amp;quot;&lt;br /&gt;
! Annoying voice&lt;br /&gt;
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.&lt;br /&gt;
| {{--|25}} [[opinion]] from non-Kind, non-[[hearing|deaf]] pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-20%}} [[Market Value]]&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Creepy breathing&amp;quot;&lt;br /&gt;
! Creepy breathing&lt;br /&gt;
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.&lt;br /&gt;
| {{--|25}} [[opinion]] from non-Kind, non-[[hearing|deaf]] pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-10%}} [[Market Value]]&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Misandrist&amp;quot;&lt;br /&gt;
! Misandrist&lt;br /&gt;
| NAME really dislikes and distrusts men.&lt;br /&gt;
| {{--|25}} [[opinion]] of men&lt;br /&gt;
| &lt;br /&gt;
| 0.3 for men&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;1.7 for women&lt;br /&gt;
|- id=&amp;quot;Misogynist&amp;quot;&lt;br /&gt;
! Misogynist&lt;br /&gt;
| NAME really dislikes and distrusts women.&lt;br /&gt;
| {{--|25}} [[opinion]] of women&lt;br /&gt;
| &lt;br /&gt;
| 1.7 for men&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;0.3 for women&lt;br /&gt;
|- id=&amp;quot;Asexual&amp;quot;&lt;br /&gt;
! Asexual&lt;br /&gt;
| NAME has no sexual attraction to anyone at all.&lt;br /&gt;
| '''+/- :''' Will not have romantic relationships with people.&lt;br /&gt;
| [[#Gay|Gay]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Gay&amp;quot;&lt;br /&gt;
! Gay&lt;br /&gt;
| NAME is romantically attracted to people of their own gender.&lt;br /&gt;
| '''+/- :''' Will only have romantic relationships with people of the same gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.3&lt;br /&gt;
|- id=&amp;quot;Bisexual&amp;quot;&lt;br /&gt;
! Bisexual&lt;br /&gt;
| NAME is romantically attracted to both men and women.&lt;br /&gt;
| '''+/- :''' Will have romantic relationships with people from either gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Gay|Gay]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Recluse&amp;quot;&lt;br /&gt;
! Recluse {{BiotechIcon}}&lt;br /&gt;
| The fewer people in NAME's faction, the happier she/he is. Being alone is best of all.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=We just denied someone's request to join us. I hope they make it.|label=Denied joining|value=-3|multi=0.75|stack=5|duration=6}} penalty from rejecting a pawn that wants to join the colony&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood based on the number of human pawns (including children, guests, and prisoners) in the colony. Humans on other maps, in caravans or inside a [[Cryptosleep casket]]/[[Transport pod]]/[[Biosculpter pod]] {{IdeologyIcon}}/[[Growth vat]] {{BiotechIcon}}/[[Gene extractor]] {{BiotechIcon}}/[[Subcore softscanner]] {{BiotechIcon}}/[[Subcore ripscanner]] {{BiotechIcon}} do not count. [[Ghoul]]s {{AnomalyIcon}} do not count.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Starting colonists in the [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario will always have this trait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Human Count !! Mood  !! Human Count !! Mood&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{Good|+12}} || 11 || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{Good|+8}} || 12 || {{--|3}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{Good|+6}} || 13 || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{Good|+4}} || 15 || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| 5-10 || 0 || 16+ || {{--|8}}&lt;br /&gt;
|}&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Gay/Bisexual/Asexual sexuality traits are unique in that they are the only ones that can generate after the 3 trait limit, resulting in rare pawns with 4 traits. &lt;br /&gt;
* See also the [[#Beauty|Beauty]] category of traits, below.&lt;br /&gt;
&lt;br /&gt;
== Spectrum traits ==&lt;br /&gt;
Theses are groups of related traits, that are inter-related and grouped by degree, creating a &amp;quot;spectrum&amp;quot; of good/bad/better/worse in that specific sphere of behaviour. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.&lt;br /&gt;
&lt;br /&gt;
=== Drug desire ===&lt;br /&gt;
These traits affect a colonist's likelihood to consume drugs.&lt;br /&gt;
&lt;br /&gt;
Note that despite the common misconception, chemical fascination and interest pawns no longer randomly go on [[mental break|drug binges]] independent of [[mood]]. &amp;lt;!-- Dated but important to clarify that it was previously true so reliable evidence in the past doesn't show it as wrong, just since outdated. --&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Chemical fascination&amp;quot;&lt;br /&gt;
! Chemical fascination&lt;br /&gt;
| NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]]: causes {{Thought|desc=I'm fascinated by drugs. I want to experience them more./I'm fascinated by drugs. I want to experience them a lot harder./I'm fascinated by drugs. I want them! More intensity!|label=Chemical hunger|value=-4|value2=-8|value3=-12|stack=1}} the longer it has gone unsatisfied, and up to {{Thought|desc=I'm fascinated by drugs, and I love satisfying my desires./I'm fascinated by drugs, and I am fully satisfied with my drug consumption.|label=Chemical satisfaction|value=+3|value2=+6|stack=1}} when satisfied&lt;br /&gt;
For [[Beer]], [[Smokeleaf joint]]s, and [[Ambrosia]] only: functions as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the [[Drug policy|Drug Policies]] tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[opinion]] of any pawns with teetotaler&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chemical interest&amp;quot;&lt;br /&gt;
! Chemical interest&lt;br /&gt;
| NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]]: causes {{Thought|desc=I'm interested in drugs. I want to try more./I'm interested in drugs. I want to experience a lot more./I'm interested in drugs. I want to consume drugs really badly.|label=Chemical hunger|value=-2|value2=-4|value3=-6|stack=1}} the longer it has gone unsatisfied, and up to {{Thought|desc=I'm interested in drugs. I enjoyed satisfying my desire./I'm interested in drugs. I am really satisfied with all the drugs I've gotten recently.|label=Chemical satisfaction|value=+1|value2=+3|stack=1}} when satisfied&lt;br /&gt;
For [[Beer]], [[Smokeleaf joint]]s, and [[Ambrosia]] only: functions as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the [[Drug policy|Drug Policies]] tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[opinion]] of any pawns with teetotaler&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teetotaler&amp;quot;&lt;br /&gt;
! Teetotaler&lt;br /&gt;
| NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs.&lt;br /&gt;
| Will not go on drug binges&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Cannot be directed to take non-medical drugs unless they have a [[Genes#Alcohol dependency|genetic dependency]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a teetotaler; I would never take drugs by choice. But I was forced! I feel unclean.|label=Forced to take drugs|value=-20|stack=1|duration=6}} when administered a drug, and {{--|30}} opinion of the doctor who did the operation for 60 days.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{--|25}} [[opinion]] of any pawns with any addiction&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[opinion]] of any pawns with chemical interest&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[opinion]] of any pawns with chemical fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|5}} [[opinion]] of any pawns without the same trait or hard worker&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[opinion]] of any pawns with lazy&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[opinion]] of any pawns with slothful&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|5}} [[opinion]] of any pawns without the same trait or industrious&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[opinion]] of any pawns with lazy&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[opinion]] of any pawns with slothful&lt;br /&gt;
|- id=&amp;quot;Lazy&amp;quot;&lt;br /&gt;
! Lazy&lt;br /&gt;
| NAME is a little bit lazy.&lt;br /&gt;
| [[Global Work Speed]] {{--|20%}}&lt;br /&gt;
|- id=&amp;quot;Slothful&amp;quot;&lt;br /&gt;
! Slothful&lt;br /&gt;
|NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task.&lt;br /&gt;
| [[Global Work Speed]] {{--|35%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed traits ===&lt;br /&gt;
These traits affect a colonist's walk speed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Jogger&amp;quot;&lt;br /&gt;
! Jogger&lt;br /&gt;
| NAME always moves with a sense of urgency - so much so that others often fail to keep up.&lt;br /&gt;
| [[Move speed]] {{+|0.4}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Fast walker&amp;quot;&lt;br /&gt;
! Fast walker&lt;br /&gt;
| NAME likes to be where s/he's going. S/He walks quicker than most people.&lt;br /&gt;
| [[Move speed]] {{+|0.2}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Slowpoke&amp;quot;&lt;br /&gt;
! Slowpoke&lt;br /&gt;
| NAME is always falling behind the group whenever s/he goes anywhere.&lt;br /&gt;
| [[Move speed]] {{--|0.2}} {{CS}}&lt;br /&gt;
Disallows [[inspiration#Go frenzy|Go Frenzy Inspiration]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base mood ===&lt;br /&gt;
These traits affect the colonist's natural, constant mood.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&lt;br /&gt;
| NAME is just naturally upbeat about HER/HIS situation, pretty much all the time, no matter what it is.&lt;br /&gt;
| {{Thought|desc=Natural bonus from 'sanguine' trait.|label=Sanguine|value=+12|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| NAME is naturally optimistic about life. It's hard to get HER/HIM down.&lt;br /&gt;
| {{Thought|desc=Natural bonus from 'optimist' trait.|label=Optimist|value=+6|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&lt;br /&gt;
| NAME tends to look on the bad side of life.&lt;br /&gt;
| {{Thought|desc=Natural penalty from 'optimist' trait.|label=Pessimist|value=-6|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&lt;br /&gt;
| NAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine.&lt;br /&gt;
| {{Thought|desc=Natural penalty from 'optimist' trait.|label=Depressive|value=-12|stack=1}} (permanent)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nerves ===&lt;br /&gt;
These traits affect the colonist's mental break threshold. Mutually exclusive with [[Too smart]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Iron-willed&amp;quot;&lt;br /&gt;
! Iron-willed&lt;br /&gt;
| NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|18%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Down|x25%}}&lt;br /&gt;
|- id=&amp;quot;Steadfast&amp;quot;&lt;br /&gt;
! Steadfast&lt;br /&gt;
| NAME is mentally tough and won't break down under stresses that would crack most people.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|9%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Down|x50%}}&lt;br /&gt;
|- id=&amp;quot;Nervous&amp;quot;&lt;br /&gt;
! Nervous&lt;br /&gt;
| NAME tends to crack under pressure.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Up|x200%}}&lt;br /&gt;
|- id=&amp;quot;Volatile&amp;quot;&lt;br /&gt;
! Volatile&lt;br /&gt;
| NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|15%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Up|x300%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Neurotic ===&lt;br /&gt;
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Neurotic&amp;quot;&lt;br /&gt;
! Neurotic&lt;br /&gt;
| NAME likes to have things squared away. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
|- id=&amp;quot;Very neurotic&amp;quot;&lt;br /&gt;
! Very neurotic&lt;br /&gt;
| NAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|40%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|14%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting accuracy ===&lt;br /&gt;
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] {{++|25%}}&lt;br /&gt;
[[Shooting Accuracy]] {{+|5}}&lt;br /&gt;
| 1 [[bolt-action rifle]]&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] {{---|50%}}&lt;br /&gt;
[[Shooting Accuracy]] {{--|5}}&lt;br /&gt;
| 1 [[autopistol]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot; | Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| {{+|2}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like her/him.&lt;br /&gt;
| {{+|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| {{--|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.&lt;br /&gt;
| {{--|2}} Pawn Beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic sensitivity ===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| {{Up|+80%}} [[Psychic Sensitivity]]&lt;br /&gt;
| 1 [[psychic foil helmet]]&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| {{Up|+40%}} [[Psychic Sensitivity]]&lt;br /&gt;
| 1 [[psychic foil helmet]]&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| {{Down|-50%}} [[Psychic Sensitivity]]&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| {{Down|-100%}} [[Psychic Sensitivity]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immunity ===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] {{+|30%}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Medical|Medical skill]] {{+|4}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|Randomly catches diseases independently from rest of the colony}}, with an MTB of 30 days. The caught disease is one that can be randomly acquired in the current biome, using the same weighting system as normal random disease incidents.&lt;br /&gt;
| 2-5 [[medicine]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;5-10 [[penoxycyline]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creepjoiner traits ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
These traits are never randomly assigned to pawns. They are normally found on [[creepjoiner]]s, and therefore have powerful positive or negative effects to balance out the other strengths and weaknesses creepjoiners have.&lt;br /&gt;
&lt;br /&gt;
=== Positive traits ===&lt;br /&gt;
These traits are considered benefits, to compensate whatever mysterious downside haunts the creepjoiner.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Perfect memory&amp;quot;&lt;br /&gt;
! Perfect memory&lt;br /&gt;
| NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay.&lt;br /&gt;
| Skills cannot decay&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Perfect Human&amp;quot; benefit, which also comes with the Industrious trait and a starting level of 14-18 for each skill.&lt;br /&gt;
|- id=&amp;quot;Occultist&amp;quot;&lt;br /&gt;
! Occultist&lt;br /&gt;
| NAME has deep knowledge of the twisted patterns of dark psychic energy. S/He can study unnatural entities faster than others. S/He will also periodically teach this inhuman knowledge to others when s/he gets the chance.&lt;br /&gt;
| [[Study Efficiency]] {{+|100%}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[Entity Study Rate]] {{+|50%}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Can perform an &amp;quot;occult teaching&amp;quot; random social interactions, giving +1 dark research. This has a cooldown of 1 day; when off cooldown, it will always be the next random social interaction chosen.&lt;br /&gt;
|- id=&amp;quot;Joyous&amp;quot;&lt;br /&gt;
! Joyous&lt;br /&gt;
| NAME has the ability to make everyone feel better and inspire them to be the best version of themselves.&lt;br /&gt;
| {{+|20}} opinion from other pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;While not imprisoned or enslaved, {{+|3}} mood to all other non-prisoner colonists on the same map who are not currently in a mental break. The effect does not stack even if there are multiple Joyous pawns present. Pawns not of the player's faction cannot receive the mood buff. A Joyous pawn will not grant its mood bonus to anyone it is currently hostile to.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Joybringer&amp;quot; benefit, which precludes the &amp;quot;Disturbing&amp;quot; downside.&lt;br /&gt;
|- id=&amp;quot;Body mastery&amp;quot;&lt;br /&gt;
! Body mastery&lt;br /&gt;
| NAME doesn't have basic needs like eating, sleeping, or comfort. His/Her body is driven by some unknown mechanism, which has turned his/her eyes completely white.&lt;br /&gt;
| [[Saturation|Food]], [[Sleep]], and [[Comfort]] needs disabled.&lt;br /&gt;
* If all pawns in a [[caravan]] have either this trait, a [[circadian half-cycler]],{{RoyaltyIcon}} or the [[never sleep]] gene,{{BiotechIcon}} and they travel without animals, they don't need to [[Caravan#Caravan schedule|stop at night]].&lt;br /&gt;
Note: Because a pawn's mood is partially averaged by their needs, having less needs can render them more prone to mood swings. &amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Eyes are white&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative traits ===&lt;br /&gt;
These traits are downsides, meant to counterblance the creepjoiner's powerful benefits. Note that, unlike most other creepjoiner drawbacks, these traits are never hidden; as such, you be assured there are no other nasty surprises waiting for you.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Disturbing&amp;quot;&lt;br /&gt;
! Disturbing&lt;br /&gt;
| NAME is a peculiar person who seems fixated on horrendous ideas. Talking to him/her is often upsetting.&lt;br /&gt;
| {{Bad|-}} ''':''' Only ever selects the &amp;quot;strange chat&amp;quot; type when doing random social interactions, giving {{Thought|desc=OTHER is talking nonsense. Is s/he insane?|label=OTHER rambling|value=-2|multi=0.75|stack=20|duration=1}} to any non-[[hearing|deaf]], non-[[inhumanized]] pawns in 9.9 cells radius. Unlike most other interaction types, strange chats can be performed without an explicit recipient. Non-[[inhumanized]] recipients gain {{Bad|-3}} opinion of the initiator for 1 day. [[Talking]] capacity of 0% prevents rambling.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type.{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Disturbing&amp;quot; downside, which is precluded by the &amp;quot;Joybringer&amp;quot; benefit.&lt;br /&gt;
|- id=&amp;quot;Void fascination&amp;quot;&lt;br /&gt;
! Void fascination&lt;br /&gt;
| NAME is strangely intrigued by unnatural entities and is easily enthralled by them.&lt;br /&gt;
| {{Good|+}} ''':''' Negates all mood penalties for: Imprisoned with entity, Monster by my bed&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Such a magnificent creature. So much mystery. So much power.|label=Captured entity|value=+6|stack=1}} while there is at least one captured entity in the colony&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Extreme break|extreme mental break]] is [[Mental_break#Entity_liberator|entity liberator]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Entity liberation breaks randomly occur with an MTB of 60 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Void]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Obsolete traits ==&lt;br /&gt;
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Fate&lt;br /&gt;
|- id=&amp;quot;Prosthophile&amp;quot;&lt;br /&gt;
! Prosthophile&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|14}} mood bonus for having a bionic body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having a bionic body part&lt;br /&gt;
| Body purist&lt;br /&gt;
| Replaced by [[#Transhumanist|Transhumanist]]&lt;br /&gt;
|- id=&amp;quot;Prosthophobe&amp;quot;&lt;br /&gt;
! Prosthophobe&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| {{--|10}} mood penalty for having a bionic body part&lt;br /&gt;
| body modder&lt;br /&gt;
| Replaced by [[#Body purist|Body purist]]&lt;br /&gt;
|- id=&amp;quot;Green thumb&amp;quot;&lt;br /&gt;
! Green thumb&lt;br /&gt;
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.&lt;br /&gt;
| {{+|1}} mood bonus from sowing a plant. Stackable up to 20 times.&lt;br /&gt;
| -&lt;br /&gt;
| Removed in Beta 19&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors.&lt;br /&gt;
| {{Good|+}} ''':''' No Outdoors need&lt;br /&gt;
| -&lt;br /&gt;
| Replaced by [[#Undergrounder|Undergrounder]]&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; &lt;br /&gt;
! Transhumanist&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] bonus for having [[artificial body parts]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| Replaced by [[#Body modder|Body modder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Traits hidden as they did nothing.  &lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Brawler, prosthophile, and more added.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Teetotaller and Chemical Fascination traits added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Greedy, Jealous, Ascetic, Night Owl traits added.&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Wimp trait added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Asexual trait added&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Psylink counts as an artificial part for a [[#Transhumanist|transhumanist]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed &amp;quot;''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''&amp;quot; -&amp;gt; ''&amp;quot;NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.&amp;quot;''. Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires. “Wimp” trait’s pain shock threshold has been increased from 50% to 60%. [[Ascetic]]s no longer get a negative mood debuff when eating nutrient paste meals. [[Plasmasword]]s and [[persona plasmasword]]s now provide the mood bonus to [[pyromaniac]]s like other incendiary weapons.&lt;br /&gt;
* After [[Version/1.4.3542|1.4.3542]] but pre [[Version/1.5.4062|1.5.4062]] - Chemical Fascination and Interest now only randomly take beer, ambrosia and smokeleaf joints, instead of any drug &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Xenogenes]] count as artificial enhancements for [[body modder]]s and [[body purist]]s. Fix: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix typo: &amp;quot;yielding&amp;quot; -&amp;gt; &amp;quot;wielding&amp;quot; in pyromaniac trait description.&lt;br /&gt;
* 1.5 or prior - Pyromaniac thought mood effect reduced from {{+|5}} to {{+|2}} and description changed from ''&amp;quot;It makes me think of flame and fire. I'm so happy&amp;quot;'' to ''&amp;quot;It makes me think of flame and fire. I can't wait to use it.&amp;quot;'' New thought added for using a flame weapon.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Rebalance brawler trait to offset skill more than mood - mood penalty for using ranged weapon decreased from {{--|20}} to {{--|10}}, shooting accuracy penalty increased from {{--|4}} to {{--|10}}. Added “pyro used fire weapon” thought {{+|8}} mood. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: [[Smoke launcher]], [[EMP launcher]], and [[toxbomb launcher]] were incorrectly marked as incendiary weapons for the purpose of [[pyromaniac]]s.&lt;br /&gt;
* [[Odyssey DLC]] Release- Added [[unique weapon]] traits that count as incendiary weapons for [[pyromaniac]]s.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unique_charge_rifle&amp;diff=182735</id>
		<title>Unique charge rifle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unique_charge_rifle&amp;diff=182735"/>
		<updated>2026-08-09T05:08:53Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{For|the regular variant of this weapon|Charge rifle}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Unique charge rifle&lt;br /&gt;
| image = UniqueChargeRifleA.png&lt;br /&gt;
| description = A charge rifle with customized parts.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 16&lt;br /&gt;
| damage type = Bullet&lt;br /&gt;
| armorPenetration = 35&lt;br /&gt;
| range = 27.9&lt;br /&gt;
| accuracyTouch = 55&lt;br /&gt;
| accuracyShort = 64&lt;br /&gt;
| accuracyMedium = 55&lt;br /&gt;
| accuracyLong = 45&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 3&lt;br /&gt;
| burstTicks = 12	&lt;br /&gt;
| warmup = 60&lt;br /&gt;
| cooldown = 120&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| mass base = 4.6&lt;br /&gt;
| marketvalue = {{Q|Charge rifle|Market Value Base}}&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, SpacerGun&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq, UniqueWeapon&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''unique charge rifle''' is the [[unique weapon]] variant of the [[charge rifle]], a spacer-tech [[weapon]] that fires 3-round burst with good armor penetration, moderate range, and slightly below-average accuracy.&lt;br /&gt;
&lt;br /&gt;
Each unique charge rifle comes with a combination of traits that make it different from other charge rifles.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unique weapons can be obtained through [[quests]], found in loot boxes like [[sealed crate]]s, [[sealed container]]s, or [[ancient safe]]s, found while [[fishing]], or gifted by [[visitor]]s. Unique weapons can also rarely be dropped by [[raider]]s.&lt;br /&gt;
Ancient Mercenary and Orbital Item Stash quests will always contain at least one unique weapon, typically masterwork or legendary [[quality]].&lt;br /&gt;
&lt;br /&gt;
Weapons depot and [[ancient garrison]] map features do NOT contain unique weapons, nor do [[ancient danger]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Before traits, unique charge rifles are statistically identical to [[charge rifle]]s. The stats provided in this article are for base model before traits, except where specified otherwise.&lt;br /&gt;
&lt;br /&gt;
Unique charge rifles have the following namerLabels for use in their name generation:&lt;br /&gt;
* charge rifle&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=More required. Note: Analysis should focus on mechanics unique to uniques, rather than replicating the base models analysis}}&lt;br /&gt;
{{About|section=1|the impact of unique weapon traits|analysis of how the base weapon performs|Charge rifle#Analysis{{!}}Charge rifle}}&lt;br /&gt;
&lt;br /&gt;
There are two traits that are exclusive to charge rifles and [[charge lance]]s:&lt;br /&gt;
* Charge capacitor provides a large damage and {{AP}} increase with no downside.&lt;br /&gt;
* EMP Pulser gives the weapon a fast-to-deploy, but short range, EMP stun&lt;br /&gt;
&lt;br /&gt;
Extended magazine provides the largest DPS boost against unarmored targets (+41% with a baseline pawn/weapon), although charge capacitor will be stronger against armor.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Unique weapon traits}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:UniqueChargeRifleA.png|Variant A&lt;br /&gt;
File:UniqueChargeRifleB.png|Variant B&lt;br /&gt;
File:UniqueChargeRifleC.png|Variant C&lt;br /&gt;
File:UniqueChargeRifleD.png|Variant D&lt;br /&gt;
File:UniqueChargeRifleE.png|Variant E&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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:Spacer Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]&lt;br /&gt;
[[Category: Unique Weapons]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Architect&amp;diff=182734</id>
		<title>Architect</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Architect&amp;diff=182734"/>
		<updated>2026-08-09T04:48:54Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Menu ==&lt;br /&gt;
[[File:ArchitectMenu.png|right]] &lt;br /&gt;
The architect menu is the most used menu in the game, and for good reason, it allows you to carry out most of the games actions.&lt;br /&gt;
&lt;br /&gt;
* The '''[[Orders]]''' tab gives you access to tools to direct your colonists actions, things such as chopping wood and hauling things. There is a useful plan tool as well, which allows you to draw out your plans without your colonists wasting resources.&lt;br /&gt;
&lt;br /&gt;
* The '''[[Zone/Area]]''' tab gives you access to an ability to make Stockpile zones, expand your home area, and important zones to grow crops.&lt;br /&gt;
&lt;br /&gt;
* The '''[[Structure]]''' tab allows you to build walls, doors, and autodoors to keep animals and the cold out.&lt;br /&gt;
&lt;br /&gt;
* The '''[[Production]]''' tab contains all of the things your colonists need to refine raw resources, ranging from the neolithic crafting spot to the spacer fabrication bench. Don't forget to put a chair so they'll have some comfort!&lt;br /&gt;
&lt;br /&gt;
* The '''[[Furniture]]''' tab contains mainly decorative objects to keep your [[colonist]]s happy, but also has key objects such as beds for both [[colonist]]s and [[animals]] and various forms of lamps.&lt;br /&gt;
&lt;br /&gt;
* The '''[[Power]]''' tab contains useful things such as solar panels, wind turbines and batteries, which is needed to power things such as standing lamps and coolers, and power conduits to connect it all up.&lt;br /&gt;
&lt;br /&gt;
* The '''[[Security]]''' tab has objects which allow you to handle pesky raiders and mechanoids much more easily with the help of sandbags, turrets, mortars, and traps.&lt;br /&gt;
&lt;br /&gt;
* The '''[[Misc]]''' tab contains things which do not belong anywhere else, like Comms consoles and graves.&lt;br /&gt;
&lt;br /&gt;
* The '''[[Floors]]''' tab allows you to build floors which usually increase the beauty of the room it's built in, and also increase walking speed if a [[colonist]] is walking on it.&lt;br /&gt;
&lt;br /&gt;
* The '''[[Recreation]]''' tab allows you to build objects which increase colonist's recreation, stopping them from going into a berserk rage and punching out your janitor.&lt;br /&gt;
&lt;br /&gt;
* The '''[[Ship]]''' tab contains all of the things you need to build in order to blast off and finish the game.&lt;br /&gt;
&lt;br /&gt;
* The '''[[Temperature]]''' tab has all the objects you need to build things such as a walk-in freezer or a heating system.&lt;br /&gt;
&lt;br /&gt;
* The '''[[Ideology (Buildings)|Ideology]]''',{{IdeologyIcon}} '''[[Biotech (Buildings)|Biotech]]''',{{BiotechIcon}} '''[[Anomaly (Buildings)|Anomaly]]''',{{AnomalyIcon}} and '''[[Odyssey (Buildings)|Odyssey]]'''{{OdysseyIcon}} tabs each contain buildings introduced with their respective [[DLC]] and which are related to specific systems and mechanics added by the DLC. Note that this does not include ''all'' buildings added by a DLC, and other DLC-exclusive buildings are instead be found in their most relevant Core tab, such as power generators in the [[Power]] tab. &lt;br /&gt;
&lt;br /&gt;
{{nav|wide}}&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravship&amp;diff=182733</id>
		<title>Gravship</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravship&amp;diff=182733"/>
		<updated>2026-08-09T04:37:51Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Protecting the Gravship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason= New feature in recent release. General but also fuel usage}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{For|the endgame ship|Ship}}&lt;br /&gt;
{{For|trade ships|Trade ship}}&lt;br /&gt;
&lt;br /&gt;
'''Gravships''' are a new method of traversal and living introduced by the [[Odyssey DLC]]. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| {{Icon Small|Grav engine|100}}&lt;br /&gt;
| {{Icon Small|Gravship substructure|100}}&lt;br /&gt;
| {{Icon Small|Gravship hull|100}}&lt;br /&gt;
| {{Icon Small|Small chemfuel tank|100}}&lt;br /&gt;
| {{Icon Small|Large chemfuel tank|100}}&lt;br /&gt;
| {{Icon Small|Small thruster|100}}&lt;br /&gt;
| {{Icon Small|Large thruster|100}}&lt;br /&gt;
|- &lt;br /&gt;
| width=100px height=50px | [[Grav engine]]&lt;br /&gt;
| width=100px height=50px | [[Gravship substructure]]&lt;br /&gt;
| width=100px height=50px | [[Gravship hull]]&lt;br /&gt;
| width=100px height=50px | [[Small chemfuel tank]]&lt;br /&gt;
| width=100px height=50px | [[Large chemfuel tank]]&lt;br /&gt;
| width=100px height=50px | [[Small thruster]]&lt;br /&gt;
| width=100px height=50px | [[Large thruster]]&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon Small|Pilot console|100}}&lt;br /&gt;
| {{Icon Small|Grav field extender|100}}&lt;br /&gt;
| {{Icon Small|Signal jammer|100}}&lt;br /&gt;
| {{Icon Small|Gravcore power cell|100}}&lt;br /&gt;
| {{Icon Small|Fuel optimizer|100}}&lt;br /&gt;
| {{Icon Small|Gravship shield generator|100}}&lt;br /&gt;
| {{Icon Small|Pilot subpersona core|100}}&lt;br /&gt;
|-&lt;br /&gt;
| width=100px height=50px | [[Pilot console]]&lt;br /&gt;
| width=100px height=50px | [[Grav field extender]]&lt;br /&gt;
| width=100px height=50px | [[Signal jammer]]&lt;br /&gt;
| width=100px height=50px | [[Gravcore power cell]]&lt;br /&gt;
| width=100px height=50px | [[Fuel optimizer]]&lt;br /&gt;
| width=100px height=50px | [[Gravship shield generator]]&lt;br /&gt;
| width=100px height=50px | [[Pilot subpersona core]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
[[File:Gravship minimum.png|250px|thumb|right|The absolute minimum a gravship needs to fly.]]&lt;br /&gt;
&lt;br /&gt;
A functional gravship requires various parts in order to be flightworthy. A gravship begins with a [[grav engine]], and various structures and walls can be connected to the grav engine via [[gravship substructure]], which acts as the floor of the gravship. Anything built on the connected substructure will be considered part of the ship and brought along upon launch.&lt;br /&gt;
&lt;br /&gt;
At the very minimum, a gravship requires only one [[small thruster]], one [[small chemfuel tank]], a [[pilot console]] and a grav engine with enough gravship substructure to connect all of the mentioned parts. A gravship of this calibre is able to travel between tiles of the world map, akin to a portable [[transport pod]] or [[passenger shuttle]] / [[imperial shuttle]].{{RoyaltyIcon}} It is possible to go into [[orbit]] at any time, but attempting to do so without [[vacuum]] protection (like [[oxygen pump]] + airtight walls or [[vacsuit]]s) will be met with a swift end.&lt;br /&gt;
&lt;br /&gt;
A list of fundamental parts are listed below:&lt;br /&gt;
* [[Grav engine]]&lt;br /&gt;
* [[Gravship substructure]]&lt;br /&gt;
* [[Pilot console]]&lt;br /&gt;
* [[Small chemfuel tank]] or [[Large chemfuel tank]]&lt;br /&gt;
* [[Small thruster]] or [[Large thruster]]&lt;br /&gt;
&lt;br /&gt;
A gravship also comes with various limitations and constraints:&lt;br /&gt;
* The grav engine can only initially support up to 500 tiles of gravship substructure, all of which can only be built within a radius of 19 tiles around the grav engine originating from its center.&lt;br /&gt;
** This limitation can be improved using [[grav field extender]]s. Each one added to a gravship increases this limit of buildable tiles by 250 tiles, up to a maximum of 2000 supported tiles with 6 grav field extenders. Grav field extenders themselves have a supported radius of 17 tiles.&lt;br /&gt;
* Any substructure built beyond the limit supported by a grav engine will be left behind upon launch, including anything or anyone standing on said substructure.&lt;br /&gt;
&lt;br /&gt;
There is no weight limitation, and any number of pawns can travel on a gravship together.&lt;br /&gt;
&lt;br /&gt;
===Launching===&lt;br /&gt;
A functioning gravship can be sent to any tile within its maximum range. By default, each tile traveled consumes 10 {{Icon Small|Chemfuel}} [[chemfuel]], with a minimum cost of 50 {{Icon Small|Chemfuel}} [[chemfuel]].{{Check Tag|Orbit?|Fuel cost traveling between surfance and orbit needed}} Each [[fuel optimizer]] (max. 2) reduces fuel consumption by {{---|30%}} additive, or -3 {{Icon Small|Chemfuel}} chemfuel/tile per optimizer, but the minimum cost remains 50 {{Icon Small|Chemfuel}}.&lt;br /&gt;
&lt;br /&gt;
The max distance depends on the number of thrusters, assuming there is sufficient fuel loaded into Small or Large Chemfuel tanks:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Structure || Maximum structures || Range per structure || Maximum range&lt;br /&gt;
|-&lt;br /&gt;
| Small thrusters || 4 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Large thrusters || 6 || 16 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Total || || || 136&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Landing on a tile that is not a quest site or faction base will immediately create a new colony. Landing on a [[quest]] that generates a temporary map (e.g., prisoner rescue, bandit camps, [[work site]]s{{IdeologyIcon}}) will enter the map, which can be settled on after threats are cleared. Landing on a [[faction base]] will initiate an attack, with no option to trade. Gravships cannot land on tiles containing the [[peace talks]] quest or on an impassible tile, and require a [[signal jammer]] to enter certain maps in orbit.&lt;br /&gt;
&lt;br /&gt;
When landing on a tile, it is possible to choose a location on the map where the gravship is placed, even if the tile is occupied by another faction. The gravship may be rotated before landing. It cannot land on tiles containing walls or other impassible tiles like [[deep water]], furniture items like [[stele]]s, roofs, [[steam geyser]]s, or tiles containing [[toxic wastepack]]s.{{BiotechIcon}} It can land if the thrusters would be blocked (represented by the orange area), but the obstructing objects will need to be cleared before launching again.&lt;br /&gt;
&lt;br /&gt;
If a gravship leaves a tile with no [[grav anchor]] installed, then the map will be deleted, and cannot be returned to. Any pawns left behind will be lost. [[Toxic_wastepack|Wastepacks]] left on the map will be dumped.&amp;lt;!--Can this be avoided by burning wastepacks before launch?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Launch ritual quality===&lt;br /&gt;
After landing on a tile, there is a cooldown to launch the ship again, and a mishap may occur. The cooldown and chance of a mishap is dependent on the Launch Ritual's quality:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=2 | Source || % per || Maximum || Maximum quality gain&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Crew count || 2% || 5* || 10%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Small thruster]]s || 1% || 4 || 4%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Large thruster]]s || 3% || 6 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Pilot subpersona core]] || 15% || 2 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Pilot's [[piloting ability]] || 10% || 0% || 1 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 20% || 1 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| 250% || 30% || 1 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Co-pilot's piloting ability || 10% || 0% || 1 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 10% || 1 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 250% || 15% || 1 || 15%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;You may have additional crew on-board, but they will not contribute to the Launch Ritual quality&lt;br /&gt;
&lt;br /&gt;
Launch quality is capped at 100%.&lt;br /&gt;
&lt;br /&gt;
Launch Cooldown is based on Ritual Quality:&lt;br /&gt;
&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Quality (%) | yAxisTitle = Cooldown (days) | type = line | x = 0, 25, 50, 80, 100 | y1 = 10, 5, 2, 0.5, 0.33}}&lt;br /&gt;
&lt;br /&gt;
====Gravship Landing Mishaps====&lt;br /&gt;
When landing a gravship, there is a chance for a mishap depending on the launch ritual's quality. All mishaps are equally likely.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Incident name || Description || Result&lt;br /&gt;
|-&lt;br /&gt;
|Minor Gravship Crash&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; accidentally disengaged the grav engine too early, causing the gravship to free-fall for several feet. Some buildings on the gravship have sustained light damage from the crash.''&lt;br /&gt;
|Some buildings on the ship will have taken damage and will need to be repaired.&lt;br /&gt;
|-&lt;br /&gt;
|Thruster Breakdown&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; overheated the ship's thrusters, frying valuable components. The thrusters will need to be repaired before they can be used again.''&lt;br /&gt;
|Thrusters will be broken down and will need components to be fixed.&lt;br /&gt;
|-&lt;br /&gt;
|Overheated Grav Engine&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; over-engaged the grav engine, causing it to overheat. The grav engine will take longer than normal to cool down. In the meantime, the gravship can't be launched.''&lt;br /&gt;
|Grav engine cooldown will be extended longer than expected.&lt;br /&gt;
|-&lt;br /&gt;
|Grav Nausea&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; was forced to do an emergency maneuver, resulting in an intense and prolonged deceleration. The experience has left your colonists feeling extremely nauseous. The effects will quickly fade.''&lt;br /&gt;
|Colonists on the ship will suffer from [[Grav nausea|grav nausea]] for 2-5 hours.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance of any Gravship landing mishap is based on ritual quality:&lt;br /&gt;
&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Quality (%) | yAxisTitle = Chance of landing mishap (%) | type = line | x = 0, 50, 100 | y1 = 100, 25, 2}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
===General===&lt;br /&gt;
Gravships enable a nomadic playstyle. This is practically forced by [[scenario system#The Gravship|The Gravship scenario]], which sends mechs after staying in one place for too long. They are also possible to use in a permanent, stationary colony, although a [[grav anchor]] is required so the ship does not destroy the tile.&lt;br /&gt;
&lt;br /&gt;
For short trips, such as trading and non-gravship quests, the [[passenger shuttle]] is superior: it has a shorter launch cooldown, can visit settlements directly to trade (the gravship can only land nearby), costs less [[chemfuel]] per trip, and doesn't destroy the tile it's in. In addition, if a [[shuttle engine]] can be obtained via [[empire]]{{RoyaltyIcon}} or [[sanguophage]]{{BiotechIcon}} quest, the shuttle will be cheaper than a gravship + [[grav anchor]]. However, the gravship has no weight limit, meaning it can carry any number of items and pawns, and can carry buildings that can't be uninstalled, making it better for extended stays and nomadic colonies. Additionally, nothing prevents you from placing a shuttle on a gravship and using the gravship as a carrier.&lt;br /&gt;
&lt;br /&gt;
A gravship-focused colony is worth a lot of [[wealth]], due to every tile requiring [[steel]] and [[gravlite panel]]s, resulting in larger raids. While not an issue on lower difficulties, on Losing is Fun and higher, prudent [[wealth management]] is recommended for gravship colonies.&lt;br /&gt;
&lt;br /&gt;
===Obtaining a Gravship===&lt;br /&gt;
To start building a gravship, a [[grav engine]] must be obtained, either by beginning the game with the gravship start scenario, or obtaining the grav engine via a quest that will cause a grav engine to fall onto the map from space. The grav engine can then be inspected and reinstalled at a more convenient location in order to further expand it. This quest will always appear early into a new game.&lt;br /&gt;
&lt;br /&gt;
To add structures and walls such as [[gravship hull]]s, [[gravship substructure]] must be placed underneath and must be connected to the grav engine. Gravship substructure can be built using [[gravlite panel]]s, which are given in limited supply from the initial grav engine quest as well as further gravship quests. Gravship substructure acts like a floor, and everything must be placed on substructure for it to travel with the gravship.&lt;br /&gt;
&lt;br /&gt;
However, gravships have a limit of 500 tiles of substructure, and all substructure must be placed within a 19-tile radius of the engine. Building [[grav field extender]]s will ease both of these limitations, increasing the tiles and build radius. Any attempt to build beyond the max supported limit of substructure will result in excess substructure, and anything placed upon them, to be left behind on launch. Any invalid substructure tiles will be highlighted in red to indicate that they are not supported and will be left behind.&lt;br /&gt;
&lt;br /&gt;
=== Expeditions ===&lt;br /&gt;
Make sure to always bring enough resources to survive. Especially important are chemfuel, food, medicine and components to fly, eat, heal and repair.&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
Landing the gravship at a [[site]] owned by another faction is always a raid against that site. Raiding with the grav ship allows most or all of the player's resources to be deployed to the raid and ready for use on arrival. However, there is a risk that all raiders will suffer grav nausea from a mishap.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Landing the gravship directly at a [[faction base]] is a hostile act, and landing nearby (within 4 map tiles) creates a [[colony]], which may impose [[goodwill]] penalties{{Check Tag|Needs Detail|When does first penalty apply?}}. Nevertheless, landing at the minimum permissible distance will ensure a reasonably short caravan. Using the gravship it is possible to reach previously distant faction bases for trade in a reasonable time frame. Once [[passenger shuttle]]s are unlocked, there is nothing stopping the player from having them on the gravship for more convenient trade.&lt;br /&gt;
&lt;br /&gt;
=== Additional modules and buildings ===&lt;br /&gt;
&lt;br /&gt;
* [[Pilot subpersona core]]: Increases piloting efficiency by 15 percent, up to a maximum of 30.&lt;br /&gt;
* [[Fuel optimizer]]: Increases fuel efficiency by 30 percent, up to a maximum of 60.&lt;br /&gt;
* [[Gravcore power cell]]: Passively generates electricity on the ship.&lt;br /&gt;
* [[Signal jammer]]: Allows the gravship to land on heavily-defended orbital locations.&lt;br /&gt;
* [[Gravship shield generator]]: Generates a shield with a radius that blocks incoming ground level and overhead projectiles.&lt;br /&gt;
* [[Oxygen pump]]: Generates breathable air in enclosed areas on the ship.&lt;br /&gt;
* [[Vac barrier]]: Does not block entry, but prevents transfer of gases/vacuum and reduces transfer of temperature.&lt;br /&gt;
* [[Heater|Heaters]]: Generates heat, which is important when travelling to orbit.&lt;br /&gt;
&lt;br /&gt;
=== Protecting the Gravship ===&lt;br /&gt;
Raids can be a great threat for any gravship, and certain raid types can cause enemies to even spawn or drop inside the ship itself. The player should therefore consider putting walls around important buildings, such as gravcore power cells and other special modules. Another effective way to prevent major damages is to always build two doors (1 vac-barrier and 1 regular door) in order to keep the ship pressurized and prevent enemies from spreading on the ship.&lt;br /&gt;
&lt;br /&gt;
Also consider parking the gravship somewhere else (like on an asteroid) before attempting major raid events, such as the Anomaly ending.&lt;br /&gt;
&lt;br /&gt;
===Additional information===&lt;br /&gt;
The game has only one memory slot for a player owned gravship. Attempting to launch two will cause conflicts and cause one of the gravships to stop existing. This only applies if you try to summon a second grav engine through devmode though.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Throne room requirement error spam on gravship jump.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Gases on gravship never dissipate after landing.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Vacuum overlay not updating after gravship takeoff.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - &lt;br /&gt;
** Added new options to the gravship launch window to easily get colony animals and mechanoids onboard before launching, as well as to remove neutral pawns off the gravship. &lt;br /&gt;
** Gravships no longer clear pollution when landing. &lt;br /&gt;
** Fix: Out of bounds error when launching gravship.&lt;br /&gt;
** Fix: Gravship launch ritual not added retroactively to saves.&lt;br /&gt;
** Added a &amp;quot;view range&amp;quot; option to the pilot console which lets you quickly see the range of your gravship.&lt;br /&gt;
** Gravships can once again land at worshipful villages.&lt;br /&gt;
** Having a gravship on a temporary map will prevent the map from closing if all colonists are dead or gone.&lt;br /&gt;
** Added info on the grav anchor to the gravship launch confirmation.&lt;br /&gt;
** Added confirmation if reforming caravan would cause your gravship to be lost.&lt;br /&gt;
** Landing a gravship on polluted terrain now slowly fades the pollution visuals in.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Gravship jumps interrupt deathrest.&lt;br /&gt;
** Fix: Gravship takeoff could leave floating roofs on the launch map.&lt;br /&gt;
** Fix: Several issues with fleshmass heart and gravship jumps from maps with grav anchors.&lt;br /&gt;
** Fix: Performance issue if the player had no home map, several non-home maps, and no gravship.&lt;br /&gt;
** Fix: Birds could get stuck in a flying animation if they were transported on a gravship mid-flight.&lt;br /&gt;
** Fix: Buildings could remain connected to power nets on the previous map after launch.&lt;br /&gt;
** Fix: Performance issue if the player had no home map, several non-home maps, and no gravship.&lt;br /&gt;
&lt;br /&gt;
{{Nav|Odyssey|wide}}&lt;br /&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=Gravship&amp;diff=182732</id>
		<title>Gravship</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravship&amp;diff=182732"/>
		<updated>2026-08-09T04:34:57Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Protecting the Gravship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason= New feature in recent release. General but also fuel usage}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{For|the endgame ship|Ship}}&lt;br /&gt;
{{For|trade ships|Trade ship}}&lt;br /&gt;
&lt;br /&gt;
'''Gravships''' are a new method of traversal and living introduced by the [[Odyssey DLC]]. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| {{Icon Small|Grav engine|100}}&lt;br /&gt;
| {{Icon Small|Gravship substructure|100}}&lt;br /&gt;
| {{Icon Small|Gravship hull|100}}&lt;br /&gt;
| {{Icon Small|Small chemfuel tank|100}}&lt;br /&gt;
| {{Icon Small|Large chemfuel tank|100}}&lt;br /&gt;
| {{Icon Small|Small thruster|100}}&lt;br /&gt;
| {{Icon Small|Large thruster|100}}&lt;br /&gt;
|- &lt;br /&gt;
| width=100px height=50px | [[Grav engine]]&lt;br /&gt;
| width=100px height=50px | [[Gravship substructure]]&lt;br /&gt;
| width=100px height=50px | [[Gravship hull]]&lt;br /&gt;
| width=100px height=50px | [[Small chemfuel tank]]&lt;br /&gt;
| width=100px height=50px | [[Large chemfuel tank]]&lt;br /&gt;
| width=100px height=50px | [[Small thruster]]&lt;br /&gt;
| width=100px height=50px | [[Large thruster]]&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon Small|Pilot console|100}}&lt;br /&gt;
| {{Icon Small|Grav field extender|100}}&lt;br /&gt;
| {{Icon Small|Signal jammer|100}}&lt;br /&gt;
| {{Icon Small|Gravcore power cell|100}}&lt;br /&gt;
| {{Icon Small|Fuel optimizer|100}}&lt;br /&gt;
| {{Icon Small|Gravship shield generator|100}}&lt;br /&gt;
| {{Icon Small|Pilot subpersona core|100}}&lt;br /&gt;
|-&lt;br /&gt;
| width=100px height=50px | [[Pilot console]]&lt;br /&gt;
| width=100px height=50px | [[Grav field extender]]&lt;br /&gt;
| width=100px height=50px | [[Signal jammer]]&lt;br /&gt;
| width=100px height=50px | [[Gravcore power cell]]&lt;br /&gt;
| width=100px height=50px | [[Fuel optimizer]]&lt;br /&gt;
| width=100px height=50px | [[Gravship shield generator]]&lt;br /&gt;
| width=100px height=50px | [[Pilot subpersona core]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
[[File:Gravship minimum.png|250px|thumb|right|The absolute minimum a gravship needs to fly.]]&lt;br /&gt;
&lt;br /&gt;
A functional gravship requires various parts in order to be flightworthy. A gravship begins with a [[grav engine]], and various structures and walls can be connected to the grav engine via [[gravship substructure]], which acts as the floor of the gravship. Anything built on the connected substructure will be considered part of the ship and brought along upon launch.&lt;br /&gt;
&lt;br /&gt;
At the very minimum, a gravship requires only one [[small thruster]], one [[small chemfuel tank]], a [[pilot console]] and a grav engine with enough gravship substructure to connect all of the mentioned parts. A gravship of this calibre is able to travel between tiles of the world map, akin to a portable [[transport pod]] or [[passenger shuttle]] / [[imperial shuttle]].{{RoyaltyIcon}} It is possible to go into [[orbit]] at any time, but attempting to do so without [[vacuum]] protection (like [[oxygen pump]] + airtight walls or [[vacsuit]]s) will be met with a swift end.&lt;br /&gt;
&lt;br /&gt;
A list of fundamental parts are listed below:&lt;br /&gt;
* [[Grav engine]]&lt;br /&gt;
* [[Gravship substructure]]&lt;br /&gt;
* [[Pilot console]]&lt;br /&gt;
* [[Small chemfuel tank]] or [[Large chemfuel tank]]&lt;br /&gt;
* [[Small thruster]] or [[Large thruster]]&lt;br /&gt;
&lt;br /&gt;
A gravship also comes with various limitations and constraints:&lt;br /&gt;
* The grav engine can only initially support up to 500 tiles of gravship substructure, all of which can only be built within a radius of 19 tiles around the grav engine originating from its center.&lt;br /&gt;
** This limitation can be improved using [[grav field extender]]s. Each one added to a gravship increases this limit of buildable tiles by 250 tiles, up to a maximum of 2000 supported tiles with 6 grav field extenders. Grav field extenders themselves have a supported radius of 17 tiles.&lt;br /&gt;
* Any substructure built beyond the limit supported by a grav engine will be left behind upon launch, including anything or anyone standing on said substructure.&lt;br /&gt;
&lt;br /&gt;
There is no weight limitation, and any number of pawns can travel on a gravship together.&lt;br /&gt;
&lt;br /&gt;
===Launching===&lt;br /&gt;
A functioning gravship can be sent to any tile within its maximum range. By default, each tile traveled consumes 10 {{Icon Small|Chemfuel}} [[chemfuel]], with a minimum cost of 50 {{Icon Small|Chemfuel}} [[chemfuel]].{{Check Tag|Orbit?|Fuel cost traveling between surfance and orbit needed}} Each [[fuel optimizer]] (max. 2) reduces fuel consumption by {{---|30%}} additive, or -3 {{Icon Small|Chemfuel}} chemfuel/tile per optimizer, but the minimum cost remains 50 {{Icon Small|Chemfuel}}.&lt;br /&gt;
&lt;br /&gt;
The max distance depends on the number of thrusters, assuming there is sufficient fuel loaded into Small or Large Chemfuel tanks:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Structure || Maximum structures || Range per structure || Maximum range&lt;br /&gt;
|-&lt;br /&gt;
| Small thrusters || 4 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Large thrusters || 6 || 16 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Total || || || 136&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Landing on a tile that is not a quest site or faction base will immediately create a new colony. Landing on a [[quest]] that generates a temporary map (e.g., prisoner rescue, bandit camps, [[work site]]s{{IdeologyIcon}}) will enter the map, which can be settled on after threats are cleared. Landing on a [[faction base]] will initiate an attack, with no option to trade. Gravships cannot land on tiles containing the [[peace talks]] quest or on an impassible tile, and require a [[signal jammer]] to enter certain maps in orbit.&lt;br /&gt;
&lt;br /&gt;
When landing on a tile, it is possible to choose a location on the map where the gravship is placed, even if the tile is occupied by another faction. The gravship may be rotated before landing. It cannot land on tiles containing walls or other impassible tiles like [[deep water]], furniture items like [[stele]]s, roofs, [[steam geyser]]s, or tiles containing [[toxic wastepack]]s.{{BiotechIcon}} It can land if the thrusters would be blocked (represented by the orange area), but the obstructing objects will need to be cleared before launching again.&lt;br /&gt;
&lt;br /&gt;
If a gravship leaves a tile with no [[grav anchor]] installed, then the map will be deleted, and cannot be returned to. Any pawns left behind will be lost. [[Toxic_wastepack|Wastepacks]] left on the map will be dumped.&amp;lt;!--Can this be avoided by burning wastepacks before launch?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Launch ritual quality===&lt;br /&gt;
After landing on a tile, there is a cooldown to launch the ship again, and a mishap may occur. The cooldown and chance of a mishap is dependent on the Launch Ritual's quality:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=2 | Source || % per || Maximum || Maximum quality gain&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Crew count || 2% || 5* || 10%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Small thruster]]s || 1% || 4 || 4%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Large thruster]]s || 3% || 6 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Pilot subpersona core]] || 15% || 2 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Pilot's [[piloting ability]] || 10% || 0% || 1 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 20% || 1 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| 250% || 30% || 1 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Co-pilot's piloting ability || 10% || 0% || 1 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 10% || 1 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 250% || 15% || 1 || 15%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;You may have additional crew on-board, but they will not contribute to the Launch Ritual quality&lt;br /&gt;
&lt;br /&gt;
Launch quality is capped at 100%.&lt;br /&gt;
&lt;br /&gt;
Launch Cooldown is based on Ritual Quality:&lt;br /&gt;
&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Quality (%) | yAxisTitle = Cooldown (days) | type = line | x = 0, 25, 50, 80, 100 | y1 = 10, 5, 2, 0.5, 0.33}}&lt;br /&gt;
&lt;br /&gt;
====Gravship Landing Mishaps====&lt;br /&gt;
When landing a gravship, there is a chance for a mishap depending on the launch ritual's quality. All mishaps are equally likely.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Incident name || Description || Result&lt;br /&gt;
|-&lt;br /&gt;
|Minor Gravship Crash&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; accidentally disengaged the grav engine too early, causing the gravship to free-fall for several feet. Some buildings on the gravship have sustained light damage from the crash.''&lt;br /&gt;
|Some buildings on the ship will have taken damage and will need to be repaired.&lt;br /&gt;
|-&lt;br /&gt;
|Thruster Breakdown&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; overheated the ship's thrusters, frying valuable components. The thrusters will need to be repaired before they can be used again.''&lt;br /&gt;
|Thrusters will be broken down and will need components to be fixed.&lt;br /&gt;
|-&lt;br /&gt;
|Overheated Grav Engine&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; over-engaged the grav engine, causing it to overheat. The grav engine will take longer than normal to cool down. In the meantime, the gravship can't be launched.''&lt;br /&gt;
|Grav engine cooldown will be extended longer than expected.&lt;br /&gt;
|-&lt;br /&gt;
|Grav Nausea&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; was forced to do an emergency maneuver, resulting in an intense and prolonged deceleration. The experience has left your colonists feeling extremely nauseous. The effects will quickly fade.''&lt;br /&gt;
|Colonists on the ship will suffer from [[Grav nausea|grav nausea]] for 2-5 hours.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance of any Gravship landing mishap is based on ritual quality:&lt;br /&gt;
&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Quality (%) | yAxisTitle = Chance of landing mishap (%) | type = line | x = 0, 50, 100 | y1 = 100, 25, 2}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
===General===&lt;br /&gt;
Gravships enable a nomadic playstyle. This is practically forced by [[scenario system#The Gravship|The Gravship scenario]], which sends mechs after staying in one place for too long. They are also possible to use in a permanent, stationary colony, although a [[grav anchor]] is required so the ship does not destroy the tile.&lt;br /&gt;
&lt;br /&gt;
For short trips, such as trading and non-gravship quests, the [[passenger shuttle]] is superior: it has a shorter launch cooldown, can visit settlements directly to trade (the gravship can only land nearby), costs less [[chemfuel]] per trip, and doesn't destroy the tile it's in. In addition, if a [[shuttle engine]] can be obtained via [[empire]]{{RoyaltyIcon}} or [[sanguophage]]{{BiotechIcon}} quest, the shuttle will be cheaper than a gravship + [[grav anchor]]. However, the gravship has no weight limit, meaning it can carry any number of items and pawns, and can carry buildings that can't be uninstalled, making it better for extended stays and nomadic colonies. Additionally, nothing prevents you from placing a shuttle on a gravship and using the gravship as a carrier.&lt;br /&gt;
&lt;br /&gt;
A gravship-focused colony is worth a lot of [[wealth]], due to every tile requiring [[steel]] and [[gravlite panel]]s, resulting in larger raids. While not an issue on lower difficulties, on Losing is Fun and higher, prudent [[wealth management]] is recommended for gravship colonies.&lt;br /&gt;
&lt;br /&gt;
===Obtaining a Gravship===&lt;br /&gt;
To start building a gravship, a [[grav engine]] must be obtained, either by beginning the game with the gravship start scenario, or obtaining the grav engine via a quest that will cause a grav engine to fall onto the map from space. The grav engine can then be inspected and reinstalled at a more convenient location in order to further expand it. This quest will always appear early into a new game.&lt;br /&gt;
&lt;br /&gt;
To add structures and walls such as [[gravship hull]]s, [[gravship substructure]] must be placed underneath and must be connected to the grav engine. Gravship substructure can be built using [[gravlite panel]]s, which are given in limited supply from the initial grav engine quest as well as further gravship quests. Gravship substructure acts like a floor, and everything must be placed on substructure for it to travel with the gravship.&lt;br /&gt;
&lt;br /&gt;
However, gravships have a limit of 500 tiles of substructure, and all substructure must be placed within a 19-tile radius of the engine. Building [[grav field extender]]s will ease both of these limitations, increasing the tiles and build radius. Any attempt to build beyond the max supported limit of substructure will result in excess substructure, and anything placed upon them, to be left behind on launch. Any invalid substructure tiles will be highlighted in red to indicate that they are not supported and will be left behind.&lt;br /&gt;
&lt;br /&gt;
=== Expeditions ===&lt;br /&gt;
Make sure to always bring enough resources to survive. Especially important are chemfuel, food, medicine and components to fly, eat, heal and repair.&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
Landing the gravship at a [[site]] owned by another faction is always a raid against that site. Raiding with the grav ship allows most or all of the player's resources to be deployed to the raid and ready for use on arrival. However, there is a risk that all raiders will suffer grav nausea from a mishap.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Landing the gravship directly at a [[faction base]] is a hostile act, and landing nearby (within 4 map tiles) creates a [[colony]], which may impose [[goodwill]] penalties{{Check Tag|Needs Detail|When does first penalty apply?}}. Nevertheless, landing at the minimum permissible distance will ensure a reasonably short caravan. Using the gravship it is possible to reach previously distant faction bases for trade in a reasonable time frame. Once [[passenger shuttle]]s are unlocked, there is nothing stopping the player from having them on the gravship for more convenient trade.&lt;br /&gt;
&lt;br /&gt;
=== Additional modules and buildings ===&lt;br /&gt;
&lt;br /&gt;
* [[Pilot subpersona core]]: Increases piloting efficiency by 15 percent, up to a maximum of 30.&lt;br /&gt;
* [[Fuel optimizer]]: Increases fuel efficiency by 30 percent, up to a maximum of 60.&lt;br /&gt;
* [[Gravcore power cell]]: Passively generates electricity on the ship.&lt;br /&gt;
* [[Signal jammer]]: Allows the gravship to land on heavily-defended orbital locations.&lt;br /&gt;
* [[Gravship shield generator]]: Generates a shield with a radius that blocks incoming ground level and overhead projectiles.&lt;br /&gt;
* [[Oxygen pump]]: Generates breathable air in enclosed areas on the ship.&lt;br /&gt;
* [[Vac barrier]]: Does not block entry, but prevents transfer of gases/vacuum and reduces transfer of temperature.&lt;br /&gt;
* [[Heater|Heaters]]: Generates heat, which is important when travelling to orbit.&lt;br /&gt;
&lt;br /&gt;
===Protecting the Gravship===&lt;br /&gt;
&lt;br /&gt;
Raids, especially fleshbeast attacks from the [[Anomaly]] DLC, can be a great threat for any gravship. Fleshbeasts may tunnel their way into the gravship, or even spawn inside of it occasionally (like during the activation of a [[corrupted obelisk]] or [[noctol]] attack). The player should therefore consider putting walls around important buildings, such as gravcore power cells and other special modules. Another effective way to prevent major damages is to always build two doors (1 vac-barrier and 1 regular door) in order to keep the ship pressurized and prevent enemies from spreading on the ship.&lt;br /&gt;
&lt;br /&gt;
Also consider parking the gravship somewhere else (like on an asteroid) before attempting major raid events, like the Anomaly ending.&lt;br /&gt;
&lt;br /&gt;
===Additional information===&lt;br /&gt;
The game has only one memory slot for a player owned gravship. Attempting to launch two will cause conflicts and cause one of the gravships to stop existing. This only applies if you try to summon a second grav engine through devmode though.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Throne room requirement error spam on gravship jump.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Gases on gravship never dissipate after landing.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Vacuum overlay not updating after gravship takeoff.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - &lt;br /&gt;
** Added new options to the gravship launch window to easily get colony animals and mechanoids onboard before launching, as well as to remove neutral pawns off the gravship. &lt;br /&gt;
** Gravships no longer clear pollution when landing. &lt;br /&gt;
** Fix: Out of bounds error when launching gravship.&lt;br /&gt;
** Fix: Gravship launch ritual not added retroactively to saves.&lt;br /&gt;
** Added a &amp;quot;view range&amp;quot; option to the pilot console which lets you quickly see the range of your gravship.&lt;br /&gt;
** Gravships can once again land at worshipful villages.&lt;br /&gt;
** Having a gravship on a temporary map will prevent the map from closing if all colonists are dead or gone.&lt;br /&gt;
** Added info on the grav anchor to the gravship launch confirmation.&lt;br /&gt;
** Added confirmation if reforming caravan would cause your gravship to be lost.&lt;br /&gt;
** Landing a gravship on polluted terrain now slowly fades the pollution visuals in.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Gravship jumps interrupt deathrest.&lt;br /&gt;
** Fix: Gravship takeoff could leave floating roofs on the launch map.&lt;br /&gt;
** Fix: Several issues with fleshmass heart and gravship jumps from maps with grav anchors.&lt;br /&gt;
** Fix: Performance issue if the player had no home map, several non-home maps, and no gravship.&lt;br /&gt;
** Fix: Birds could get stuck in a flying animation if they were transported on a gravship mid-flight.&lt;br /&gt;
** Fix: Buildings could remain connected to power nets on the previous map after launch.&lt;br /&gt;
** Fix: Performance issue if the player had no home map, several non-home maps, and no gravship.&lt;br /&gt;
&lt;br /&gt;
{{Nav|Odyssey|wide}}&lt;br /&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=Category:Thoughts&amp;diff=182731</id>
		<title>Category:Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Category:Thoughts&amp;diff=182731"/>
		<updated>2026-08-09T04:05:59Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main|Thoughts}}&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=Thoughts/Situation_Traits&amp;diff=182730</id>
		<title>Thoughts/Situation Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_Traits&amp;diff=182730"/>
		<updated>2026-08-09T04:05:46Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Situation_Traits.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.2.2723}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Masochist in a little pain| Masochist in a little pain]]&lt;br /&gt;
| Ow... Heh heh heh... I could get used to this!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Masochist]]'' || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Masochist in moderate pain| Masochist in moderate pain]]&lt;br /&gt;
| Ughhh... It hurts, but I love it! Keep it coming!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Masochist]]'' || +10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Masochist in acute pain| Masochist in acute pain]]&lt;br /&gt;
| Ouch... I think something's broken... But what an exquisite feeling!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Masochist]]'' || +15 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Masochist in exceptional pain| Masochist in exceptional pain]]&lt;br /&gt;
| Ahhh... Am I in heaven?&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Masochist]]'' || +20 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder frustrated]]&lt;br /&gt;
| Flesh is so limiting. I wish I had some kind of artificial body part.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body modder]]'' || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder pleased]]&lt;br /&gt;
| This artificial part is cool. I want more.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body modder]]'' || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder quite pleased]]&lt;br /&gt;
| Two artificial parts are better than one. I wish I had more.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body modder]]'' || +7 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder delighted]]&lt;br /&gt;
| Three artificial parts, and my weak human flesh is receding. But I still want more machine power.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body modder]]'' || +9 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder enchanted]]&lt;br /&gt;
| Four artificial body parts and I am becoming more than human. But there's still some flesh that needs replacing.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body modder]]'' || +11 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder overjoyed]]&lt;br /&gt;
| Five artificial body parts! How could an enhanced being like me ever feel sad?&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body modder]]'' || +12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Machine body is complete]]&lt;br /&gt;
|I asked for this.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body modder]]'' || +13 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist squeamish]]&lt;br /&gt;
| I hate having this unnatural thing attached to me. It feels so filthy! &amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body purist]]'' || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist disgusted]]&lt;br /&gt;
| Two artificial parts are sullying my natural, pure body. It makes me sick to think of it. &amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body purist]]'' || -15 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist violated]]&lt;br /&gt;
| Three artificial parts violate my body's pure flesh. I shudder when I think of it... and these objects shudder with me. &amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body purist]]'' || -20 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist horrified]]&lt;br /&gt;
| I have four artificial body parts; it's like I'm becoming a robot. What a horrifying sensation. &amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body purist]]'' || -25 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist nightmare]]&lt;br /&gt;
| Five artificial body parts... Is there anything left of me? Or am I just a robot that thinks it's human? &amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body purist]]'' || -30 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| I have become what I hate]]&lt;br /&gt;
| I asked for the exact opposite of this! &amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Body purist]]'' || -35 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Brawler has ranged weapon| Brawler has ranged weapon]]&lt;br /&gt;
| I hate shooting from a distance. I want to get up close and personal!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Brawler]]'' || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pyromaniac has incendiary weapon| Pyromaniac has incendiary weapon]]&lt;br /&gt;
| It makes me think of flame and fire. I'm so happy. &amp;lt;br /&amp;gt;''Applicable [[traits]]: [[Pyromaniac]]'' || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Constraining clothes| Constraining clothes]]&lt;br /&gt;
| I'm a nudist but I have to wear these clothes. It's not unbearable - but I still feel constrained and uncomfortable.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Nudist]]'' || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Happily nude| Happily nude]]&lt;br /&gt;
| I'm nude and loving it! I feel so free and unconstrained and in touch with my surroundings!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Nudist]]'' || +20 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Undergrounder indoors| Undergrounder indoors]]&lt;br /&gt;
| I like working or simply being indoors.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Undergrounder]]'' || +3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Underground| Underground]]&lt;br /&gt;
|  I love working or simply being in the underground.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Undergrounder]]'' || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Undergrounder outdoors| Undergrounder outdoors]]&lt;br /&gt;
| I don't like being outside. I want to get back to the underground.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Undergrounder]]'' || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Night owl in daytime| Night owl in daytime]]&lt;br /&gt;
| I don't like working during the day.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Night owl]]'' || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Night owl at night| Night owl at night]]&lt;br /&gt;
| I feel much better at night.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Night owl]]'' || +16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Greedy]]'' || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. My room is pathetic! I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Greedy]]'' || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. My room isn't nearly good enough. I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Greedy]]'' || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. My room isn't good enough. I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Greedy]]'' || -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. My room isn't quite good enough. I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Greedy]]'' || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Jealous of &amp;lt;name&amp;gt;'s bedroom| Jealous of &amp;lt;name&amp;gt;'s bedroom]]&lt;br /&gt;
| I need to have the best one!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Jealous]]'' || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ascetic has awful bedroom| Ascetic has awful bedroom]]&lt;br /&gt;
| My bedroom is just how I want it to be. Very humble and simple.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Ascetic]]'' || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ascetic has dull bedroom| Ascetic has dull bedroom]]&lt;br /&gt;
| My bedroom is very humble and simple. I like it.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Ascetic]]'' || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ascetic has mediocre bedroom| Ascetic has mediocre bedroom]]&lt;br /&gt;
| My bedroom is just how I want it to be. Very humble and simple.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Ascetic]]'' || +3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ascetic has impressive bedroom| Ascetic has impressive bedroom]]&lt;br /&gt;
| I don't like having an impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: [[Ascetic]]'' || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Drugs&amp;diff=182729</id>
		<title>Thoughts/Drugs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Drugs&amp;diff=182729"/>
		<updated>2026-08-09T04:03:46Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Inebriated| Inebriated (Warm)]]&lt;br /&gt;
| I just feel a bit more relaxed after that drink. That's good. || +8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Inebriated| Inebriated (Tipsy)]]&lt;br /&gt;
| I'm a bit wobbly! And this is quite enjoyable. || +12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Inebriated| Inebriated (Drunk)]]&lt;br /&gt;
| I feel so uninhibited and unafraid! This is a great time! || +18 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Inebriated| Inebriated (Hammered)]]&lt;br /&gt;
| Wooo! What is going on? || +24 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hungover| Hungover (Pounding)]]&lt;br /&gt;
| It feels like a gaggle of geese are pecking at my skull. || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hungover| Hungover (Strong)]]&lt;br /&gt;
| My head hurts from all that liquor. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hungover| Hungover (Slight)]]&lt;br /&gt;
| The headache is almost gone. || -2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Smokeleaf| High on smokeleaf]]&lt;br /&gt;
| I'm, like, stoned, man. || +13 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Flake| High on flake]]&lt;br /&gt;
| So good, so good. || +35 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Yayo| High on yayo]]&lt;br /&gt;
| Feeling pumped! Let's do this! || +35 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Go-juice| High on go-juice]]&lt;br /&gt;
| Feeling pumped but calm. I am the sniper bullet in flight, ready to cut through you. || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Exotic&amp;diff=182728</id>
		<title>Thoughts/Exotic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Exotic&amp;diff=182728"/>
		<updated>2026-08-09T04:03:39Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Exotic.xml --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Source (1.5): \Core\Defs\ThoughtDefs\Thoughts_Situation_Special.xml --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Source (1.5): \Core\Defs\ThoughtDefs\Thoughts_Special.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Joywire| Joywire]]&lt;br /&gt;
| It feels amazing. || +30 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Strange feeling| Strange feeling]]&amp;lt;br/&amp;gt;[[Psychic soothe pulser|(Psychic soothe pulser)]]&lt;br /&gt;
| I feel strange, but also very relaxed.&amp;lt;br/&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || +15 || 1 || 3 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic effects| Psychic soothe (medium)]]&lt;br /&gt;
| It's like a calming voice at the back of my mind, soothing me, settling my nerves.&amp;lt;br/&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || +16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic effects| Psychic drone (low)]]&lt;br /&gt;
| It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.&amp;lt;br/&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic effects| Psychic drone (medium)]]&lt;br /&gt;
| I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!&amp;lt;br/&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || -22 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic effects| Psychic drone (high)]]&lt;br /&gt;
| The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!&amp;lt;br/&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || -30 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Psychic effects| Psychic drone (extreme)]]&lt;br /&gt;
| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...&amp;lt;br/&amp;gt; ''Multiplying Stat: [[Psychic Sensitivity]]'' || -40 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Eating&amp;diff=182727</id>
		<title>Thoughts/Memory Eating</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Eating&amp;diff=182727"/>
		<updated>2026-08-09T04:03:28Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.2.2723}}&amp;lt;!-- Source : Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Eating.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ate lavish meal| Ate lavish meal]]&lt;br /&gt;
| That lavish meal was amazing. It nourished my body and my soul.&amp;lt;br/&amp;gt;''Replaces thought: [[Thoughts#Ate fine meal| Ate fine meal]]'' || +12 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ate fine meal| Ate fine meal]]&lt;br /&gt;
| I ate a really tasty fine meal. Yum!&amp;lt;br/&amp;gt;''Replaces thought: [[Thoughts#Ate lavish meal| Ate lavish meal]]'' || +5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ate awful meal| Ate awful meal]]&lt;br /&gt;
| I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop. || -4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ate raw food| Ate raw food]]&lt;br /&gt;
| I had to eat raw food. Can't we cook it, or at least synthesize some nutrient paste? || -7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ate kibble| Ate kibble]]&lt;br /&gt;
| I had to eat animal kibble. It's like I don't get to be human any more. || -12 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ate corpse| Ate corpse]]&lt;br /&gt;
| I had to eat a corpse without even butchering or cooking it. It was horrible. || -12 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Raw cannibalism| Raw cannibalism]]&lt;br /&gt;
| I ate the meat of another human, raw, like an animal. This is a nightmare.&amp;lt;br/&amp;gt;''Nullifying traits: [[Traits#Cannibal|Cannibal]]''&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: cannibalism (preferred), cannibalism (Required), cannibalism (ravenous)'' || -20 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Raw cannibalism| Raw cannibalism]]&lt;br /&gt;
| I ate the meat of another human, raw, like an animal. It was so... succulent.&amp;lt;br/&amp;gt;''Applicable traits: [[Traits#Cannibal|Cannibal]]'' || +20 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cooked cannibalism| Cooked cannibalism]]&lt;br /&gt;
| I ate a meal made from the meat of another human. This is horrible.&amp;lt;br/&amp;gt;''Nullifying traits: [[Traits#Cannibal|Cannibal]]''&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: cannibalism (preferred), cannibalism (Required), cannibalism (ravenous)'' || -15 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cooked cannibalism| Cooked cannibalism]]&lt;br /&gt;
| I ate a meal made from the meat of another human. So pleasurable. If only I had some fava beans and a nice chianti.&amp;lt;br/&amp;gt;''Applicable traits: [[Traits#Cannibal|Cannibal]]'' || +15 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ate insect meat| Ate insect meat]]&lt;br /&gt;
| I ate some gray, slimy insect meat. It was, possibly, the most disgusting thing I've ever tasted.&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: fungus (preferred)'' || -6 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ate cooked insect meat| Ate cooked insect meat]]&lt;br /&gt;
| I ate a meal cooked from gray, slimy insect meat. The seasoning partly covered the taste, but there were glands and fluid pockets in there that I can't identify.&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: fungus (preferred)'' || -3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ate rotten food| Ate rotten food]]&lt;br /&gt;
| I ate some disgusting, putrid food. It was melting in my mouth - but not in a good way. || -10 || 1 || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Gatherings&amp;diff=182726</id>
		<title>Thoughts/Memory Gatherings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Gatherings&amp;diff=182726"/>
		<updated>2026-08-09T04:03:24Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (1.1): Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Gatherings.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.2.2723}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Cause !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Got married to &amp;lt;name&amp;gt;| Got married to &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I got married! It's so wonderful to be starting a new life together! || Getting married to another pawn || +40 || 30 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Attended wedding| Attended wedding]]&lt;br /&gt;
| It was great to see two people come together to build a future like that. || Attend a wedding ceremony ||+20 || 10 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Attended party| Attended party]]&lt;br /&gt;
| I had a good time at that party. || Attend a party || +8 || 10 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Attended concert| Attended concert]]{{RoyaltyIcon}}&lt;br /&gt;
| I enjoyed listening to that performance. || Attend a concert || +8 || 10 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Held concert| Held concert]]{{RoyaltyIcon}}&lt;br /&gt;
| They loved me. They really loved me. || Hold a concert || +8 || 10 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Terrible speech| Terrible speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech was atrocious. It made me realize how little hope we really have. || Attend a [[Titles#Speeches|throne speech]] of Terrible quality || -12 || 8 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Uninspiring speech| Uninspiring speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech was more awkward than inspiring. If that's who we're listening to, I'm worried. || Attend a [[Titles#Speeches|throne speech]] of Uninspiring quality || -4 || 8 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Encouraging speech| Encouraging speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech made me feel like we have a solid path forward. || Attend a [[Titles#Speeches|throne speech]] of Encouraging quality || +4 || 8 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Inspirational speech| Inspirational speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech was moving emotionally and intellectually. I am filled with purpose. || Attend a [[Titles#Speeches|throne speech]] of Inspirational quality || +8 || 8 || 10 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Misc&amp;diff=182725</id>
		<title>Thoughts/Memory Misc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Misc&amp;diff=182725"/>
		<updated>2026-08-09T04:03:21Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Misc.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.2.2723}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ate without table| Ate without table]]&lt;br /&gt;
| I had to eat a meal off the ground. Can't we get a table around here? || -3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Disturbed sleep| Disturbed sleep]]&lt;br /&gt;
| I was disturbed during sleep by people moving around nearby. A private room would solve this.&amp;lt;br&amp;gt;''Nullifying condition: [[Hearing]] 0%''|| -1 || 1 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Initial optimism| Initial optimism]]&lt;br /&gt;
| It's a tough situation, but I'm excited to be founding a new settlement. || +10 || 8 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Initial hope| Initial hope]]&lt;br /&gt;
| I'm getting used to this, but it's still an exciting new situation. I hope this works out... || +5 || 8 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slept outside| Slept outside]]&lt;br /&gt;
| I had to sleep outdoors without any protection from the elements. || -4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slept on ground| Slept on ground]]&lt;br /&gt;
| I had to sleep on the ground like an animal. || -4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slept in the cold| Slept in the cold]]&lt;br /&gt;
| I had to sleep in the cold. We really need some heaters. || -4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slept in the heat| Slept in the heat]]&lt;br /&gt;
| I had to sleep in unbearable heat. Can't we have air conditioning? || -4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#A prisoner was sold| A prisoner was sold]]&lt;br /&gt;
| This colony sold a prisoner into slavery. That's a worrying thought.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]] || -3 || 4 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Freed from slaver|Freed from slaver]]&lt;br /&gt;
| I have been freed from slavery. I'm so thankful! || +15 || 20 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prisoner released|Prisoner released]]&lt;br /&gt;
| We released a healthy prisoner. It feels good to know we even treat prisoners well.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]] || +2 || 6 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Someone's organ harvested| Someone's organ harvested]]&lt;br /&gt;
| The colony took body parts from a guest or prisoner. It's horrible, breaking someone down for parts when they have no choice.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]] || -5 || 8 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist's organ harvested| Colonist's organ harvested]]&lt;br /&gt;
| Someone took body parts from a colonist. It's horrible, breaking someone down for parts when they have no choice.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]] || -5 || 7.5 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My organ harvested| My organ harvested]]&lt;br /&gt;
| The colony harvested body parts from me! They're breaking me down like an old engine! || -30 || 8 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Was imprisoned| Was imprisoned]]&lt;br /&gt;
| The colony had me in jail for a while, like a caged animal. || -10 || 6 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Catharsis| Catharsis]]&lt;br /&gt;
| It felt good to finally unbottle my feelings. || +40 || 3 || 5 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Nuzzled| Nuzzled]]&lt;br /&gt;
| A cute animal nuzzled me. &amp;lt;br /&amp;gt; (inc. only [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]])&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]] || +4 || 1 || 3 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Buried in sarcophagus| Buried in sarcophagus]]&lt;br /&gt;
| This colony buried someone in an ornamented sarcophagus. May their soul rest in peace. || +4 || 8 || 4 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Soaking wet| Soaking wet]]&lt;br /&gt;
| I'm soaking wet. || -3 || 0.1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#I butchered humanlike| I butchered humanlike]]&lt;br /&gt;
| I butchered someone up like an animal.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]], [[Traits#Cannibal|Cannibal]] || -6 || 6 || 10 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#We butchered humanlike| We butchered humanlike]]&lt;br /&gt;
| We butchered someone up like an animal.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]], [[Traits#Cannibal|Cannibal]] || -6 || 6 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Observed corpse| Observed corpse]]&lt;br /&gt;
| I saw a dead body laying on the ground. It was disturbing.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]], [[Traits#Cannibal|Cannibal]] || -4 || 0.5 || 3 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Observed rotting corpse| Observed rotting corpse]]&lt;br /&gt;
| I saw a rotting corpse laying on the ground. It was disgusting.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Bloodlust]] || -6 || 0.5 || 5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed ally's death| Witnessed ally's death]]&lt;br /&gt;
| I saw one of my people die. They were alive one moment, and dead the next.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]] || -5 || 1 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed outsider's death| Witnessed outsider's death]]&lt;br /&gt;
| I saw someone die. They were alive one moment, and dead the next.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]] || -3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed family member's death| Witnessed family member's death]]&lt;br /&gt;
| I saw a member of my family die. My own flesh and blood...&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]] || -6 || 6 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed death with Bloodlust| Witnessed death with Bloodlust]]&lt;br /&gt;
| I saw someone die! That was intense!&amp;lt;br /&amp;gt; ''Applicable traits: [[Bloodlust]] || +8 || 4 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Killed someone| Killed someone]]&lt;br /&gt;
| I killed someone! What a rush!&amp;lt;br /&amp;gt; ''Applicable traits: [[Bloodlust]] || +12 || 4 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Defeated faction leader| Defeated faction leader]]&lt;br /&gt;
| They were leading efforts to destroy us, and I took them down! || +10 || 6 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Defeated mech cluster| Defeated mech cluster]]&lt;br /&gt;
| Blood beats metal, you damn machines! || +4|| 10 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist banished| Colonist banished]]&lt;br /&gt;
| We just banished someone. I hope they'll make it, but I'm worried.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]] || -3 || 6 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist banished to die| Colonist banished to die]]&lt;br /&gt;
| We banished someone in such a way that there's almost no way they'll survive.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]] || -6 || 6 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Prisoner banished to die| Prisoner banished to die]]&lt;br /&gt;
| We banished a prisoner in such a way that there's almost no way they'll survive.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]] || -4 || 6 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bonded animal banished| Bonded animal &amp;lt;Name&amp;gt; banished]]&lt;br /&gt;
| My bonded animal was banished!&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]] || -6 || 6 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist abandoned| Colonist abandoned]]&lt;br /&gt;
| We just left someone behind. I hope they'll make it, but I'm worried.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]] || -3 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Failed to rescue relative| Failed to rescue &amp;lt;name&amp;gt;]]&lt;br /&gt;
| We had a chance to rescue my relative, and failed. I could have helped! || -18 || 30 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Rescued relative| Rescued &amp;lt;name&amp;gt;]]&lt;br /&gt;
| We rescued one of my relatives. Finally, I can breathe a sigh of relief. || +18 || 30 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Rescued| Rescued]]&lt;br /&gt;
| I was rescued! I almost thought I was done for back there. I'm so thankful. || +18 || 30 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#On duty| On duty]]&lt;br /&gt;
| I have a job to do. || +12 || 15|| 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Misc_(Royalty)&amp;diff=182724</id>
		<title>Thoughts/Memory Misc (Royalty)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Misc_(Royalty)&amp;diff=182724"/>
		<updated>2026-08-09T04:03:18Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.2.3005}}&amp;lt;!-- Source: \Data\Royalty\Defs\ThoughtDefs\Thoughts_Memory_Misc.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Traveler arrested|Traveler arrested]]&lt;br /&gt;
| One of our companions was taken prisoner!|| -12 || 10 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Traveler surgically violated|Traveler surgically violated]]&lt;br /&gt;
| One of our companions was surgically violated. Nothing could justify that.|| -12 || 10 || 5 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_RoomStats&amp;diff=182723</id>
		<title>Thoughts/Memory RoomStats</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_RoomStats&amp;diff=182723"/>
		<updated>2026-08-09T04:03:14Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (1.1): Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_RoomStats.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.2.2723}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decent dining room| Decent dining room]]&lt;br /&gt;
| I ate my meal in a decent dining room. || +2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive dining room| Slightly impressive dining room]]&lt;br /&gt;
| I ate my meal in a slightly impressive dining room. || +3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Somewhat impressive dining room| Somewhat impressive dining room]]&lt;br /&gt;
| I ate my meal in an impressive dining room. || +4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive dining room| Very impressive dining room]]&lt;br /&gt;
| I ate my meal in a very impressive dining room. || +5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive dining room| Extremely impressive dining room]]&lt;br /&gt;
| I ate my meal in an extremely impressive dining room. I could stay there forever. || +6 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive dining room| Unbelievably impressive dining room]]&lt;br /&gt;
| I ate my meal in an unbelievably impressive dining room. I could stay there forever. || +7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive dining room| Wondrously impressive dining room]]&lt;br /&gt;
| I ate my meal in a wonderful dining room. I could stay there forever. || +8 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decent rec room| Decent rec room]]&lt;br /&gt;
| I had fun in a decent rec room. || +2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive rec room| Slightly impressive rec room]]&lt;br /&gt;
| I had fun in a nice rec room. || +3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Somewhat impressive rec room| Somewhat impressive rec room]]&lt;br /&gt;
| I had a great time in an impressive rec room. || +4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive rec room| Very impressive rec room]]&lt;br /&gt;
| I had a great time in a very impressive rec room. || +5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive rec room| Extremely impressive rec room]]&lt;br /&gt;
| I had a great time in an extremely impressive rec room. I could stay there forever. || +6 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive rec room| Unbelievably impressive rec room]]&lt;br /&gt;
| I had a great time in an unbelievably impressive rec room. I could stay there forever. || +7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive rec room| Wondrously impressive rec room]]&lt;br /&gt;
| I had a great time in a wonderful rec room. I could stay there forever. || +8 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Awful bedroom| Awful bedroom]]&lt;br /&gt;
| I had to sleep in an awful room. || -2 || 1|| 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Mediocre bedroom| Mediocre bedroom]]&lt;br /&gt;
| I slept in a mediocre bedroom. Better than the alternative. || +1 || 1|| 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decent bedroom| Decent bedroom]]&lt;br /&gt;
| I got to sleep in a pretty decent bedroom. || +2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive bedroom| Slightly impressive bedroom]]&lt;br /&gt;
| I got to sleep in a slightly impressive bedroom. I like it. || +3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Impressive bedroom| Impressive bedroom]]&lt;br /&gt;
| My bedroom is impressive. I love it! || +4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive bedroom| Very impressive bedroom]]&lt;br /&gt;
| I slept in a very impressive bedroom. I love it. || +5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive bedroom| Extremely impressive bedroom]]&lt;br /&gt;
| I slept in an extremely impressive bedroom. It was marvelous. || +6 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive bedroom| Unbelievably impressive bedroom]]&lt;br /&gt;
|  slept in an unbelievably impressive bedroom. It was truly astounding. || +7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive bedroom| Wondrously impressive bedroom]]&lt;br /&gt;
| I slept in a heavenly bedroom. It was wondrous. || +8 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Awful barrack| Awful barrack]]&lt;br /&gt;
| I had to sleep in an awful barrack. Not only was it a horrible room, but I also had to share it! || -7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Dull barrack| Dull barrack]]&lt;br /&gt;
| I had to sleep in a dull barrack. Not only that, but I also had to share it with other people. || -5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Mediocre barrack| Mediocre barrack]]&lt;br /&gt;
| I had to sleep in a mediocre barrack with other people around. I really don't like this. || -4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Decent barrack| Decent barrack]]&lt;br /&gt;
| I slept in a decent barrack, but I really dislike sharing a sleeping space.|| -3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Slightly impressive barrack| Slightly impressive barrack]]&lt;br /&gt;
| I got to sleep in a pretty nice barrack. But I really don't like sharing a room with others. || -2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Impressive barrack| Impressive barrack]]&lt;br /&gt;
| I got to sleep in an impressive barrack. It sucks that I had to share it, though. || -1 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Very impressive barrack| Very impressive barrack]]&lt;br /&gt;
| I slept in a very impressive barrack. I don't even mind sharing it. || +1 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Extremely impressive barrack| Extremely impressive barrack]]&lt;br /&gt;
| I slept in an extremely impressive barrack. I don't even mind sharing it. || +2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Unbelievably impressive barrack| Unbelievably impressive barrack]]&lt;br /&gt;
| The barrack I slept in was so impressive that I don't even mind sharing it. || +3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wondrously impressive barrack| Wondrously impressive barrack]]&lt;br /&gt;
| I slept in a barrack that was simply wondrous. Even sharing such a space makes me happy. || +4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_RoomStats_(Royalty)&amp;diff=182722</id>
		<title>Thoughts/Memory RoomStats (Royalty)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_RoomStats_(Royalty)&amp;diff=182722"/>
		<updated>2026-08-09T04:03:10Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.2.3005}}&amp;lt;!-- Source: \Data\Royalty\Defs\ThoughtDefs\Thoughts_Memory_Misc.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reigned in throneroom|Awful throneroom]]&lt;br /&gt;
| I had to reign in an awful throneroom. It's like a deliberate insult from my inferiors. || -6 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reigned in throneroom|Dull throneroom]]&lt;br /&gt;
| I had to reign in a dull throneroom. It clearly diminished my stature. || -4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reigned in throneroom|Mediocre throneroom]]&lt;br /&gt;
| I had to reign in a mediocre throneroom. It didn't express my stature. || -2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reigned in throneroom|Very impressive throneroom]]&lt;br /&gt;
| I reigned in a very impressive throneroom. It expressed noticeable stature. || +2 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reigned in throneroom|Extremely impressive throneroom]]&lt;br /&gt;
| I reigned in an extremely impressive throneroom. It effectively demonstrated my stature. || +4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reigned in throneroom|Unbelievably impressive throneroom]]&lt;br /&gt;
| I reigned in an unbelievably impressive throneroom. The commoners will be amazed at my highness. || +5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reigned in throneroom|Wondrously impressive throneroom]]&lt;br /&gt;
| I reigned in a heavenly throneroom. It matched my grace and nobility. || +6 || 1 || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Social&amp;diff=182721</id>
		<title>Thoughts/Memory Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Social&amp;diff=182721"/>
		<updated>2026-08-09T04:03:02Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (1.3.3387): Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Social.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.3.3387}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Insulted| Insulted]]&lt;br /&gt;
| I've been directly insulted! What an awful person! || -5 || 2 || 10 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Kind words| Kind words]]&lt;br /&gt;
| I've been bestowed with kind words! What a nice person! || +5 || 2 || 10 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Loved one sold| Loved one sold]]&lt;br /&gt;
| Someone I love was sold to a trader like a piece of meat! || -10 || 120 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bonded animal given away| Bonded animal given away]]&lt;br /&gt;
| My special bonded animal was given away! || -10 || 60 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Forced to take drugs| Forced to take drugs]]&lt;br /&gt;
| I'm a teetotaler; I would never take drugs by choice. But I was forced! I feel unclean. || -20 || 6 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Forced to take luciferium| Forced to take luciferium]]&lt;br /&gt;
| I'm a teetotaler; I would never take luciferium by choice. But I was forced! I feel unclean. || -20 || 6 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Rebuffed by &amp;lt;name&amp;gt;| Rebuffed by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I attempted to create a romance, but I got the cold shoulder. Feels bad man. || -5 || 3 || 5 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Had to rebuff &amp;lt;name&amp;gt;| Had to rebuff &amp;lt;name&amp;gt;]]&lt;br /&gt;
| Someone I don't like tried to romance me. || -3 || 3 || 5 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Broken up with by &amp;lt;name&amp;gt;| Broken up with by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I was just dumped like a load of garbage. || -15 || 25 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cheated on by &amp;lt;name&amp;gt;| Cheated on by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| How could someone cheat on me! || -20 || 25 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Divorced by &amp;lt;name&amp;gt;| Divorced by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| We made a commitment, and they just tore it apart. || -20 || 30 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My proposal was rejected by &amp;lt;name&amp;gt;| My proposal was rejected by &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I thought we were meant to marry. But I was just shot down. || -18 || 25 || 5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Got some lovin’| Got some lovin’]]&lt;br /&gt;
| There's nothing like a tumble between the sheets to lift the mood. || +8 || 3 || 10 || 0.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_Social&amp;diff=182720</id>
		<title>Thoughts/Situation Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_Social&amp;diff=182720"/>
		<updated>2026-08-09T04:02:58Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Data\Core\Defs\ThoughtDefs\Thoughts_Situation_Social.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.2.2753}}{{Main|Mood}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Opinion of my &amp;lt;lover type&amp;gt; &amp;lt;name&amp;gt;|Opinion of my &amp;lt;lover type&amp;gt; &amp;lt;name&amp;gt;]]&lt;br /&gt;
| Being with my lover makes me feel this way.  || Variable&amp;lt;br&amp;gt;(-? to +?) || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#&amp;lt;name&amp;gt;'s master| &amp;lt;name&amp;gt;'s master/Master of &amp;lt;names&amp;gt;]]&lt;br /&gt;
| Being together with my bonded &amp;lt;animal/animals&amp;gt; makes me feel better.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]] || +5 || N/A || N/A  || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Not &amp;lt;name&amp;gt;'s master| Not &amp;lt;name&amp;gt;'s master/ Not master of &amp;lt;names&amp;gt;]]&lt;br /&gt;
| I should be together with my bonded &amp;lt;animal/animals&amp;gt;.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]] || -3 || N/A || N/A  || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Want to sleep with &amp;lt;name&amp;gt;| Want to sleep with &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I don't like sleeping apart from my partner. || ?  || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Debug&amp;diff=182719</id>
		<title>Thoughts/Memory Debug</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Debug&amp;diff=182719"/>
		<updated>2026-08-09T04:01:49Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.2.2723}}&amp;lt;!-- Source: Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Debug.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Debug bad thought| Debug bad thought]]&lt;br /&gt;
| Test thought for debugging.|| -10 || 1 || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Debug good thought| Debug good thought]]&lt;br /&gt;
| Test thought for debugging.|| +10 || 1 || 100 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Eating_(Biotech)&amp;diff=182718</id>
		<title>Thoughts/Memory Eating (Biotech)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Eating_(Biotech)&amp;diff=182718"/>
		<updated>2026-08-09T04:01:41Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.4.3704}}&amp;lt;!-- Source: Biotech\Defs\ThoughtDefs\Thoughts_Memory_Eating.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ate baby food| Ate baby food]]&lt;br /&gt;
| I had to eat watery slop made for a child. It's not just tasteless; it's demoralizing.&amp;lt;br /&amp;gt;''Note: Only affects pawns above 3 years of age.'' || -5 || 1 || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Eating_(Royalty)&amp;diff=182717</id>
		<title>Thoughts/Memory Eating (Royalty)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Eating_(Royalty)&amp;diff=182717"/>
		<updated>2026-08-09T04:01:38Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.4.3580}}&amp;lt;!-- Source: Royalty\Defs\ThoughtDefs\Thoughts_Memory_Eating.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ate low-class food| Ate low-class food]]&lt;br /&gt;
| That meal was below my station. My title's formal requirements should always be respected.&amp;lt;br /&amp;gt;''Note: Only affects [[Titles#Conceited pawns|conceited nobles]]'' || -8 || 1 || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_TraitsPerm&amp;diff=182716</id>
		<title>Thoughts/Situation TraitsPerm</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_TraitsPerm&amp;diff=182716"/>
		<updated>2026-08-09T04:00:54Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Situation_TraitsPerm.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.2.2723}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Sanguine|Sanguine]]&lt;br /&gt;
| Natural bonus from Sanguine trait.&amp;lt;br /&amp;gt; ''Applicable traits: [[Sanguine]] || +12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Optimist|Optimist]]&lt;br /&gt;
| Natural bonus from Optimist trait.&amp;lt;br /&amp;gt; ''Applicable traits: [[Optimist]] || +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pessimist|Pessimist]]&lt;br /&gt;
| Natural penalty from Pessimist trait.&amp;lt;br /&amp;gt; ''Applicable traits: [[Pessimist]] || -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Depressive|Depressive]]&lt;br /&gt;
| Natural penalty from Depressive trait.&amp;lt;br /&amp;gt; ''Applicable traits: [[Depressive]] || -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tortured Artist|Tortured Artist]]&lt;br /&gt;
| Natural penalty from Tortured Artist trait.&amp;lt;br /&amp;gt; ''Applicable traits: [[Tortured artist]] || -8 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts_list&amp;diff=182715</id>
		<title>Thoughts list</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts_list&amp;diff=182715"/>
		<updated>2026-08-09T04:00:28Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: Undo revision 76450 by Harakoni (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Thoughts]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Thoughts_RoyalTitles&amp;diff=182714</id>
		<title>Thoughts/Thoughts RoyalTitles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Thoughts_RoyalTitles&amp;diff=182714"/>
		<updated>2026-08-09T03:59:44Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.2.3005}}&amp;lt;!-- Source: \Data\Royalty\Defs\RoyalTitles\Thoughts_RoyalTitles.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Gained title|Received &amp;lt;title&amp;gt; title]]&lt;br /&gt;
| I have been given the title of &amp;lt;[[Title#List of titles|title]]&amp;gt;. I love the recognition! &amp;lt;br /&amp;gt; ''Nullifying traits: [[Ascetic]] || 8 || 7 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Lost title|Lost &amp;lt;title&amp;gt; title]]&lt;br /&gt;
| I lost my &amp;lt;[[Title#List of titles|title]]&amp;gt; title. &amp;lt;br /&amp;gt; ''Nullifying traits: [[Ascetic]] || 8 || 7 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Want title specific apparel|Want &amp;lt;title&amp;gt;-specific apparel]]&lt;br /&gt;
| A &amp;lt;[[Title#List of titles|title]]&amp;gt; like myself should be covered in apparel appropriate to my stature: &amp;lt;List of missing items&amp;gt; &amp;lt;br /&amp;gt; ''Nullifying traits: [[Ascetic]] || -4 || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Want title quality apparel|Want &amp;lt;title&amp;gt;-quality apparel]]&lt;br /&gt;
| A &amp;lt;[[Title#List of titles|title]]&amp;gt; like myself should only wear apparel of &amp;lt;quality&amp;gt; [[quality]] or better. &amp;lt;br /&amp;gt; ''Nullifying traits: [[Ascetic]] || -4 || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reigned in throneroom|Undignified throneroom]]&lt;br /&gt;
| I am a &amp;lt;[[Title#List of titles|title]]&amp;gt; and I should have these items in my throneroom: &amp;lt;List of missing items&amp;gt; &amp;lt;br /&amp;gt; ''Nullifying traits: [[Ascetic]] || -8 || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Noble bedroom|Undignified bedroom]]&lt;br /&gt;
| A &amp;lt;[[Title#List of titles|title]]&amp;gt; like myself deserves a bedroom that meets these requirements: &amp;lt;List of missing items&amp;gt; &amp;lt;br /&amp;gt; ''Nullifying traits: [[Ascetic]] || -6 || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reigned in throneroom|No throne room]]&lt;br /&gt;
| What is a royal with no throneroom? &amp;lt;br /&amp;gt; ''Nullifying traits: [[Ascetic]] || -8 || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reigned in throneroom|No personal bedroom]]&lt;br /&gt;
| A &amp;lt;[[Title#List of titles|title]]&amp;gt; should have a personal bedroom. &amp;lt;br /&amp;gt; ''Nullifying traits: [[Ascetic]]  || -6 || N/A || N/A || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Expectations&amp;diff=182713</id>
		<title>Thoughts/Expectations</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Expectations&amp;diff=182713"/>
		<updated>2026-08-09T03:57:43Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: Wealth ratings are not always accurate and are better explained in the linked section. Fixed link, aslo thoughts defined in core&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.2.3005}}&amp;lt;!-- Source: \Data\Core\Defs\Misc\ExpectationDefs\Expectations.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Expectation moodlets|Sky-high expectations]]&lt;br /&gt;
| I should be made very comfortable here.|| 0 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Expectation moodlets|High expectations]]&lt;br /&gt;
| There's no reason I shouldn't have the things I want. || +6 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Expectation moodlets|Moderate expectations]]&lt;br /&gt;
| I can't expect to be totally pampered. || +12 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Expectation moodlets|Low expectations]]&lt;br /&gt;
| I can't expect great comforts. || +18 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Expectation moodlets|Very low expectations]]&lt;br /&gt;
| I need to keep myself strong to survive. || +24 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Expectation moodlets|Extremely low expectations]]&lt;br /&gt;
| I'd better steel myself to survive. || +30 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Expectation moodlets|Noble expectations]]&lt;br /&gt;
| I am above the little people and should be made happy every moment. || -6 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Expectation moodlets|Royal expectations]]&lt;br /&gt;
| My majesty... I can hardly believe it myself. A moment's discomfort is below me. || -12 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Expectation moodlets|Elite expectations]]&lt;br /&gt;
| I shouldn't have to endure any inconveniences that distract me from my important role. || -6 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Expectation moodlets|Supreme expectations]]&lt;br /&gt;
| My importance here is uncontested, so my comfort must be a critical priority for my people.|| -12 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Expectation moodlets|Slave expectations]]{{IdeologyIcon}}&lt;br /&gt;
| I'm a slave. I don't expect much. || +28 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Expectation moodlets|Meager slave expectations]]{{IdeologyIcon}}&lt;br /&gt;
| I'm a slave of a group with meager holdings. I expect little. || +34 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Expectation moodlets|Poor slave expectations]]{{IdeologyIcon}}&lt;br /&gt;
| I'm a slave of a poor group. I expect very little. || +40 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Expectation moodlets|Destitute slave expectations]]{{IdeologyIcon}}&lt;br /&gt;
| I'm a slave of a destitute group. I expect nothing. || +46 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
</feed>