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		<id>https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=179069</id>
		<title>Ice Sheet Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=179069"/>
		<updated>2026-04-05T16:56:29Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Starting colonists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in one of the most hostile environments in Rimworld - an [[ice sheet]].&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{{See also|Ice sheet}}&lt;br /&gt;
&lt;br /&gt;
Ice sheets are among the coldest of biomes, with only [[sea ice]] and [[orbit]]{{OdysseyIcon}} being colder. They have very little animal life and no plants. In fact, you should not expect to find anything more than five [[snowhare]]s in your start. You should also not expect to see more than one new [[snowhare]] every five days and one new [[polar bear]] per month.&lt;br /&gt;
&lt;br /&gt;
In addition to that, there is little land to grow crops. If you want to grow something you'd be doing it in the stony patches around hills and mountains. It is never warm enough to grow outdoors, though, so you'll need an enclosed area with [[heater]]s and [[sun lamp]]s to actually grow crops.&lt;br /&gt;
&lt;br /&gt;
Even the warmest ice sheet is really cold, with averages ranging from {{Temperature|-20}} to {{Temperature|-40}}. You still need to eventually make a [[Colony_Building_Guide#Freezer|freezer]] though, because the summer temperature is hot enough to spoil your food. You should expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
== Immediate Survival ==&lt;br /&gt;
[[Colonist]]s have [[needs]], without the which they get a [[mental break]] or die. In the ice sheet, food and temperature are low, and [[mood]] needs to be managed as well to prevent colonists from freezing outside.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
When starting out, colonies can use their starting resources, the initial animals, and trading, but all of these will run out eventually. The two reliable sources of early game food are:&lt;br /&gt;
*[[Cannibalism]]: The [[storyteller]] will send raids and events at the normal rate, even in the brutal sea ice. This is particularly sustainable with a single colonist; not only are there less mouths to feed, but the storyteller will constantly generate new recruit events due to [[PopulationIntent]], which can be converted into human meat.&lt;br /&gt;
*[[Fishing]]{{OdysseyIcon}}: Provided there is a body of water, your colonists can survive the temperature, and fishing is researched, fishing can be a potentially year-round source of food.&lt;br /&gt;
**By creating a [[room]] with water inside it, it is possible to fish year-round, in a temperature-controlled environment. This can be done by enclosing the body of water, or building a small room on top of it (place [[bridge]]s, make a room on top of the bridges, have a gap of water inside said room, then heat up the room. This allows access to the full lake's worth of fish, even if most of the lake is frozen).&lt;br /&gt;
&lt;br /&gt;
Once you can provide enough electricity to power a [[sun lamp]] and [[heater]]s, it becomes possible to grow food by planting in the stony soil indoors. [[Hydroponics]] can be used to create growable, fertile land, but are not strictly required.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology DLC]], [[nutrifungus]]{{IdeologyIcon}} can be grown indoors with heaters and no sun lamp, potentially allowing food to grow from day 1 with a [[Crashlanded]]-like start.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Steam geysers are a quick, free, and easy way for any start to generate heat - just enclose a vent and it will heat up the room it's in. Be careful not to overheat, though. Alternatively, New Arrivals can build [[heater]]s so they do not need to use a steam geyser.&lt;br /&gt;
&lt;br /&gt;
Any pawn that arrives in your map (allied or enemy) will typically wear [[parka]]s and other warm clothing. Enough sufficient-quality clothing should let colonists survive the cold outside.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetsite.png|300px|thumb|right|Example good landing site.]]&lt;br /&gt;
&lt;br /&gt;
In all worlds, you should carefully choose a landing site with resources as a priority. You want to build a colony in an area with some of the following characteristics:&lt;br /&gt;
&lt;br /&gt;
* Near to tundra, ideally with roads and no mountains blocking the route (faster moving around, can harvest plants from the tundra)&lt;br /&gt;
* Near to a friendly faction base (faster trading)&lt;br /&gt;
* With coast (for easier defense, and [[fishing]]{{OdysseyIcon}})&lt;br /&gt;
* With [[caves]] (early food source)&lt;br /&gt;
&lt;br /&gt;
Ice sheets themselves do not have roads or rivers, but that does not mean you can not settle close to a road. While you should not be surrounded by mountains, the landing site itself can be mountainous.&lt;br /&gt;
&lt;br /&gt;
Of course, you do not need to land in an area with all those characteristics, but try to get as many of them as you can.&lt;br /&gt;
&lt;br /&gt;
== Starting colonists ==&lt;br /&gt;
Ice sheet is so harsh that you will have to resort to cannibalism, so you want to have a crew that can tolerate that.&lt;br /&gt;
*If playing with [[ideoligion]]s,{{IdeologyIcon}} it is easy to have everyone be fine with human butchering and cannibalism with the Cannibalism: Acceptable precept.&lt;br /&gt;
*Without Ideology, your butcher should have a trait that prevents human butchering debuffs (Cannibal, Bloodlust or Psychopath), and rest of your crew should ideally have a mood-boosting trait or a trait that prevents human debuffs. Not all five colonists need one of these traits, but more is ideal.&lt;br /&gt;
&lt;br /&gt;
== Base area ==&lt;br /&gt;
Once you choose your landing site and colonists, you should also choose your base area to begin with. It is important to notice that this area does not need to be final location, it is just the area where you are more likely to survive the early game.&lt;br /&gt;
&lt;br /&gt;
You want to find an area with the characteristics: &lt;br /&gt;
*'''On top of a [[steam geyser]]:''' Steam geysers generate heat, thus keeping the temperature warm without needing to burn wood or make electric [[heater]]s. This is the most essential part.&lt;br /&gt;
*'''Near steel:''' For easier development.&lt;br /&gt;
*'''More growing areas''' and '''more easily defendable''': By settling near hills/mountains, you'll be closer to stony patches and can more easily defend.&lt;br /&gt;
&lt;br /&gt;
In order to not freeze, the initial base must be kept small. You can either refurbish a ruin, use a cave, or make a small steel base. It all comes down to what you have near the steam geysers. If you have a ruin, take it. If you have a hill, make a cave. If you have none of these, make a small steel base.&lt;br /&gt;
&lt;br /&gt;
If the base is especially small, then the geysers may be prone to giving colonists [[heatstroke]]. This can be mitigated by opening up parts of the roof.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetarea.png|400px|thumb|center|Good starting area near the geyser.]]&lt;br /&gt;
&lt;br /&gt;
= Tribal Start, no DLC =&lt;br /&gt;
We now focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments, since you have more people to feed and less technology to help you.&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
* Get some easily accessible [[steel]] and use it to build your stuff, so you do not have to use [[wood]].&lt;br /&gt;
* Make your starter base on top of a steam geyser. Give people a place to sleep, eat and play.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* Kill your starting animals.&lt;br /&gt;
* Only use [[wood]] to make [[campfire]]s, either for cooking or heating up. Make sure your [[wood]] is forbidden so they do not refuel it unnecessarily.&lt;br /&gt;
* Get rid of some colonists.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Now you are going to be struggling for food for a long time. If you have [[caves]] in your map, it will help a lot. You want to keep the insects alive. Enjoy while it is warm and go visit your nearby friendly base to trade whatever you can for food. For that, you gotta get something you can trade:&lt;br /&gt;
&lt;br /&gt;
* You can mine expensive ores like [[component]]s, [[plasteel]], [[uranium]], [[jade]], [[silver]] or [[gold]].&lt;br /&gt;
* You can open the [[ancient shrine]] and sell whatever you find there.&lt;br /&gt;
* You can sell humans and (when there is enough time) human organs.&lt;br /&gt;
&lt;br /&gt;
Regardless, you still will not have enough food for five people for so long, you simply have to get rid of some of them. The best way is to put some of them inside the ancient [[cryptosleep casket]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:meatshield2.png|400px|thumb|center|Opening the ancient structure is dangerous! Bring them one by one and use your animals as meat shield.]]&lt;br /&gt;
&lt;br /&gt;
You can also send some people out while it is warm to raid the closest base outside the ice sheet, try to not raid your closest friendly neighbor. Hunt the animals and harvest the plants around the base and run back to your base. You can make peace with them later. You have to bring the colonists back in the beginning of next season before it gets too cold.&lt;br /&gt;
&lt;br /&gt;
Another more undesirable option is to sell some colonists. They are usually worth a lot, but do not expect to see them again.&lt;br /&gt;
&lt;br /&gt;
Likewise, another even worse option is to kill some colonists, but they are not worth many meals.&lt;br /&gt;
&lt;br /&gt;
But you gotta do something, feeding five people will not happen. Three people is about what you can you feed.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetminibase.png|400px|thumb|center|Base on top of geyser. Two colonists were sent on a raid mission.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Make a [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
* Make [[steel]] [[spike trap]]s.&lt;br /&gt;
* Eat any raiders, [[Events#Wanderer joins|wanderers]], and [[Events#Escape Pod|escape pod]] refugees, etc.&lt;br /&gt;
* Wear their [[parka]]s and [[tuque]]s, tainted if you must.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing. Once that is done, make [[parka]]s and [[tuque]]s with your [[cloth]].&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make lots of [[duster]]s with all the [[human leather]] and sell it.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Now for the cannibalism. You will eat anyone that is not one of your starting colonists or from a friendly faction, unless you manage to lose most of your colonists that is. That includes anyone who tries to join your colony. It also means offering help to refugees just so you can eat them later. You also better be sure you got clothes before fall starts.&lt;br /&gt;
&lt;br /&gt;
You will not have time to make your own clothes, you will have to use the clothes from raiders and would-be recruits. Try to strip pawns before they die so their clothes won't be tainted. You may want to buy [[cloth]] in advance for when you finish Complex Clothing.&lt;br /&gt;
&lt;br /&gt;
[[File:earlyraiders.png|400px|thumb|center|Early raid. Time to feed!]]&lt;br /&gt;
&lt;br /&gt;
Since you are going to often offer help to refugees, you better make a proper [[Colony_Building_Guide#Killbox|killbox]] with lots of [[spike trap]]s. The fighting starts outside though, with all the ice and snow the raiders are going to be really slow. Shot them while they are approaching because it takes a while for them to move to cover. Then once they are in cover, go back to your [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
&lt;br /&gt;
Remember that [[human leather]] is worth a lot and it is better to make something with it first, then sell it. First give your colonists [[bedroll]]s to sleep, then make [[duster]]s since they are more profitable then anything else. Cannibal and Bloodlust colonists will want to wear [[human leather]] clothes, give them [[human leather]] [[button-down shirt]]s and [[human leather]] [[pants]]. However, human leather [[parka]]s are not insulating enough; only wear them with nothing better.&lt;br /&gt;
&lt;br /&gt;
[[File:returnfromicemission.png|400px|thumb|center|Colonists sent to raid mission barely came back before freezing.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture. Once you done, make [[steel]] [[bed]]s.&lt;br /&gt;
* Go get [[Events#Item Stash Opportunity (Time Remaining)|item stashes]] so you can hunt and harvest in the area.&lt;br /&gt;
* Go help [[Events#Incapacitated refugee|incapacitated refugees]] so you can hunt and harvest in the area. Then eat him.&lt;br /&gt;
* Go [[Events#Prisoner rescue opportunity|rescue prisoners]] in outposts so you can hunt and harvest in the area. Then eat them all.&lt;br /&gt;
* Go [[Events#Bandit camp opportunity|destroy enemy outposts]] so you can hunt and harvest in the area. Then eat them all. &lt;br /&gt;
* Replace the less insulating [[parka]]s for [[cloth]] [[parka]]s.&lt;br /&gt;
* Research stone cutting so you can start using stone instead of [[steel]].&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Once you have your colonists with [[parka]]s and [[tuque]]s, you should take every opportunity available to go to another map. If you placed your colony near tundra, then it is likely that the quests will appear in tundra maps and that they will have much more resources than your frozen home.&lt;br /&gt;
&lt;br /&gt;
[[File:iceoutpost.png|500px|thumb|center|Look at all those delicious-looking [[animals]] and people.]]&lt;br /&gt;
&lt;br /&gt;
Whenever you reach a quest location, you want to look for [[berries]], [[healroot]], [[animals]] and [[wood]]. [[Animals]] should be butchered before leaving, if the [[meat]] is too heavy and you still have time you can use the local [[wood]] to make lots of [[campfire]]s and turn all into [[meals]] to reduce weight.&lt;br /&gt;
&lt;br /&gt;
Winter is coming, it is going to be so cold that not any [[parka]] will do. Anything with worse insulation than [[cloth]] should be replaced by cloth, which is average in insulation but really cheap to buy and fairly common.&lt;br /&gt;
&lt;br /&gt;
[[File:icerescuefail.png|400px|thumb|center|We are here to rescue you... not.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
* Use stone to reinforce your walls with a second layer for better insulation.&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Research [[batteries]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Now it is cold, so cold that even [[cloth]] [[parka]]s are not enough. Try to replace your '''[[cloth]]'''(cold insulation 18) for higher insulation [[textile]]s, and only send people out on quests if you got a strong insulating parka for them.&lt;br /&gt;
&lt;br /&gt;
Raiders are now more numerous and if you keep doing quests you should have enough food to feed five people.&lt;br /&gt;
&lt;br /&gt;
[[File:hypothermiaraiders.png|300px|thumb|center|So so cold... that raiders might freeze before start attacking.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
* Make your first [[Colony_Building_Guide#Greenhouse|greenhouse]] with a [[sun lamp]] and [[heater]]s.&lt;br /&gt;
* Plant [[potatoes]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Finally, you are ready to make a [[Colony_Building_Guide#Greenhouse|greenhouse]] and plant [[potatoes]]. Ideally, try to connect it to your steam geyser.&lt;br /&gt;
&lt;br /&gt;
Since you got a reliable food source, you can now accept more people. You are not free of cannibalism yet, but you can stop eating the [[Events#Refugee Chased at (Settlement)|refugees]].&lt;br /&gt;
&lt;br /&gt;
[[File:icegreenhouse.png|400px|thumb|center|First [[Colony_Building_Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
* Research [[hydroponics basin|hydroponics]].&lt;br /&gt;
* Research [[nutrient paste dispenser]].&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
With [[hydroponics basin]]s, you may make [[Colony_Building_Guide#Greenhouse|greenhouses]] without having to stick to stony patches. Getting anything planted here is expensive, so you should make a [[nutrient paste dispenser]] to save on food, once you got one you may stop doing cannibalism. Alternatively, you can use [[moisture pump]]s on a lake to create large areas of stony soil, although this takes a while. [[Archean tree]]s{{OdysseyIcon}}, while unlikely to obtain at this point in the game, can also convert stone tiles into rich soil.&lt;br /&gt;
&lt;br /&gt;
It is nice to research air conditioning in order to build a freezer, as the summer is warm enough to spoil food. However, doing so is not necessary, as plant food can survive 40 days in the heat.&lt;br /&gt;
&lt;br /&gt;
With food stabilized, the worst is gone. The game will now play like any other biome, just less forgiving and with a harsh outdoor environment. You can now move to a proper area, a more central location where you can build that huge colony you always dreamed of.&lt;br /&gt;
&lt;br /&gt;
[[File:dreambig2.png|550px|thumb|center|Moving out.]]&lt;br /&gt;
&lt;br /&gt;
[[File:icecrops.png|500px|thumb|center|Before a pond (left) and later a greenhouse (right).]]&lt;br /&gt;
&lt;br /&gt;
= Other Scenarios =&lt;br /&gt;
* Crashlanded, Rich Explorer, Mechanitor{{BiotechIcon}}: The starting supplies are enough for a room, electricity, and some electric equipment including heaters. In addition, with less mouths to feed, starting sacrifices are less necessary.&lt;br /&gt;
&lt;br /&gt;
* Naked Brutality: Brutal and RNG reliant, but not impossible. Great Mining is a must, in order to make a steel room on top of a steam geyser, then have enough steel for [[spike trap]]s. Before the first humans show up, it is possible to get food through the early snowhares, events, and/or by camping on different tiles (camping or temporarily settling on a tundra can be done for berries, although may be against the spirit of the challenge).&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=179067</id>
		<title>Ice Sheet Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=179067"/>
		<updated>2026-04-05T15:32:16Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in one of the most hostile environments in Rimworld - an [[ice sheet]].&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{{See also|Ice sheet}}&lt;br /&gt;
&lt;br /&gt;
Ice sheets are among the coldest of biomes, with only [[sea ice]] and [[orbit]]{{OdysseyIcon}} being colder. They have very little animal life and no plants. In fact, you should not expect to find anything more than five [[snowhare]]s in your start. You should also not expect to see more than one new [[snowhare]] every five days and one new [[polar bear]] per month.&lt;br /&gt;
&lt;br /&gt;
In addition to that, there is little land to grow crops. If you want to grow something you'd be doing it in the stony patches around hills and mountains. It is never warm enough to grow outdoors, though, so you'll need an enclosed area with [[heater]]s and [[sun lamp]]s to actually grow crops.&lt;br /&gt;
&lt;br /&gt;
Even the warmest ice sheet is really cold, with averages ranging from {{Temperature|-20}} to {{Temperature|-40}}. You still need to eventually make a [[Colony_Building_Guide#Freezer|freezer]] though, because the summer temperature is hot enough to spoil your food. You should expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
== Immediate Survival ==&lt;br /&gt;
[[Colonist]]s have [[needs]], without the which they get a [[mental break]] or die. In the ice sheet, food and temperature are low, and [[mood]] needs to be managed as well to prevent colonists from freezing outside.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
When starting out, colonies can use their starting resources, the initial animals, and trading, but all of these will run out eventually. The two reliable sources of early game food are:&lt;br /&gt;
*[[Cannibalism]]: The [[storyteller]] will send raids and events at the normal rate, even in the brutal sea ice. This is particularly sustainable with a single colonist; not only are there less mouths to feed, but the storyteller will constantly generate new recruit events due to [[PopulationIntent]], which can be converted into human meat.&lt;br /&gt;
*[[Fishing]]{{OdysseyIcon}}: Provided there is a body of water, your colonists can survive the temperature, and fishing is researched, fishing can be a potentially year-round source of food.&lt;br /&gt;
**By creating a [[room]] with water inside it, it is possible to fish year-round, in a temperature-controlled environment. This can be done by enclosing the body of water, or building a small room on top of it (place [[bridge]]s, make a room on top of the bridges, have a gap of water inside said room, then heat up the room. This allows access to the full lake's worth of fish, even if most of the lake is frozen).&lt;br /&gt;
&lt;br /&gt;
Once you can provide enough electricity to power a [[sun lamp]] and [[heater]]s, it becomes possible to grow food by planting in the stony soil indoors. [[Hydroponics]] can be used to create growable, fertile land, but are not strictly required.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology DLC]], [[nutrifungus]]{{IdeologyIcon}} can be grown indoors with heaters and no sun lamp, potentially allowing food to grow from day 1 with a [[Crashlanded]]-like start.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Steam geysers are a quick, free, and easy way for any start to generate heat - just enclose a vent and it will heat up the room it's in. Be careful not to overheat, though. Alternatively, New Arrivals can build [[heater]]s so they do not need to use a steam geyser.&lt;br /&gt;
&lt;br /&gt;
Any pawn that arrives in your map (allied or enemy) will typically wear [[parka]]s and other warm clothing. Enough sufficient-quality clothing should let colonists survive the cold outside.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetsite.png|300px|thumb|right|Example good landing site.]]&lt;br /&gt;
&lt;br /&gt;
In all worlds, you should carefully choose a landing site with resources as a priority. You want to build a colony in an area with some of the following characteristics:&lt;br /&gt;
&lt;br /&gt;
* Near to tundra, ideally with roads and no mountains blocking the route (faster moving around, can harvest plants from the tundra)&lt;br /&gt;
* Near to a friendly faction base (faster trading)&lt;br /&gt;
* With coast (for easier defense, and [[fishing]]{{OdysseyIcon}})&lt;br /&gt;
* With [[caves]] (early food source)&lt;br /&gt;
&lt;br /&gt;
Ice sheets themselves do not have roads or rivers, but that does not mean you can not settle close to a road. While you should not be surrounded by mountains, the landing site itself can be mountainous.&lt;br /&gt;
&lt;br /&gt;
Of course, you do not need to land in an area with all those characteristics, but try to get as many of them as you can.&lt;br /&gt;
&lt;br /&gt;
== Starting colonists ==&lt;br /&gt;
Ice sheet is so harsh that you will have to resort to cannibalism, so you want to have a crew that can tolerate that.&lt;br /&gt;
*If playing with [[ideoligion]]s,{{IdeologyIcon}} it is easy to have everyone be fine with human butchering and cannibalism with the Cannibalism: Acceptable precept.&lt;br /&gt;
*Without Ideology, your butcher should have a trait that prevents human butchering debuffs (Cannibal, Bloodlust or Psychopath), and rest of your crew should have a mood-boosting trait or a trait that prevents human debuffs. Not all five colonists need one of these traits, but more is ideal.&lt;br /&gt;
&lt;br /&gt;
== Base area ==&lt;br /&gt;
Once you choose your landing site and colonists, you should also choose your base area to begin with. It is important to notice that this area does not need to be final location, it is just the area where you are more likely to survive the early game.&lt;br /&gt;
&lt;br /&gt;
You want to find an area with the characteristics: &lt;br /&gt;
*'''On top of a [[steam geyser]]:''' Steam geysers generate heat, thus keeping the temperature warm without needing to burn wood or make electric [[heater]]s. This is the most essential part.&lt;br /&gt;
*'''Near steel:''' For easier development.&lt;br /&gt;
*'''More growing areas''' and '''more easily defendable''': By settling near hills/mountains, you'll be closer to stony patches and can more easily defend.&lt;br /&gt;
&lt;br /&gt;
In order to not freeze, the initial base must be kept small. You can either refurbish a ruin, use a cave, or make a small steel base. It all comes down to what you have near the steam geysers. If you have a ruin, take it. If you have a hill, make a cave. If you have none of these, make a small steel base.&lt;br /&gt;
&lt;br /&gt;
If the base is especially small, then the geysers may be prone to giving colonists [[heatstroke]]. This can be mitigated by opening up parts of the roof.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetarea.png|400px|thumb|center|Good starting area near the geyser.]]&lt;br /&gt;
&lt;br /&gt;
= Tribal Start, no DLC =&lt;br /&gt;
We now focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments, since you have more people to feed and less technology to help you.&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
* Get some easily accessible [[steel]] and use it to build your stuff, so you do not have to use [[wood]].&lt;br /&gt;
* Make your starter base on top of a steam geyser. Give people a place to sleep, eat and play.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* Kill your starting animals.&lt;br /&gt;
* Only use [[wood]] to make [[campfire]]s, either for cooking or heating up. Make sure your [[wood]] is forbidden so they do not refuel it unnecessarily.&lt;br /&gt;
* Get rid of some colonists.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Now you are going to be struggling for food for a long time. If you have [[caves]] in your map, it will help a lot. You want to keep the insects alive. Enjoy while it is warm and go visit your nearby friendly base to trade whatever you can for food. For that, you gotta get something you can trade:&lt;br /&gt;
&lt;br /&gt;
* You can mine expensive ores like [[component]]s, [[plasteel]], [[uranium]], [[jade]], [[silver]] or [[gold]].&lt;br /&gt;
* You can open the [[ancient shrine]] and sell whatever you find there.&lt;br /&gt;
* You can sell humans and (when there is enough time) human organs.&lt;br /&gt;
&lt;br /&gt;
Regardless, you still will not have enough food for five people for so long, you simply have to get rid of some of them. The best way is to put some of them inside the ancient [[cryptosleep casket]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:meatshield2.png|400px|thumb|center|Opening the ancient structure is dangerous! Bring them one by one and use your animals as meat shield.]]&lt;br /&gt;
&lt;br /&gt;
You can also send some people out while it is warm to raid the closest base outside the ice sheet, try to not raid your closest friendly neighbor. Hunt the animals and harvest the plants around the base and run back to your base. You can make peace with them later. You have to bring the colonists back in the beginning of next season before it gets too cold.&lt;br /&gt;
&lt;br /&gt;
Another more undesirable option is to sell some colonists. They are usually worth a lot, but do not expect to see them again.&lt;br /&gt;
&lt;br /&gt;
Likewise, another even worse option is to kill some colonists, but they are not worth many meals.&lt;br /&gt;
&lt;br /&gt;
But you gotta do something, feeding five people will not happen. Three people is about what you can you feed.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetminibase.png|400px|thumb|center|Base on top of geyser. Two colonists were sent on a raid mission.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Make a [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
* Make [[steel]] [[spike trap]]s.&lt;br /&gt;
* Eat any raiders, [[Events#Wanderer joins|wanderers]], and [[Events#Escape Pod|escape pod]] refugees, etc.&lt;br /&gt;
* Wear their [[parka]]s and [[tuque]]s, tainted if you must.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing. Once that is done, make [[parka]]s and [[tuque]]s with your [[cloth]].&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make lots of [[duster]]s with all the [[human leather]] and sell it.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Now for the cannibalism. You will eat anyone that is not one of your starting colonists or from a friendly faction, unless you manage to lose most of your colonists that is. That includes anyone who tries to join your colony. It also means offering help to refugees just so you can eat them later. You also better be sure you got clothes before fall starts.&lt;br /&gt;
&lt;br /&gt;
You will not have time to make your own clothes, you will have to use the clothes from raiders and would-be recruits. Try to strip pawns before they die so their clothes won't be tainted. You may want to buy [[cloth]] in advance for when you finish Complex Clothing.&lt;br /&gt;
&lt;br /&gt;
[[File:earlyraiders.png|400px|thumb|center|Early raid. Time to feed!]]&lt;br /&gt;
&lt;br /&gt;
Since you are going to often offer help to refugees, you better make a proper [[Colony_Building_Guide#Killbox|killbox]] with lots of [[spike trap]]s. The fighting starts outside though, with all the ice and snow the raiders are going to be really slow. Shot them while they are approaching because it takes a while for them to move to cover. Then once they are in cover, go back to your [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
&lt;br /&gt;
Remember that [[human leather]] is worth a lot and it is better to make something with it first, then sell it. First give your colonists [[bedroll]]s to sleep, then make [[duster]]s since they are more profitable then anything else. Cannibal and Bloodlust colonists will want to wear [[human leather]] clothes, give them [[human leather]] [[button-down shirt]]s and [[human leather]] [[pants]]. However, human leather [[parka]]s are not insulating enough; only wear them with nothing better.&lt;br /&gt;
&lt;br /&gt;
[[File:returnfromicemission.png|400px|thumb|center|Colonists sent to raid mission barely came back before freezing.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture. Once you done, make [[steel]] [[bed]]s.&lt;br /&gt;
* Go get [[Events#Item Stash Opportunity (Time Remaining)|item stashes]] so you can hunt and harvest in the area.&lt;br /&gt;
* Go help [[Events#Incapacitated refugee|incapacitated refugees]] so you can hunt and harvest in the area. Then eat him.&lt;br /&gt;
* Go [[Events#Prisoner rescue opportunity|rescue prisoners]] in outposts so you can hunt and harvest in the area. Then eat them all.&lt;br /&gt;
* Go [[Events#Bandit camp opportunity|destroy enemy outposts]] so you can hunt and harvest in the area. Then eat them all. &lt;br /&gt;
* Replace the less insulating [[parka]]s for [[cloth]] [[parka]]s.&lt;br /&gt;
* Research stone cutting so you can start using stone instead of [[steel]].&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Once you have your colonists with [[parka]]s and [[tuque]]s, you should take every opportunity available to go to another map. If you placed your colony near tundra, then it is likely that the quests will appear in tundra maps and that they will have much more resources than your frozen home.&lt;br /&gt;
&lt;br /&gt;
[[File:iceoutpost.png|500px|thumb|center|Look at all those delicious-looking [[animals]] and people.]]&lt;br /&gt;
&lt;br /&gt;
Whenever you reach a quest location, you want to look for [[berries]], [[healroot]], [[animals]] and [[wood]]. [[Animals]] should be butchered before leaving, if the [[meat]] is too heavy and you still have time you can use the local [[wood]] to make lots of [[campfire]]s and turn all into [[meals]] to reduce weight.&lt;br /&gt;
&lt;br /&gt;
Winter is coming, it is going to be so cold that not any [[parka]] will do. Anything with worse insulation than [[cloth]] should be replaced by cloth, which is average in insulation but really cheap to buy and fairly common.&lt;br /&gt;
&lt;br /&gt;
[[File:icerescuefail.png|400px|thumb|center|We are here to rescue you... not.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
* Use stone to reinforce your walls with a second layer for better insulation.&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Research [[batteries]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Now it is cold, so cold that even [[cloth]] [[parka]]s are not enough. Try to replace your '''[[cloth]]'''(cold insulation 18) for higher insulation [[textile]]s, and only send people out on quests if you got a strong insulating parka for them.&lt;br /&gt;
&lt;br /&gt;
Raiders are now more numerous and if you keep doing quests you should have enough food to feed five people.&lt;br /&gt;
&lt;br /&gt;
[[File:hypothermiaraiders.png|300px|thumb|center|So so cold... that raiders might freeze before start attacking.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
* Make your first [[Colony_Building_Guide#Greenhouse|greenhouse]] with a [[sun lamp]] and [[heater]]s.&lt;br /&gt;
* Plant [[potatoes]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Finally, you are ready to make a [[Colony_Building_Guide#Greenhouse|greenhouse]] and plant [[potatoes]]. Ideally, try to connect it to your steam geyser.&lt;br /&gt;
&lt;br /&gt;
Since you got a reliable food source, you can now accept more people. You are not free of cannibalism yet, but you can stop eating the [[Events#Refugee Chased at (Settlement)|refugees]].&lt;br /&gt;
&lt;br /&gt;
[[File:icegreenhouse.png|400px|thumb|center|First [[Colony_Building_Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
* Research [[hydroponics basin|hydroponics]].&lt;br /&gt;
* Research [[nutrient paste dispenser]].&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
With [[hydroponics basin]]s, you may make [[Colony_Building_Guide#Greenhouse|greenhouses]] without having to stick to stony patches. Getting anything planted here is expensive, so you should make a [[nutrient paste dispenser]] to save on food, once you got one you may stop doing cannibalism. Alternatively, you can use [[moisture pump]]s on a lake to create large areas of stony soil, although this takes a while. [[Archean tree]]s{{OdysseyIcon}}, while unlikely to obtain at this point in the game, can also convert stone tiles into rich soil.&lt;br /&gt;
&lt;br /&gt;
It is nice to research air conditioning in order to build a freezer, as the summer is warm enough to spoil food. However, doing so is not necessary, as plant food can survive 40 days in the heat.&lt;br /&gt;
&lt;br /&gt;
With food stabilized, the worst is gone. The game will now play like any other biome, just less forgiving and with a harsh outdoor environment. You can now move to a proper area, a more central location where you can build that huge colony you always dreamed of.&lt;br /&gt;
&lt;br /&gt;
[[File:dreambig2.png|550px|thumb|center|Moving out.]]&lt;br /&gt;
&lt;br /&gt;
[[File:icecrops.png|500px|thumb|center|Before a pond (left) and later a greenhouse (right).]]&lt;br /&gt;
&lt;br /&gt;
= Other Scenarios =&lt;br /&gt;
* Crashlanded, Rich Explorer, Mechanitor{{BiotechIcon}}: The starting supplies are enough for a room, electricity, and some electric equipment including heaters. In addition, with less mouths to feed, starting sacrifices are less necessary.&lt;br /&gt;
&lt;br /&gt;
* Naked Brutality: Brutal and RNG reliant, but not impossible. Great Mining is a must, in order to make a steel room on top of a steam geyser, then have enough steel for [[spike trap]]s. Before the first humans show up, it is possible to get food through the early snowhares, events, and/or by camping on different tiles (camping or temporarily settling on a tundra can be done for berries, although may be against the spirit of the challenge).&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=179066</id>
		<title>Ice Sheet Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=179066"/>
		<updated>2026-04-05T15:31:07Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Other Scenarios */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in one of the most hostile environments in Rimworld - an [[ice sheet]].&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{{See also|Ice sheet}}&lt;br /&gt;
&lt;br /&gt;
Ice sheets are among the coldest of biomes, with only [[sea ice]] and [[orbit]]{{OdysseyIcon}} being colder. They have very little animal life and no plants. In fact, you should not expect to find anything more than five [[snowhare]]s in your start. You should also not expect to see more than one new [[snowhare]] every five days and one new [[polar bear]] per month.&lt;br /&gt;
&lt;br /&gt;
In addition to that, there is little land to grow crops. If you want to grow something you'd be doing it in the stony patches around hills and mountains. It is never warm enough to grow outdoors, though, so you'll need an enclosed area with [[heater]]s and [[sun lamp]]s to actually grow crops.&lt;br /&gt;
&lt;br /&gt;
Even the warmest ice sheet is really cold, with averages ranging from {{Temperature|-20}} to {{Temperature|-40}}. You still need to eventually make a [[Colony_Building_Guide#Freezer|freezer]] though, because the summer temperature is hot enough to spoil your food. You should expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
== Immediate Survival ==&lt;br /&gt;
[[Colonist]]s have [[needs]], without the which they get a [[mental break]] or die. In the ice sheet, food and temperature are low, and [[mood]] needs to be managed as well to prevent colonists from freezing outside.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
When starting out, colonies can use their starting resources, the initial animals, and trading, but all of these will run out eventually. The two reliable sources of early game food are:&lt;br /&gt;
*[[Cannibalism]]: The [[storyteller]] will send raids and events at the normal rate, even in the brutal sea ice. This is particularly sustainable with a single colonist; not only are there less mouths to feed, but the storyteller will constantly generate new recruit events due to [[PopulationIntent]], which can be converted into human meat.&lt;br /&gt;
*[[Fishing]]{{OdysseyIcon}}: Provided there is a body of water, your colonists can survive the temperature, and fishing is researched, fishing can be a potentially year-round source of food.&lt;br /&gt;
**By creating a [[room]] with water inside it, it is possible to fish year-round, in a temperature-controlled environment. This can be done by enclosing the body of water, or building a small room on top of it (place [[bridge]]s, make a room on top of the bridges, have a gap of water inside said room, then heat up the room. This allows access to the full lake's worth of fish, even if most of the lake is frozen).&lt;br /&gt;
&lt;br /&gt;
Once you can provide enough electricity to power a [[sun lamp]] and [[heater]]s, it becomes possible to grow food by planting in the stony soil indoors. [[Hydroponics]] can be used to create growable, fertile land, but are not strictly required.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology DLC]], [[nutrifungus]]{{IdeologyIcon}} can be grown indoors with heaters and no sun lamp, potentially allowing food to grow from day 1 with a [[Crashlanded]]-like start.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Steam geysers are a quick, free, and easy way for any start to generate heat - just enclose a vent and it will heat up the room it's in. Be careful not to overheat, though. Alternatively, New Arrivals can build [[heater]]s so they do not need to use a steam geyser.&lt;br /&gt;
&lt;br /&gt;
Any pawn that arrives in your map (allied or enemy) will typically wear [[parka]]s and other warm clothing. Enough sufficient-quality clothing should let colonists survive the cold outside.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetsite.png|300px|thumb|right|Example good landing site.]]&lt;br /&gt;
&lt;br /&gt;
In all worlds, you should carefully choose a landing site with resources as a priority. You want to build a colony in an area with some of the following characteristics:&lt;br /&gt;
&lt;br /&gt;
* Near to tundra, ideally with roads and no mountains blocking the route (faster moving around, can harvest plants from the tundra)&lt;br /&gt;
* Near to a friendly faction base (faster trading)&lt;br /&gt;
* With coast (for easier defense, and [[fishing]]{{OdysseyIcon}})&lt;br /&gt;
* With [[caves]] (early food source)&lt;br /&gt;
&lt;br /&gt;
Ice sheets themselves do not have roads or rivers, but that does not mean you can not settle close to a road. While you should not be surrounded by mountains, the landing site itself can be mountainous.&lt;br /&gt;
&lt;br /&gt;
Of course, you do not need to land in an area with all those characteristics, but try to get as many of them as you can.&lt;br /&gt;
&lt;br /&gt;
== Starting colonists ==&lt;br /&gt;
Ice sheet is so harsh that you will have to resort to cannibalism, so you want to have a crew that can tolerate that.&lt;br /&gt;
*If playing with [[ideoligion]]s,{{IdeologyIcon}} it is easy to have everyone be fine with human butchering and cannibalism with the Cannibalism: Acceptable precept.&lt;br /&gt;
*Without Ideology, your butcher should have a trait that prevents human butchering debuffs (Cannibal, Bloodlust or Psychopath), and rest of your crew should have a mood-boosting trait or a trait that prevents human debuffs. Not all five colonists need one of these traits, but more is ideal.&lt;br /&gt;
&lt;br /&gt;
== Base area ==&lt;br /&gt;
Once you choose your landing site and colonists, you should also choose your base area to begin with. It is important to notice that this area does not need to be final location, it is just the area where you are more likely to survive the early game.&lt;br /&gt;
&lt;br /&gt;
You want to find an area with the characteristics: &lt;br /&gt;
*'''On top of a [[steam geyser]]:''' Steam geysers generate heat, thus keeping the temperature warm without needing to burn wood or make electric [[heater]]s. This is the most essential part.&lt;br /&gt;
*'''Near steel:''' For easier development.&lt;br /&gt;
*'''More growing areas''' and '''more easily defendable''': By settling near hills/mountains, you'll be closer to stony patches and can more easily defend.&lt;br /&gt;
&lt;br /&gt;
In order to not freeze, the initial base must be kept small. You can either refurbish a ruin, use a cave, or make a small steel base. It all comes down to what you have near the steam geysers. If you have a ruin, take it. If you have a hill, make a cave. If you have none of these, make a small steel base.&lt;br /&gt;
&lt;br /&gt;
If the base is especially small, then the geysers may be prone to giving colonists [[heatstroke]]. This can be mitigated by opening up parts of the roof.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetarea.png|400px|thumb|center|Good starting area near the geyser.]]&lt;br /&gt;
&lt;br /&gt;
= Tribal Start, no DLC =&lt;br /&gt;
We now focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments, since you have more people to feed and less technology to help you.&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
* Get some easily accessible [[steel]] and use it to build your stuff, so you do not have to use [[wood]].&lt;br /&gt;
* Make your starter base on top of a steam geyser. Give people a place to sleep, eat and play.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* Kill your starting animals.&lt;br /&gt;
* Only use [[wood]] to make [[campfire]]s, either for cooking or heating up. Make sure your [[wood]] is forbidden so they do not refuel it unnecessarily.&lt;br /&gt;
* Get rid of some colonists.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Now you are going to be struggling for food for a long time. If you have [[caves]] in your map, it will help a lot. You want to keep the insects alive. Enjoy while it is warm and go visit your nearby friendly base to trade whatever you can for food. For that, you gotta get something you can trade:&lt;br /&gt;
&lt;br /&gt;
* You can mine expensive ores like [[component]]s, [[plasteel]], [[uranium]], [[jade]], [[silver]] or [[gold]].&lt;br /&gt;
* You can open the [[ancient shrine]] and sell whatever you find there.&lt;br /&gt;
* You can sell humans and (when there is enough time) human organs.&lt;br /&gt;
&lt;br /&gt;
Regardless, you still will not have enough food for five people for so long, you simply have to get rid of some of them. The best way is to put some of them inside the ancient [[cryptosleep casket]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:meatshield2.png|400px|thumb|center|Opening the ancient structure is dangerous! Bring them one by one and use your animals as meat shield.]]&lt;br /&gt;
&lt;br /&gt;
You can also send some people out while it is warm to raid the closest base outside the ice sheet, try to not raid your closest friendly neighbor. Hunt the animals and harvest the plants around the base and run back to your base. You can make peace with them later. You have to bring the colonists back in the beginning of next season before it gets too cold.&lt;br /&gt;
&lt;br /&gt;
Another more undesirable option is to sell some colonists. They are usually worth a lot, but do not expect to see them again.&lt;br /&gt;
&lt;br /&gt;
Likewise, another even worse option is to kill some colonists, but they are not worth many meals.&lt;br /&gt;
&lt;br /&gt;
But you gotta do something, feeding five people will not happen. Three people is about what you can you feed.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetminibase.png|400px|thumb|center|Base on top of geyser. Two colonists were sent on a raid mission.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Make a [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
* Make [[steel]] [[spike trap]]s.&lt;br /&gt;
* Eat any raiders, [[Events#Wanderer joins|wanderers]], and [[Events#Escape Pod|escape pod]] refugees, etc.&lt;br /&gt;
* Wear their [[parka]]s and [[tuque]]s, tainted if you must.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing. Once that is done, make [[parka]]s and [[tuque]]s with your [[cloth]].&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make lots of [[duster]]s with all the [[human leather]] and sell it.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Now for the cannibalism. You will eat anyone that is not one of your starting colonists or from a friendly faction, unless you manage to lose most of your colonists that is. That includes anyone who tries to join your colony. It also means offering help to refugees just so you can eat them later. You also better be sure you got clothes before fall starts.&lt;br /&gt;
&lt;br /&gt;
You will not have time to make your own clothes, you will have to use the clothes from raiders and would-be recruits. Try to strip pawns before they die so their clothes won't be tainted. You may want to buy [[cloth]] in advance for when you finish Complex Clothing.&lt;br /&gt;
&lt;br /&gt;
[[File:earlyraiders.png|400px|thumb|center|Early raid. Time to feed!]]&lt;br /&gt;
&lt;br /&gt;
Since you are going to often offer help to refugees, you better make a proper [[Colony_Building_Guide#Killbox|killbox]] with lots of [[spike trap]]s. The fighting starts outside though, with all the ice and snow the raiders are going to be really slow. Shot them while they are approaching because it takes a while for them to move to cover. Then once they are in cover, go back to your [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
&lt;br /&gt;
Remember that [[human leather]] is worth a lot and it is better to make something with it first, then sell it. First give your colonists [[bedroll]]s to sleep, then make [[duster]]s since they are more profitable then anything else. Cannibal and Bloodlust colonists will want to wear [[human leather]] clothes, give them [[human leather]] [[button-down shirt]]s and [[human leather]] [[pants]]. However, human leather [[parka]]s are not insulating enough; only wear them with nothing better.&lt;br /&gt;
&lt;br /&gt;
[[File:returnfromicemission.png|400px|thumb|center|Colonists sent to raid mission barely came back before freezing.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture. Once you done, make [[steel]] [[bed]]s.&lt;br /&gt;
* Go get [[Events#Item Stash Opportunity (Time Remaining)|item stashes]] so you can hunt and harvest in the area.&lt;br /&gt;
* Go help [[Events#Incapacitated refugee|incapacitated refugees]] so you can hunt and harvest in the area. Then eat him.&lt;br /&gt;
* Go [[Events#Prisoner rescue opportunity|rescue prisoners]] in outposts so you can hunt and harvest in the area. Then eat them all.&lt;br /&gt;
* Go [[Events#Bandit camp opportunity|destroy enemy outposts]] so you can hunt and harvest in the area. Then eat them all. &lt;br /&gt;
* Replace the less insulating [[parka]]s for [[cloth]] [[parka]]s.&lt;br /&gt;
* Research stone cutting so you can start using stone instead of [[steel]].&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Once you have your colonists with [[parka]]s and [[tuque]]s, you should take every opportunity available to go to another map. If you placed your colony near tundra, then it is likely that the quests will appear in tundra maps and that they will have much more resources than your frozen home.&lt;br /&gt;
&lt;br /&gt;
[[File:iceoutpost.png|500px|thumb|center|Look at all those delicious-looking [[animals]] and people.]]&lt;br /&gt;
&lt;br /&gt;
Whenever you reach a quest location, you want to look for [[berries]], [[healroot]], [[animals]] and [[wood]]. [[Animals]] should be butchered before leaving, if the [[meat]] is too heavy and you still have time you can use the local [[wood]] to make lots of [[campfire]]s and turn all into [[meals]] to reduce weight.&lt;br /&gt;
&lt;br /&gt;
Winter is coming, it is going to be so cold that not any [[parka]] will do. Anything with worse insulation than [[cloth]] should be replaced by cloth, which is average in insulation but really cheap to buy and fairly common.&lt;br /&gt;
&lt;br /&gt;
[[File:icerescuefail.png|400px|thumb|center|We are here to rescue you... not.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
* Use stone to reinforce your walls with a second layer for better insulation.&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Research [[batteries]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Now it is cold, so cold that even [[cloth]] [[parka]]s are not enough. Try to replace your '''[[cloth]]'''(cold insulation 18) for higher insulation [[textile]]s, and only send people out on quests if you got a strong insulating parka for them.&lt;br /&gt;
&lt;br /&gt;
Raiders are now more numerous and if you keep doing quests you should have enough food to feed five people.&lt;br /&gt;
&lt;br /&gt;
[[File:hypothermiaraiders.png|300px|thumb|center|So so cold... that raiders might freeze before start attacking.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
* Make your first [[Colony_Building_Guide#Greenhouse|greenhouse]] with a [[sun lamp]] and [[heater]]s.&lt;br /&gt;
* Plant [[potatoes]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Finally, you are ready to make a [[Colony_Building_Guide#Greenhouse|greenhouse]] and plant [[potatoes]]. Ideally, try to connect it to your steam geyser.&lt;br /&gt;
&lt;br /&gt;
Since you got a reliable food source, you can now accept more people. You are not free of cannibalism yet, but you can stop eating the [[Events#Refugee Chased at (Settlement)|refugees]].&lt;br /&gt;
&lt;br /&gt;
[[File:icegreenhouse.png|400px|thumb|center|First [[Colony_Building_Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
* Research [[hydroponics basin|hydroponics]].&lt;br /&gt;
* Research [[nutrient paste dispenser]].&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
With [[hydroponics basin]]s, you may make [[Colony_Building_Guide#Greenhouse|greenhouses]] without having to stick to stony patches. Getting anything planted here is expensive, so you should make a [[nutrient paste dispenser]] to save on food, once you got one you may stop doing cannibalism. Alternatively, you can use [[moisture pump]]s on a lake to create large areas of stony soil, although this takes a while. [[Archean tree]]s{{OdysseyIcon}}, while unlikely to obtain at this point in the game, can also convert any natural tile into soil, even ice.&lt;br /&gt;
&lt;br /&gt;
It is nice to research air conditioning in order to build a freezer, as the summer is warm enough to spoil food. However, doing so is not necessary, as plant food can survive 40 days in the heat.&lt;br /&gt;
&lt;br /&gt;
With food stabilized, the worst is gone. The game will now play like any other biome, just less forgiving and with a harsh outdoor environment. You can now move to a proper area, a more central location where you can build that huge colony you always dreamed of.&lt;br /&gt;
&lt;br /&gt;
[[File:dreambig2.png|550px|thumb|center|Moving out.]]&lt;br /&gt;
&lt;br /&gt;
[[File:icecrops.png|500px|thumb|center|Before a pond (left) and later a greenhouse (right).]]&lt;br /&gt;
&lt;br /&gt;
= Other Scenarios =&lt;br /&gt;
* Crashlanded, Rich Explorer, Mechanitor{{BiotechIcon}}: The starting supplies are enough for a room, electricity, and some electric equipment including heaters. In addition, with less mouths to feed, starting sacrifices are less necessary.&lt;br /&gt;
&lt;br /&gt;
* Naked Brutality: Brutal and RNG reliant, but not impossible. Great Mining is a must, in order to make a steel room on top of a steam geyser, then have enough steel for [[spike trap]]s. Before the first humans show up, it is possible to get food through the early snowhares, events, and/or by camping on different tiles (camping or temporarily settling on a tundra can be done for berries, although may be against the spirit of the challenge).&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=179065</id>
		<title>Ice Sheet Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=179065"/>
		<updated>2026-04-05T15:26:36Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in one of the most hostile environments in Rimworld - an [[ice sheet]].&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{{See also|Ice sheet}}&lt;br /&gt;
&lt;br /&gt;
Ice sheets are among the coldest of biomes, with only [[sea ice]] and [[orbit]]{{OdysseyIcon}} being colder. They have very little animal life and no plants. In fact, you should not expect to find anything more than five [[snowhare]]s in your start. You should also not expect to see more than one new [[snowhare]] every five days and one new [[polar bear]] per month.&lt;br /&gt;
&lt;br /&gt;
In addition to that, there is little land to grow crops. If you want to grow something you'd be doing it in the stony patches around hills and mountains. It is never warm enough to grow outdoors, though, so you'll need an enclosed area with [[heater]]s and [[sun lamp]]s to actually grow crops.&lt;br /&gt;
&lt;br /&gt;
Even the warmest ice sheet is really cold, with averages ranging from {{Temperature|-20}} to {{Temperature|-40}}. You still need to eventually make a [[Colony_Building_Guide#Freezer|freezer]] though, because the summer temperature is hot enough to spoil your food. You should expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
== Immediate Survival ==&lt;br /&gt;
[[Colonist]]s have [[needs]], without the which they get a [[mental break]] or die. In the ice sheet, food and temperature are low, and [[mood]] needs to be managed as well to prevent colonists from freezing outside.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
When starting out, colonies can use their starting resources, the initial animals, and trading, but all of these will run out eventually. The two reliable sources of early game food are:&lt;br /&gt;
*[[Cannibalism]]: The [[storyteller]] will send raids and events at the normal rate, even in the brutal sea ice. This is particularly sustainable with a single colonist; not only are there less mouths to feed, but the storyteller will constantly generate new recruit events due to [[PopulationIntent]], which can be converted into human meat.&lt;br /&gt;
*[[Fishing]]{{OdysseyIcon}}: Provided there is a body of water, your colonists can survive the temperature, and fishing is researched, fishing can be a potentially year-round source of food.&lt;br /&gt;
**By creating a [[room]] with water inside it, it is possible to fish year-round, in a temperature-controlled environment. This can be done by enclosing the body of water, or building a small room on top of it (place [[bridge]]s, make a room on top of the bridges, have a gap of water inside said room, then heat up the room. This allows access to the full lake's worth of fish, even if most of the lake is frozen).&lt;br /&gt;
&lt;br /&gt;
Once you can provide enough electricity to power a [[sun lamp]] and [[heater]]s, it becomes possible to grow food by planting in the stony soil indoors. [[Hydroponics]] can be used to create growable, fertile land, but are not strictly required.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology DLC]], [[nutrifungus]]{{IdeologyIcon}} can be grown indoors with heaters and no sun lamp, potentially allowing food to grow from day 1 with a [[Crashlanded]]-like start.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Steam geysers are a quick, free, and easy way for any start to generate heat - just enclose a vent and it will heat up the room it's in. Be careful not to overheat, though. Alternatively, New Arrivals can build [[heater]]s so they do not need to use a steam geyser.&lt;br /&gt;
&lt;br /&gt;
Any pawn that arrives in your map (allied or enemy) will typically wear [[parka]]s and other warm clothing. Enough sufficient-quality clothing should let colonists survive the cold outside.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetsite.png|300px|thumb|right|Example good landing site.]]&lt;br /&gt;
&lt;br /&gt;
In all worlds, you should carefully choose a landing site with resources as a priority. You want to build a colony in an area with some of the following characteristics:&lt;br /&gt;
&lt;br /&gt;
* Near to tundra, ideally with roads and no mountains blocking the route (faster moving around, can harvest plants from the tundra)&lt;br /&gt;
* Near to a friendly faction base (faster trading)&lt;br /&gt;
* With coast (for easier defense, and [[fishing]]{{OdysseyIcon}})&lt;br /&gt;
* With [[caves]] (early food source)&lt;br /&gt;
&lt;br /&gt;
Ice sheets themselves do not have roads or rivers, but that does not mean you can not settle close to a road. While you should not be surrounded by mountains, the landing site itself can be mountainous.&lt;br /&gt;
&lt;br /&gt;
Of course, you do not need to land in an area with all those characteristics, but try to get as many of them as you can.&lt;br /&gt;
&lt;br /&gt;
== Starting colonists ==&lt;br /&gt;
Ice sheet is so harsh that you will have to resort to cannibalism, so you want to have a crew that can tolerate that.&lt;br /&gt;
*If playing with [[ideoligion]]s,{{IdeologyIcon}} it is easy to have everyone be fine with human butchering and cannibalism with the Cannibalism: Acceptable precept.&lt;br /&gt;
*Without Ideology, your butcher should have a trait that prevents human butchering debuffs (Cannibal, Bloodlust or Psychopath), and rest of your crew should have a mood-boosting trait or a trait that prevents human debuffs. Not all five colonists need one of these traits, but more is ideal.&lt;br /&gt;
&lt;br /&gt;
== Base area ==&lt;br /&gt;
Once you choose your landing site and colonists, you should also choose your base area to begin with. It is important to notice that this area does not need to be final location, it is just the area where you are more likely to survive the early game.&lt;br /&gt;
&lt;br /&gt;
You want to find an area with the characteristics: &lt;br /&gt;
*'''On top of a [[steam geyser]]:''' Steam geysers generate heat, thus keeping the temperature warm without needing to burn wood or make electric [[heater]]s. This is the most essential part.&lt;br /&gt;
*'''Near steel:''' For easier development.&lt;br /&gt;
*'''More growing areas''' and '''more easily defendable''': By settling near hills/mountains, you'll be closer to stony patches and can more easily defend.&lt;br /&gt;
&lt;br /&gt;
In order to not freeze, the initial base must be kept small. You can either refurbish a ruin, use a cave, or make a small steel base. It all comes down to what you have near the steam geysers. If you have a ruin, take it. If you have a hill, make a cave. If you have none of these, make a small steel base.&lt;br /&gt;
&lt;br /&gt;
If the base is especially small, then the geysers may be prone to giving colonists [[heatstroke]]. This can be mitigated by opening up parts of the roof.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetarea.png|400px|thumb|center|Good starting area near the geyser.]]&lt;br /&gt;
&lt;br /&gt;
= Tribal Start, no DLC =&lt;br /&gt;
We now focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments, since you have more people to feed and less technology to help you.&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
* Get some easily accessible [[steel]] and use it to build your stuff, so you do not have to use [[wood]].&lt;br /&gt;
* Make your starter base on top of a steam geyser. Give people a place to sleep, eat and play.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* Kill your starting animals.&lt;br /&gt;
* Only use [[wood]] to make [[campfire]]s, either for cooking or heating up. Make sure your [[wood]] is forbidden so they do not refuel it unnecessarily.&lt;br /&gt;
* Get rid of some colonists.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Now you are going to be struggling for food for a long time. If you have [[caves]] in your map, it will help a lot. You want to keep the insects alive. Enjoy while it is warm and go visit your nearby friendly base to trade whatever you can for food. For that, you gotta get something you can trade:&lt;br /&gt;
&lt;br /&gt;
* You can mine expensive ores like [[component]]s, [[plasteel]], [[uranium]], [[jade]], [[silver]] or [[gold]].&lt;br /&gt;
* You can open the [[ancient shrine]] and sell whatever you find there.&lt;br /&gt;
* You can sell humans and (when there is enough time) human organs.&lt;br /&gt;
&lt;br /&gt;
Regardless, you still will not have enough food for five people for so long, you simply have to get rid of some of them. The best way is to put some of them inside the ancient [[cryptosleep casket]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:meatshield2.png|400px|thumb|center|Opening the ancient structure is dangerous! Bring them one by one and use your animals as meat shield.]]&lt;br /&gt;
&lt;br /&gt;
You can also send some people out while it is warm to raid the closest base outside the ice sheet, try to not raid your closest friendly neighbor. Hunt the animals and harvest the plants around the base and run back to your base. You can make peace with them later. You have to bring the colonists back in the beginning of next season before it gets too cold.&lt;br /&gt;
&lt;br /&gt;
Another more undesirable option is to sell some colonists. They are usually worth a lot, but do not expect to see them again.&lt;br /&gt;
&lt;br /&gt;
Likewise, another even worse option is to kill some colonists, but they are not worth many meals.&lt;br /&gt;
&lt;br /&gt;
But you gotta do something, feeding five people will not happen. Three people is about what you can you feed.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetminibase.png|400px|thumb|center|Base on top of geyser. Two colonists were sent on a raid mission.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Make a [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
* Make [[steel]] [[spike trap]]s.&lt;br /&gt;
* Eat any raiders, [[Events#Wanderer joins|wanderers]], and [[Events#Escape Pod|escape pod]] refugees, etc.&lt;br /&gt;
* Wear their [[parka]]s and [[tuque]]s, tainted if you must.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing. Once that is done, make [[parka]]s and [[tuque]]s with your [[cloth]].&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make lots of [[duster]]s with all the [[human leather]] and sell it.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Now for the cannibalism. You will eat anyone that is not one of your starting colonists or from a friendly faction, unless you manage to lose most of your colonists that is. That includes anyone who tries to join your colony. It also means offering help to refugees just so you can eat them later. You also better be sure you got clothes before fall starts.&lt;br /&gt;
&lt;br /&gt;
You will not have time to make your own clothes, you will have to use the clothes from raiders and would-be recruits. Try to strip pawns before they die so their clothes won't be tainted. You may want to buy [[cloth]] in advance for when you finish Complex Clothing.&lt;br /&gt;
&lt;br /&gt;
[[File:earlyraiders.png|400px|thumb|center|Early raid. Time to feed!]]&lt;br /&gt;
&lt;br /&gt;
Since you are going to often offer help to refugees, you better make a proper [[Colony_Building_Guide#Killbox|killbox]] with lots of [[spike trap]]s. The fighting starts outside though, with all the ice and snow the raiders are going to be really slow. Shot them while they are approaching because it takes a while for them to move to cover. Then once they are in cover, go back to your [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
&lt;br /&gt;
Remember that [[human leather]] is worth a lot and it is better to make something with it first, then sell it. First give your colonists [[bedroll]]s to sleep, then make [[duster]]s since they are more profitable then anything else. Cannibal and Bloodlust colonists will want to wear [[human leather]] clothes, give them [[human leather]] [[button-down shirt]]s and [[human leather]] [[pants]]. However, human leather [[parka]]s are not insulating enough; only wear them with nothing better.&lt;br /&gt;
&lt;br /&gt;
[[File:returnfromicemission.png|400px|thumb|center|Colonists sent to raid mission barely came back before freezing.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture. Once you done, make [[steel]] [[bed]]s.&lt;br /&gt;
* Go get [[Events#Item Stash Opportunity (Time Remaining)|item stashes]] so you can hunt and harvest in the area.&lt;br /&gt;
* Go help [[Events#Incapacitated refugee|incapacitated refugees]] so you can hunt and harvest in the area. Then eat him.&lt;br /&gt;
* Go [[Events#Prisoner rescue opportunity|rescue prisoners]] in outposts so you can hunt and harvest in the area. Then eat them all.&lt;br /&gt;
* Go [[Events#Bandit camp opportunity|destroy enemy outposts]] so you can hunt and harvest in the area. Then eat them all. &lt;br /&gt;
* Replace the less insulating [[parka]]s for [[cloth]] [[parka]]s.&lt;br /&gt;
* Research stone cutting so you can start using stone instead of [[steel]].&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Once you have your colonists with [[parka]]s and [[tuque]]s, you should take every opportunity available to go to another map. If you placed your colony near tundra, then it is likely that the quests will appear in tundra maps and that they will have much more resources than your frozen home.&lt;br /&gt;
&lt;br /&gt;
[[File:iceoutpost.png|500px|thumb|center|Look at all those delicious-looking [[animals]] and people.]]&lt;br /&gt;
&lt;br /&gt;
Whenever you reach a quest location, you want to look for [[berries]], [[healroot]], [[animals]] and [[wood]]. [[Animals]] should be butchered before leaving, if the [[meat]] is too heavy and you still have time you can use the local [[wood]] to make lots of [[campfire]]s and turn all into [[meals]] to reduce weight.&lt;br /&gt;
&lt;br /&gt;
Winter is coming, it is going to be so cold that not any [[parka]] will do. Anything with worse insulation than [[cloth]] should be replaced by cloth, which is average in insulation but really cheap to buy and fairly common.&lt;br /&gt;
&lt;br /&gt;
[[File:icerescuefail.png|400px|thumb|center|We are here to rescue you... not.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
* Use stone to reinforce your walls with a second layer for better insulation.&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Research [[batteries]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Now it is cold, so cold that even [[cloth]] [[parka]]s are not enough. Try to replace your '''[[cloth]]'''(cold insulation 18) for higher insulation [[textile]]s, and only send people out on quests if you got a strong insulating parka for them.&lt;br /&gt;
&lt;br /&gt;
Raiders are now more numerous and if you keep doing quests you should have enough food to feed five people.&lt;br /&gt;
&lt;br /&gt;
[[File:hypothermiaraiders.png|300px|thumb|center|So so cold... that raiders might freeze before start attacking.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
* Make your first [[Colony_Building_Guide#Greenhouse|greenhouse]] with a [[sun lamp]] and [[heater]]s.&lt;br /&gt;
* Plant [[potatoes]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Finally, you are ready to make a [[Colony_Building_Guide#Greenhouse|greenhouse]] and plant [[potatoes]]. Ideally, try to connect it to your steam geyser.&lt;br /&gt;
&lt;br /&gt;
Since you got a reliable food source, you can now accept more people. You are not free of cannibalism yet, but you can stop eating the [[Events#Refugee Chased at (Settlement)|refugees]].&lt;br /&gt;
&lt;br /&gt;
[[File:icegreenhouse.png|400px|thumb|center|First [[Colony_Building_Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
* Research [[hydroponics basin|hydroponics]].&lt;br /&gt;
* Research [[nutrient paste dispenser]].&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
With [[hydroponics basin]]s, you may make [[Colony_Building_Guide#Greenhouse|greenhouses]] without having to stick to stony patches. Getting anything planted here is expensive, so you should make a [[nutrient paste dispenser]] to save on food, once you got one you may stop doing cannibalism. Alternatively, you can use [[moisture pump]]s on a lake to create large areas of stony soil, although this takes a while. [[Archean tree]]s{{OdysseyIcon}}, while unlikely to obtain at this point in the game, can also convert any natural tile into soil, even ice.&lt;br /&gt;
&lt;br /&gt;
It is nice to research air conditioning in order to build a freezer, as the summer is warm enough to spoil food. However, doing so is not necessary, as plant food can survive 40 days in the heat.&lt;br /&gt;
&lt;br /&gt;
With food stabilized, the worst is gone. The game will now play like any other biome, just less forgiving and with a harsh outdoor environment. You can now move to a proper area, a more central location where you can build that huge colony you always dreamed of.&lt;br /&gt;
&lt;br /&gt;
[[File:dreambig2.png|550px|thumb|center|Moving out.]]&lt;br /&gt;
&lt;br /&gt;
[[File:icecrops.png|500px|thumb|center|Before a pond (left) and later a greenhouse (right).]]&lt;br /&gt;
&lt;br /&gt;
= Other Scenarios =&lt;br /&gt;
* Crashlanded, Rich Explorer, Mechanitor{{BiotechIcon}}: The starting supplies are enough for a room, electricity, and some electric equipment including heaters. In addition, with less mouths to feed, starting sacrifices are less necessary.&lt;br /&gt;
&lt;br /&gt;
* Naked Brutality: Brutal and RNG reliant, but not impossible. Great Mining is a must, in order to make a steel room on top of a steam geyser, then have enough steel for [[spike trap]]s. Before the first humans show up, it is possible to get food through the early snowhares, events, and/or by temporarily settling on different tiles (settling on a tundra can be done for berries, although may be against the spirit of the challenge).&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=179064</id>
		<title>Ice Sheet Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=179064"/>
		<updated>2026-04-05T15:26:01Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in one of the most hostile environments in Rimworld - an [[ice sheet]].&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{{See also|Ice sheet}}&lt;br /&gt;
&lt;br /&gt;
Ice sheets are among the coldest of biomes, with only [[sea ice]] and [[orbit]]{{OdysseyIcon}} being colder. They have very little animal life and no plants. In fact, you should not expect to find anything more than five [[snowhare]]s in your start. You should also not expect to see more than one new [[snowhare]] every five days and one new [[polar bear]] per month.&lt;br /&gt;
&lt;br /&gt;
In addition to that, there is little land to grow crops. If you want to grow something you'd be doing it in the stony patches around hills and mountains. It is never warm enough to grow outdoors, though, so you'll need an enclosed area with [[heater]]s and [[sun lamp]]s to actually grow crops.&lt;br /&gt;
&lt;br /&gt;
Even the warmest ice sheet is really cold, with averages ranging from {{Temperature|-20}} to {{Temperature|-40}}. You still need to eventually make a [[Colony_Building_Guide#Freezer|freezer]] though, because the summer temperature is hot enough to spoil your food. You should expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
== Immediate Survival ==&lt;br /&gt;
[[Colonist]]s have [[needs]], without the which they get a [[mental break]] or die. In the ice sheet, food and temperature are low, and [[mood]] needs to be managed as well to prevent colonists from freezing outside.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
When starting out, colonies can use their starting resources, the initial animals, and trading, but all of these will run out eventually. The two reliable sources of early game food are:&lt;br /&gt;
*[[Cannibalism]]: The [[storyteller]] will send raids and events at the normal rate, even in the brutal sea ice. This is particularly sustainable with a single colonist; not only are there less mouths to feed, but the storyteller will constantly generate new recruit events due to [[PopulationIntent]], which can be converted into human meat.&lt;br /&gt;
*[[Fishing]]{{OdysseyIcon}}: Provided there is a body of water, your colonists can survive the temperature, and fishing is researched, fishing can be a potentially year-round source of food.&lt;br /&gt;
**By creating a [[room]] with water inside it, it is possible to fish year-round, in a temperature-controlled environment. This can be done by enclosing the body of water, or building a small room on top of it (place [[bridge]]s, make a room on top of the bridges, have a gap of water inside said room, then heat up the room. This allows access to the full lake's worth of fish, even if most of the lake is frozen).&lt;br /&gt;
&lt;br /&gt;
Once you can provide enough electricity to power a [[sun lamp]] and [[heater]]s, it becomes possible to grow food by planting in the stony soil indoors. [[Hydroponics]] can be used to create growable, fertile land, but are not strictly required.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology DLC]], [[nutrifungus]]{{IdeologyIcon}} can be grown with heaters and no sun lamp, potentially allowing food to grow from day 1 with a [[Crashlanded]]-like start.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Steam geysers are a quick, free, and easy way for any start to generate heat - just enclose a vent and it will heat up the room it's in. Be careful not to overheat, though. Alternatively, New Arrivals can build [[heater]]s so they do not need to use a steam geyser.&lt;br /&gt;
&lt;br /&gt;
Any pawn that arrives in your map (allied or enemy) will typically wear [[parka]]s and other warm clothing. Enough sufficient-quality clothing should let colonists survive the cold outside.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetsite.png|300px|thumb|right|Example good landing site.]]&lt;br /&gt;
&lt;br /&gt;
In all worlds, you should carefully choose a landing site with resources as a priority. You want to build a colony in an area with some of the following characteristics:&lt;br /&gt;
&lt;br /&gt;
* Near to tundra, ideally with roads and no mountains blocking the route (faster moving around, can harvest plants from the tundra)&lt;br /&gt;
* Near to a friendly faction base (faster trading)&lt;br /&gt;
* With coast (for easier defense, and [[fishing]]{{OdysseyIcon}})&lt;br /&gt;
* With [[caves]] (early food source)&lt;br /&gt;
&lt;br /&gt;
Ice sheets themselves do not have roads or rivers, but that does not mean you can not settle close to a road. While you should not be surrounded by mountains, the landing site itself can be mountainous.&lt;br /&gt;
&lt;br /&gt;
Of course, you do not need to land in an area with all those characteristics, but try to get as many of them as you can.&lt;br /&gt;
&lt;br /&gt;
== Starting colonists ==&lt;br /&gt;
Ice sheet is so harsh that you will have to resort to cannibalism, so you want to have a crew that can tolerate that.&lt;br /&gt;
*If playing with [[ideoligion]]s,{{IdeologyIcon}} it is easy to have everyone be fine with human butchering and cannibalism with the Cannibalism: Acceptable precept.&lt;br /&gt;
*Without Ideology, your butcher should have a trait that prevents human butchering debuffs (Cannibal, Bloodlust or Psychopath), and rest of your crew should have a mood-boosting trait or a trait that prevents human debuffs. Not all five colonists need one of these traits, but more is ideal.&lt;br /&gt;
&lt;br /&gt;
== Base area ==&lt;br /&gt;
Once you choose your landing site and colonists, you should also choose your base area to begin with. It is important to notice that this area does not need to be final location, it is just the area where you are more likely to survive the early game.&lt;br /&gt;
&lt;br /&gt;
You want to find an area with the characteristics: &lt;br /&gt;
*'''On top of a [[steam geyser]]:''' Steam geysers generate heat, thus keeping the temperature warm without needing to burn wood or make electric [[heater]]s. This is the most essential part.&lt;br /&gt;
*'''Near steel:''' For easier development.&lt;br /&gt;
*'''More growing areas''' and '''more easily defendable''': By settling near hills/mountains, you'll be closer to stony patches and can more easily defend.&lt;br /&gt;
&lt;br /&gt;
In order to not freeze, the initial base must be kept small. You can either refurbish a ruin, use a cave, or make a small steel base. It all comes down to what you have near the steam geysers. If you have a ruin, take it. If you have a hill, make a cave. If you have none of these, make a small steel base.&lt;br /&gt;
&lt;br /&gt;
If the base is especially small, then the geysers may be prone to giving colonists [[heatstroke]]. This can be mitigated by opening up parts of the roof.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetarea.png|400px|thumb|center|Good starting area near the geyser.]]&lt;br /&gt;
&lt;br /&gt;
= Tribal Start, no DLC =&lt;br /&gt;
We now focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments, since you have more people to feed and less technology to help you.&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
* Get some easily accessible [[steel]] and use it to build your stuff, so you do not have to use [[wood]].&lt;br /&gt;
* Make your starter base on top of a steam geyser. Give people a place to sleep, eat and play.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* Kill your starting animals.&lt;br /&gt;
* Only use [[wood]] to make [[campfire]]s, either for cooking or heating up. Make sure your [[wood]] is forbidden so they do not refuel it unnecessarily.&lt;br /&gt;
* Get rid of some colonists.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Now you are going to be struggling for food for a long time. If you have [[caves]] in your map, it will help a lot. You want to keep the insects alive. Enjoy while it is warm and go visit your nearby friendly base to trade whatever you can for food. For that, you gotta get something you can trade:&lt;br /&gt;
&lt;br /&gt;
* You can mine expensive ores like [[component]]s, [[plasteel]], [[uranium]], [[jade]], [[silver]] or [[gold]].&lt;br /&gt;
* You can open the [[ancient shrine]] and sell whatever you find there.&lt;br /&gt;
* You can sell humans and (when there is enough time) human organs.&lt;br /&gt;
&lt;br /&gt;
Regardless, you still will not have enough food for five people for so long, you simply have to get rid of some of them. The best way is to put some of them inside the ancient [[cryptosleep casket]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:meatshield2.png|400px|thumb|center|Opening the ancient structure is dangerous! Bring them one by one and use your animals as meat shield.]]&lt;br /&gt;
&lt;br /&gt;
You can also send some people out while it is warm to raid the closest base outside the ice sheet, try to not raid your closest friendly neighbor. Hunt the animals and harvest the plants around the base and run back to your base. You can make peace with them later. You have to bring the colonists back in the beginning of next season before it gets too cold.&lt;br /&gt;
&lt;br /&gt;
Another more undesirable option is to sell some colonists. They are usually worth a lot, but do not expect to see them again.&lt;br /&gt;
&lt;br /&gt;
Likewise, another even worse option is to kill some colonists, but they are not worth many meals.&lt;br /&gt;
&lt;br /&gt;
But you gotta do something, feeding five people will not happen. Three people is about what you can you feed.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetminibase.png|400px|thumb|center|Base on top of geyser. Two colonists were sent on a raid mission.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Make a [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
* Make [[steel]] [[spike trap]]s.&lt;br /&gt;
* Eat any raiders, [[Events#Wanderer joins|wanderers]], and [[Events#Escape Pod|escape pod]] refugees, etc.&lt;br /&gt;
* Wear their [[parka]]s and [[tuque]]s, tainted if you must.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing. Once that is done, make [[parka]]s and [[tuque]]s with your [[cloth]].&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make lots of [[duster]]s with all the [[human leather]] and sell it.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Now for the cannibalism. You will eat anyone that is not one of your starting colonists or from a friendly faction, unless you manage to lose most of your colonists that is. That includes anyone who tries to join your colony. It also means offering help to refugees just so you can eat them later. You also better be sure you got clothes before fall starts.&lt;br /&gt;
&lt;br /&gt;
You will not have time to make your own clothes, you will have to use the clothes from raiders and would-be recruits. Try to strip pawns before they die so their clothes won't be tainted. You may want to buy [[cloth]] in advance for when you finish Complex Clothing.&lt;br /&gt;
&lt;br /&gt;
[[File:earlyraiders.png|400px|thumb|center|Early raid. Time to feed!]]&lt;br /&gt;
&lt;br /&gt;
Since you are going to often offer help to refugees, you better make a proper [[Colony_Building_Guide#Killbox|killbox]] with lots of [[spike trap]]s. The fighting starts outside though, with all the ice and snow the raiders are going to be really slow. Shot them while they are approaching because it takes a while for them to move to cover. Then once they are in cover, go back to your [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
&lt;br /&gt;
Remember that [[human leather]] is worth a lot and it is better to make something with it first, then sell it. First give your colonists [[bedroll]]s to sleep, then make [[duster]]s since they are more profitable then anything else. Cannibal and Bloodlust colonists will want to wear [[human leather]] clothes, give them [[human leather]] [[button-down shirt]]s and [[human leather]] [[pants]]. However, human leather [[parka]]s are not insulating enough; only wear them with nothing better.&lt;br /&gt;
&lt;br /&gt;
[[File:returnfromicemission.png|400px|thumb|center|Colonists sent to raid mission barely came back before freezing.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture. Once you done, make [[steel]] [[bed]]s.&lt;br /&gt;
* Go get [[Events#Item Stash Opportunity (Time Remaining)|item stashes]] so you can hunt and harvest in the area.&lt;br /&gt;
* Go help [[Events#Incapacitated refugee|incapacitated refugees]] so you can hunt and harvest in the area. Then eat him.&lt;br /&gt;
* Go [[Events#Prisoner rescue opportunity|rescue prisoners]] in outposts so you can hunt and harvest in the area. Then eat them all.&lt;br /&gt;
* Go [[Events#Bandit camp opportunity|destroy enemy outposts]] so you can hunt and harvest in the area. Then eat them all. &lt;br /&gt;
* Replace the less insulating [[parka]]s for [[cloth]] [[parka]]s.&lt;br /&gt;
* Research stone cutting so you can start using stone instead of [[steel]].&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Once you have your colonists with [[parka]]s and [[tuque]]s, you should take every opportunity available to go to another map. If you placed your colony near tundra, then it is likely that the quests will appear in tundra maps and that they will have much more resources than your frozen home.&lt;br /&gt;
&lt;br /&gt;
[[File:iceoutpost.png|500px|thumb|center|Look at all those delicious-looking [[animals]] and people.]]&lt;br /&gt;
&lt;br /&gt;
Whenever you reach a quest location, you want to look for [[berries]], [[healroot]], [[animals]] and [[wood]]. [[Animals]] should be butchered before leaving, if the [[meat]] is too heavy and you still have time you can use the local [[wood]] to make lots of [[campfire]]s and turn all into [[meals]] to reduce weight.&lt;br /&gt;
&lt;br /&gt;
Winter is coming, it is going to be so cold that not any [[parka]] will do. Anything with worse insulation than [[cloth]] should be replaced by cloth, which is average in insulation but really cheap to buy and fairly common.&lt;br /&gt;
&lt;br /&gt;
[[File:icerescuefail.png|400px|thumb|center|We are here to rescue you... not.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
* Use stone to reinforce your walls with a second layer for better insulation.&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Research [[batteries]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Now it is cold, so cold that even [[cloth]] [[parka]]s are not enough. Try to replace your '''[[cloth]]'''(cold insulation 18) for higher insulation [[textile]]s, and only send people out on quests if you got a strong insulating parka for them.&lt;br /&gt;
&lt;br /&gt;
Raiders are now more numerous and if you keep doing quests you should have enough food to feed five people.&lt;br /&gt;
&lt;br /&gt;
[[File:hypothermiaraiders.png|300px|thumb|center|So so cold... that raiders might freeze before start attacking.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
* Make your first [[Colony_Building_Guide#Greenhouse|greenhouse]] with a [[sun lamp]] and [[heater]]s.&lt;br /&gt;
* Plant [[potatoes]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Finally, you are ready to make a [[Colony_Building_Guide#Greenhouse|greenhouse]] and plant [[potatoes]]. Ideally, try to connect it to your steam geyser.&lt;br /&gt;
&lt;br /&gt;
Since you got a reliable food source, you can now accept more people. You are not free of cannibalism yet, but you can stop eating the [[Events#Refugee Chased at (Settlement)|refugees]].&lt;br /&gt;
&lt;br /&gt;
[[File:icegreenhouse.png|400px|thumb|center|First [[Colony_Building_Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
* Research [[hydroponics basin|hydroponics]].&lt;br /&gt;
* Research [[nutrient paste dispenser]].&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
With [[hydroponics basin]]s, you may make [[Colony_Building_Guide#Greenhouse|greenhouses]] without having to stick to stony patches. Getting anything planted here is expensive, so you should make a [[nutrient paste dispenser]] to save on food, once you got one you may stop doing cannibalism. Alternatively, you can use [[moisture pump]]s on a lake to create large areas of stony soil, although this takes a while. [[Archean tree]]s{{OdysseyIcon}}, while unlikely to obtain at this point in the game, can also convert any natural tile into soil, even ice.&lt;br /&gt;
&lt;br /&gt;
It is nice to research air conditioning in order to build a freezer, as the summer is warm enough to spoil food. However, doing so is not necessary, as plant food can survive 40 days in the heat.&lt;br /&gt;
&lt;br /&gt;
With food stabilized, the worst is gone. The game will now play like any other biome, just less forgiving and with a harsh outdoor environment. You can now move to a proper area, a more central location where you can build that huge colony you always dreamed of.&lt;br /&gt;
&lt;br /&gt;
[[File:dreambig2.png|550px|thumb|center|Moving out.]]&lt;br /&gt;
&lt;br /&gt;
[[File:icecrops.png|500px|thumb|center|Before a pond (left) and later a greenhouse (right).]]&lt;br /&gt;
&lt;br /&gt;
= Other Scenarios =&lt;br /&gt;
* Crashlanded, Rich Explorer, Mechanitor{{BiotechIcon}}: The starting supplies are enough for a room, electricity, and some electric equipment including heaters. In addition, with less mouths to feed, starting sacrifices are less necessary.&lt;br /&gt;
&lt;br /&gt;
* Naked Brutality: Brutal and RNG reliant, but not impossible. Great Mining is a must, in order to make a steel room on top of a steam geyser, then have enough steel for [[spike trap]]s. Before the first humans show up, it is possible to get food through the early snowhares, events, and/or by temporarily settling on different tiles (settling on a tundra can be done for berries, although may be against the spirit of the challenge).&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=179063</id>
		<title>Ice Sheet Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=179063"/>
		<updated>2026-04-05T15:25:21Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in one of the most hostile environments in Rimworld - an [[ice sheet]].&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{{See also|Ice sheet}}&lt;br /&gt;
&lt;br /&gt;
Ice sheets are among the coldest of biomes, with only [[sea ice]] and [[orbit]]{{OdysseyIcon}} being colder. They have very little animal life and no plants. In fact, you should not expect to find anything more than five [[snowhare]]s in your start. You should also not expect to see more than one new [[snowhare]] every five days and one new [[polar bear]] per month.&lt;br /&gt;
&lt;br /&gt;
In addition to that, there is little land to grow crops. If you want to grow something you'd be doing it in the stony patches around hills and mountains. It is never warm enough to grow outdoors, though, so you'll need an enclosed area with [[heater]]s and [[sun lamp]]s to actually grow crops.&lt;br /&gt;
&lt;br /&gt;
Even the warmest ice sheet is really cold, with averages ranging from {{Temperature|-20}} to {{Temperature|-40}}. You still need to eventually make a [[Colony_Building_Guide#Freezer|freezer]] though, because the summer temperature is hot enough to spoil your food. You should expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
== Immediate Survival ==&lt;br /&gt;
[[Colonist]]s have [[needs]], without the which they get a [[mental break]] or die. In the ice sheet, food and temperature are low, &lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
When starting out, colonies can use their starting resources, the initial animals, and trading, but all of these will run out eventually. The two reliable sources of early game food are:&lt;br /&gt;
*[[Cannibalism]]: The [[storyteller]] will send raids and events at the normal rate, even in the brutal sea ice. This is particularly sustainable with a single colonist; not only are there less mouths to feed, but the storyteller will constantly generate new recruit events due to [[PopulationIntent]], which can be converted into human meat.&lt;br /&gt;
*[[Fishing]]{{OdysseyIcon}}: Provided there is a body of water, your colonists can survive the temperature, and fishing is researched, fishing can be a potentially year-round source of food.&lt;br /&gt;
**By creating a [[room]] with water inside it, it is possible to fish year-round, in a temperature-controlled environment. This can be done by enclosing the body of water, or building a small room on top of it (place [[bridge]]s, make a room on top of the bridges, have a gap of water inside said room, then heat up the room. This allows access to the full lake's worth of fish, even if most of the lake is frozen).&lt;br /&gt;
&lt;br /&gt;
Once you can provide enough electricity to power a [[sun lamp]] and [[heater]]s, it becomes possible to grow food by planting in the stony soil indoors. [[Hydroponics]] can be used to create growable, fertile land, but are not strictly required.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology DLC]], [[nutrifungus]]{{IdeologyIcon}} can be grown with heaters and no sun lamp, potentially allowing food to grow from day 1 with a [[Crashlanded]]-like start.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Steam geysers are a quick, free, and easy way for any start to generate heat - just enclose a vent and it will heat up the room it's in. Be careful not to overheat, though. Alternatively, New Arrivals can build [[heater]]s so they do not need to use a steam geyser.&lt;br /&gt;
&lt;br /&gt;
Any pawn that arrives in your map (allied or enemy) will typically wear [[parka]]s and other warm clothing. Enough sufficient-quality clothing should let colonists survive the cold outside.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetsite.png|300px|thumb|right|Example good landing site.]]&lt;br /&gt;
&lt;br /&gt;
In all worlds, you should carefully choose a landing site with resources as a priority. You want to build a colony in an area with some of the following characteristics:&lt;br /&gt;
&lt;br /&gt;
* Near to tundra, ideally with roads and no mountains blocking the route (faster moving around, can harvest plants from the tundra)&lt;br /&gt;
* Near to a friendly faction base (faster trading)&lt;br /&gt;
* With coast (for easier defense, and [[fishing]]{{OdysseyIcon}})&lt;br /&gt;
* With [[caves]] (early food source)&lt;br /&gt;
&lt;br /&gt;
Ice sheets themselves do not have roads or rivers, but that does not mean you can not settle close to a road. While you should not be surrounded by mountains, the landing site itself can be mountainous.&lt;br /&gt;
&lt;br /&gt;
Of course, you do not need to land in an area with all those characteristics, but try to get as many of them as you can.&lt;br /&gt;
&lt;br /&gt;
== Starting colonists ==&lt;br /&gt;
Ice sheet is so harsh that you will have to resort to cannibalism, so you want to have a crew that can tolerate that.&lt;br /&gt;
*If playing with [[ideoligion]]s,{{IdeologyIcon}} it is easy to have everyone be fine with human butchering and cannibalism with the Cannibalism: Acceptable precept.&lt;br /&gt;
*Without Ideology, your butcher should have a trait that prevents human butchering debuffs (Cannibal, Bloodlust or Psychopath), and rest of your crew should have a mood-boosting trait or a trait that prevents human debuffs. Not all five colonists need one of these traits, but more is ideal.&lt;br /&gt;
&lt;br /&gt;
== Base area ==&lt;br /&gt;
Once you choose your landing site and colonists, you should also choose your base area to begin with. It is important to notice that this area does not need to be final location, it is just the area where you are more likely to survive the early game.&lt;br /&gt;
&lt;br /&gt;
You want to find an area with the characteristics: &lt;br /&gt;
*'''On top of a [[steam geyser]]:''' Steam geysers generate heat, thus keeping the temperature warm without needing to burn wood or make electric [[heater]]s. This is the most essential part.&lt;br /&gt;
*'''Near steel:''' For easier development.&lt;br /&gt;
*'''More growing areas''' and '''more easily defendable''': By settling near hills/mountains, you'll be closer to stony patches and can more easily defend.&lt;br /&gt;
&lt;br /&gt;
In order to not freeze, the initial base must be kept small. You can either refurbish a ruin, use a cave, or make a small steel base. It all comes down to what you have near the steam geysers. If you have a ruin, take it. If you have a hill, make a cave. If you have none of these, make a small steel base.&lt;br /&gt;
&lt;br /&gt;
If the base is especially small, then the geysers may be prone to giving colonists [[heatstroke]]. This can be mitigated by opening up parts of the roof.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetarea.png|400px|thumb|center|Good starting area near the geyser.]]&lt;br /&gt;
&lt;br /&gt;
= Tribal Start, no DLC =&lt;br /&gt;
We now focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments, since you have more people to feed and less technology to help you.&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
* Get some easily accessible [[steel]] and use it to build your stuff, so you do not have to use [[wood]].&lt;br /&gt;
* Make your starter base on top of a steam geyser. Give people a place to sleep, eat and play.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* Kill your starting animals.&lt;br /&gt;
* Only use [[wood]] to make [[campfire]]s, either for cooking or heating up. Make sure your [[wood]] is forbidden so they do not refuel it unnecessarily.&lt;br /&gt;
* Get rid of some colonists.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Now you are going to be struggling for food for a long time. If you have [[caves]] in your map, it will help a lot. You want to keep the insects alive. Enjoy while it is warm and go visit your nearby friendly base to trade whatever you can for food. For that, you gotta get something you can trade:&lt;br /&gt;
&lt;br /&gt;
* You can mine expensive ores like [[component]]s, [[plasteel]], [[uranium]], [[jade]], [[silver]] or [[gold]].&lt;br /&gt;
* You can open the [[ancient shrine]] and sell whatever you find there.&lt;br /&gt;
* You can sell humans and (when there is enough time) human organs.&lt;br /&gt;
&lt;br /&gt;
Regardless, you still will not have enough food for five people for so long, you simply have to get rid of some of them. The best way is to put some of them inside the ancient [[cryptosleep casket]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:meatshield2.png|400px|thumb|center|Opening the ancient structure is dangerous! Bring them one by one and use your animals as meat shield.]]&lt;br /&gt;
&lt;br /&gt;
You can also send some people out while it is warm to raid the closest base outside the ice sheet, try to not raid your closest friendly neighbor. Hunt the animals and harvest the plants around the base and run back to your base. You can make peace with them later. You have to bring the colonists back in the beginning of next season before it gets too cold.&lt;br /&gt;
&lt;br /&gt;
Another more undesirable option is to sell some colonists. They are usually worth a lot, but do not expect to see them again.&lt;br /&gt;
&lt;br /&gt;
Likewise, another even worse option is to kill some colonists, but they are not worth many meals.&lt;br /&gt;
&lt;br /&gt;
But you gotta do something, feeding five people will not happen. Three people is about what you can you feed.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetminibase.png|400px|thumb|center|Base on top of geyser. Two colonists were sent on a raid mission.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Make a [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
* Make [[steel]] [[spike trap]]s.&lt;br /&gt;
* Eat any raiders, [[Events#Wanderer joins|wanderers]], and [[Events#Escape Pod|escape pod]] refugees, etc.&lt;br /&gt;
* Wear their [[parka]]s and [[tuque]]s, tainted if you must.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing. Once that is done, make [[parka]]s and [[tuque]]s with your [[cloth]].&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make lots of [[duster]]s with all the [[human leather]] and sell it.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Now for the cannibalism. You will eat anyone that is not one of your starting colonists or from a friendly faction, unless you manage to lose most of your colonists that is. That includes anyone who tries to join your colony. It also means offering help to refugees just so you can eat them later. You also better be sure you got clothes before fall starts.&lt;br /&gt;
&lt;br /&gt;
You will not have time to make your own clothes, you will have to use the clothes from raiders and would-be recruits. Try to strip pawns before they die so their clothes won't be tainted. You may want to buy [[cloth]] in advance for when you finish Complex Clothing.&lt;br /&gt;
&lt;br /&gt;
[[File:earlyraiders.png|400px|thumb|center|Early raid. Time to feed!]]&lt;br /&gt;
&lt;br /&gt;
Since you are going to often offer help to refugees, you better make a proper [[Colony_Building_Guide#Killbox|killbox]] with lots of [[spike trap]]s. The fighting starts outside though, with all the ice and snow the raiders are going to be really slow. Shot them while they are approaching because it takes a while for them to move to cover. Then once they are in cover, go back to your [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
&lt;br /&gt;
Remember that [[human leather]] is worth a lot and it is better to make something with it first, then sell it. First give your colonists [[bedroll]]s to sleep, then make [[duster]]s since they are more profitable then anything else. Cannibal and Bloodlust colonists will want to wear [[human leather]] clothes, give them [[human leather]] [[button-down shirt]]s and [[human leather]] [[pants]]. However, human leather [[parka]]s are not insulating enough; only wear them with nothing better.&lt;br /&gt;
&lt;br /&gt;
[[File:returnfromicemission.png|400px|thumb|center|Colonists sent to raid mission barely came back before freezing.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture. Once you done, make [[steel]] [[bed]]s.&lt;br /&gt;
* Go get [[Events#Item Stash Opportunity (Time Remaining)|item stashes]] so you can hunt and harvest in the area.&lt;br /&gt;
* Go help [[Events#Incapacitated refugee|incapacitated refugees]] so you can hunt and harvest in the area. Then eat him.&lt;br /&gt;
* Go [[Events#Prisoner rescue opportunity|rescue prisoners]] in outposts so you can hunt and harvest in the area. Then eat them all.&lt;br /&gt;
* Go [[Events#Bandit camp opportunity|destroy enemy outposts]] so you can hunt and harvest in the area. Then eat them all. &lt;br /&gt;
* Replace the less insulating [[parka]]s for [[cloth]] [[parka]]s.&lt;br /&gt;
* Research stone cutting so you can start using stone instead of [[steel]].&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Once you have your colonists with [[parka]]s and [[tuque]]s, you should take every opportunity available to go to another map. If you placed your colony near tundra, then it is likely that the quests will appear in tundra maps and that they will have much more resources than your frozen home.&lt;br /&gt;
&lt;br /&gt;
[[File:iceoutpost.png|500px|thumb|center|Look at all those delicious-looking [[animals]] and people.]]&lt;br /&gt;
&lt;br /&gt;
Whenever you reach a quest location, you want to look for [[berries]], [[healroot]], [[animals]] and [[wood]]. [[Animals]] should be butchered before leaving, if the [[meat]] is too heavy and you still have time you can use the local [[wood]] to make lots of [[campfire]]s and turn all into [[meals]] to reduce weight.&lt;br /&gt;
&lt;br /&gt;
Winter is coming, it is going to be so cold that not any [[parka]] will do. Anything with worse insulation than [[cloth]] should be replaced by cloth, which is average in insulation but really cheap to buy and fairly common.&lt;br /&gt;
&lt;br /&gt;
[[File:icerescuefail.png|400px|thumb|center|We are here to rescue you... not.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
* Use stone to reinforce your walls with a second layer for better insulation.&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Research [[batteries]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Now it is cold, so cold that even [[cloth]] [[parka]]s are not enough. Try to replace your '''[[cloth]]'''(cold insulation 18) for higher insulation [[textile]]s, and only send people out on quests if you got a strong insulating parka for them.&lt;br /&gt;
&lt;br /&gt;
Raiders are now more numerous and if you keep doing quests you should have enough food to feed five people.&lt;br /&gt;
&lt;br /&gt;
[[File:hypothermiaraiders.png|300px|thumb|center|So so cold... that raiders might freeze before start attacking.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
* Make your first [[Colony_Building_Guide#Greenhouse|greenhouse]] with a [[sun lamp]] and [[heater]]s.&lt;br /&gt;
* Plant [[potatoes]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Finally, you are ready to make a [[Colony_Building_Guide#Greenhouse|greenhouse]] and plant [[potatoes]]. Ideally, try to connect it to your steam geyser.&lt;br /&gt;
&lt;br /&gt;
Since you got a reliable food source, you can now accept more people. You are not free of cannibalism yet, but you can stop eating the [[Events#Refugee Chased at (Settlement)|refugees]].&lt;br /&gt;
&lt;br /&gt;
[[File:icegreenhouse.png|400px|thumb|center|First [[Colony_Building_Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
* Research [[hydroponics basin|hydroponics]].&lt;br /&gt;
* Research [[nutrient paste dispenser]].&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
With [[hydroponics basin]]s, you may make [[Colony_Building_Guide#Greenhouse|greenhouses]] without having to stick to stony patches. Getting anything planted here is expensive, so you should make a [[nutrient paste dispenser]] to save on food, once you got one you may stop doing cannibalism. Alternatively, you can use [[moisture pump]]s on a lake to create large areas of stony soil, although this takes a while. [[Archean tree]]s{{OdysseyIcon}}, while unlikely to obtain at this point in the game, can also convert any natural tile into soil, even ice.&lt;br /&gt;
&lt;br /&gt;
It is nice to research air conditioning in order to build a freezer, as the summer is warm enough to spoil food. However, doing so is not necessary, as plant food can survive 40 days in the heat.&lt;br /&gt;
&lt;br /&gt;
With food stabilized, the worst is gone. The game will now play like any other biome, just less forgiving and with a harsh outdoor environment. You can now move to a proper area, a more central location where you can build that huge colony you always dreamed of.&lt;br /&gt;
&lt;br /&gt;
[[File:dreambig2.png|550px|thumb|center|Moving out.]]&lt;br /&gt;
&lt;br /&gt;
[[File:icecrops.png|500px|thumb|center|Before a pond (left) and later a greenhouse (right).]]&lt;br /&gt;
&lt;br /&gt;
= Other Scenarios =&lt;br /&gt;
* Crashlanded, Rich Explorer, Mechanitor{{BiotechIcon}}: The starting supplies are enough for a room, electricity, and some electric equipment including heaters. In addition, with less mouths to feed, starting sacrifices are less necessary.&lt;br /&gt;
&lt;br /&gt;
* Naked Brutality: Brutal and RNG reliant, but not impossible. Great Mining is a must, in order to make a steel room on top of a steam geyser, then have enough steel for [[spike trap]]s. Before the first humans show up, it is possible to get food through the early snowhares, events, and/or by temporarily settling on different tiles (settling on a tundra can be done for berries, although may be against the spirit of the challenge).&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=179062</id>
		<title>Ice Sheet Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ice_Sheet_Guide&amp;diff=179062"/>
		<updated>2026-04-05T15:25:06Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in one of the most hostile environments in Rimworld - an [[ice sheet]].&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{{See also|Ice sheet}}&lt;br /&gt;
&lt;br /&gt;
Ice sheets are among the coldest of biomes, with only [[sea ice]] and [[orbit]]{{OdysseyIcon}} being colder. They have very little animal life and no plants. In fact, you should not expect to find anything more than five [[snowhare]]s in your start. You should also not expect to see more than one new [[snowhare]] every five days and one new [[polar bear]] per month.&lt;br /&gt;
&lt;br /&gt;
In addition to that, there is little land to grow crops. If you want to grow something you'd be doing it in the stony patches around hills and mountains. It is never warm enough to grow outdoors, though, so you'll need an enclosed area with [[heater]]s and [[sun lamp]]s to actually grow crops.&lt;br /&gt;
&lt;br /&gt;
Even the warmest ice sheet is really cold, with averages ranging from {{Temperature|-20}} to {{Temperature|-40}}. You still need to eventually make a [[Colony_Building_Guide#Freezer|freezer]] though, because the summer temperature is hot enough to spoil your food. You should expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
== Immediate Survival ==&lt;br /&gt;
[[Colonist]]s have [[needs]], without the which they get a [[mental break]] or die. In the ice sheet, food and temperature are low, &lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
When starting out, colonies can use their starting resources, the initial animals, and trading, but all of these will run out eventually. The two reliable sources of early game food are:&lt;br /&gt;
*[[Cannibalism]]: The [[storyteller]] will send raids and events at the normal rate, even in the brutal sea ice. This is particularly sustainable with a single colonist; not only are there less mouths to feed, but the storyteller will constantly generate new recruit events due to [[PopulationIntent]], which can be converted into human meat.&lt;br /&gt;
*[[Fishing]]{{OdysseyIcon}}: Provided there is a body of water, your colonists can survive the temperature, and fishing is researched, fishing can be a potentially year-round source of food.&lt;br /&gt;
**By creating a [[room]] with water inside it, it is possible to fish year-round, in a temperature-controlled environment. This can be done by enclosing the body of water, or building a small room on top of it (place [[bridge]]s, make a room on top of the bridges, have a gap of water inside said room, then heat up the room. This allows access to the full lake's worth of fish, even if most of the lake is frozen).&lt;br /&gt;
&lt;br /&gt;
Once you can provide enough electricity to power a [[sun lamp]] and [[heater]]s, it becomes possible to grow food by planting in the stony soil indoors. [[Hydroponics]] can be used to create growable, fertile land, but are not strictly required.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology DLC]], [[nutrifungus]]{{IdeologyIcon}} can be grown with heaters and no sun lamp, potentially allowing food to grow from day 1 with a [[Crashlanded]]-type start.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Steam geysers are a quick, free, and easy way for any start to generate heat - just enclose a vent and it will heat up the room it's in. Be careful not to overheat, though. Alternatively, New Arrivals can build [[heater]]s so they do not need to use a steam geyser.&lt;br /&gt;
&lt;br /&gt;
Any pawn that arrives in your map (allied or enemy) will typically wear [[parka]]s and other warm clothing. Enough sufficient-quality clothing should let colonists survive the cold outside.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetsite.png|300px|thumb|right|Example good landing site.]]&lt;br /&gt;
&lt;br /&gt;
In all worlds, you should carefully choose a landing site with resources as a priority. You want to build a colony in an area with some of the following characteristics:&lt;br /&gt;
&lt;br /&gt;
* Near to tundra, ideally with roads and no mountains blocking the route (faster moving around, can harvest plants from the tundra)&lt;br /&gt;
* Near to a friendly faction base (faster trading)&lt;br /&gt;
* With coast (for easier defense, and [[fishing]]{{OdysseyIcon}})&lt;br /&gt;
* With [[caves]] (early food source)&lt;br /&gt;
&lt;br /&gt;
Ice sheets themselves do not have roads or rivers, but that does not mean you can not settle close to a road. While you should not be surrounded by mountains, the landing site itself can be mountainous.&lt;br /&gt;
&lt;br /&gt;
Of course, you do not need to land in an area with all those characteristics, but try to get as many of them as you can.&lt;br /&gt;
&lt;br /&gt;
== Starting colonists ==&lt;br /&gt;
Ice sheet is so harsh that you will have to resort to cannibalism, so you want to have a crew that can tolerate that.&lt;br /&gt;
*If playing with [[ideoligion]]s,{{IdeologyIcon}} it is easy to have everyone be fine with human butchering and cannibalism with the Cannibalism: Acceptable precept.&lt;br /&gt;
*Without Ideology, your butcher should have a trait that prevents human butchering debuffs (Cannibal, Bloodlust or Psychopath), and rest of your crew should have a mood-boosting trait or a trait that prevents human debuffs. Not all five colonists need one of these traits, but more is ideal.&lt;br /&gt;
&lt;br /&gt;
== Base area ==&lt;br /&gt;
Once you choose your landing site and colonists, you should also choose your base area to begin with. It is important to notice that this area does not need to be final location, it is just the area where you are more likely to survive the early game.&lt;br /&gt;
&lt;br /&gt;
You want to find an area with the characteristics: &lt;br /&gt;
*'''On top of a [[steam geyser]]:''' Steam geysers generate heat, thus keeping the temperature warm without needing to burn wood or make electric [[heater]]s. This is the most essential part.&lt;br /&gt;
*'''Near steel:''' For easier development.&lt;br /&gt;
*'''More growing areas''' and '''more easily defendable''': By settling near hills/mountains, you'll be closer to stony patches and can more easily defend.&lt;br /&gt;
&lt;br /&gt;
In order to not freeze, the initial base must be kept small. You can either refurbish a ruin, use a cave, or make a small steel base. It all comes down to what you have near the steam geysers. If you have a ruin, take it. If you have a hill, make a cave. If you have none of these, make a small steel base.&lt;br /&gt;
&lt;br /&gt;
If the base is especially small, then the geysers may be prone to giving colonists [[heatstroke]]. This can be mitigated by opening up parts of the roof.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetarea.png|400px|thumb|center|Good starting area near the geyser.]]&lt;br /&gt;
&lt;br /&gt;
= Tribal Start, no DLC =&lt;br /&gt;
We now focus on the [[Scenario_system#Lost_Tribe|Lost Tribe]] start because it is the hardest one to thrive in hostile environments, since you have more people to feed and less technology to help you.&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
* Get some easily accessible [[steel]] and use it to build your stuff, so you do not have to use [[wood]].&lt;br /&gt;
* Make your starter base on top of a steam geyser. Give people a place to sleep, eat and play.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* Kill your starting animals.&lt;br /&gt;
* Only use [[wood]] to make [[campfire]]s, either for cooking or heating up. Make sure your [[wood]] is forbidden so they do not refuel it unnecessarily.&lt;br /&gt;
* Get rid of some colonists.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Now you are going to be struggling for food for a long time. If you have [[caves]] in your map, it will help a lot. You want to keep the insects alive. Enjoy while it is warm and go visit your nearby friendly base to trade whatever you can for food. For that, you gotta get something you can trade:&lt;br /&gt;
&lt;br /&gt;
* You can mine expensive ores like [[component]]s, [[plasteel]], [[uranium]], [[jade]], [[silver]] or [[gold]].&lt;br /&gt;
* You can open the [[ancient shrine]] and sell whatever you find there.&lt;br /&gt;
* You can sell humans and (when there is enough time) human organs.&lt;br /&gt;
&lt;br /&gt;
Regardless, you still will not have enough food for five people for so long, you simply have to get rid of some of them. The best way is to put some of them inside the ancient [[cryptosleep casket]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:meatshield2.png|400px|thumb|center|Opening the ancient structure is dangerous! Bring them one by one and use your animals as meat shield.]]&lt;br /&gt;
&lt;br /&gt;
You can also send some people out while it is warm to raid the closest base outside the ice sheet, try to not raid your closest friendly neighbor. Hunt the animals and harvest the plants around the base and run back to your base. You can make peace with them later. You have to bring the colonists back in the beginning of next season before it gets too cold.&lt;br /&gt;
&lt;br /&gt;
Another more undesirable option is to sell some colonists. They are usually worth a lot, but do not expect to see them again.&lt;br /&gt;
&lt;br /&gt;
Likewise, another even worse option is to kill some colonists, but they are not worth many meals.&lt;br /&gt;
&lt;br /&gt;
But you gotta do something, feeding five people will not happen. Three people is about what you can you feed.&lt;br /&gt;
&lt;br /&gt;
[[File:icesheetminibase.png|400px|thumb|center|Base on top of geyser. Two colonists were sent on a raid mission.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Make a [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
* Make [[steel]] [[spike trap]]s.&lt;br /&gt;
* Eat any raiders, [[Events#Wanderer joins|wanderers]], and [[Events#Escape Pod|escape pod]] refugees, etc.&lt;br /&gt;
* Wear their [[parka]]s and [[tuque]]s, tainted if you must.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing. Once that is done, make [[parka]]s and [[tuque]]s with your [[cloth]].&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make lots of [[duster]]s with all the [[human leather]] and sell it.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Now for the cannibalism. You will eat anyone that is not one of your starting colonists or from a friendly faction, unless you manage to lose most of your colonists that is. That includes anyone who tries to join your colony. It also means offering help to refugees just so you can eat them later. You also better be sure you got clothes before fall starts.&lt;br /&gt;
&lt;br /&gt;
You will not have time to make your own clothes, you will have to use the clothes from raiders and would-be recruits. Try to strip pawns before they die so their clothes won't be tainted. You may want to buy [[cloth]] in advance for when you finish Complex Clothing.&lt;br /&gt;
&lt;br /&gt;
[[File:earlyraiders.png|400px|thumb|center|Early raid. Time to feed!]]&lt;br /&gt;
&lt;br /&gt;
Since you are going to often offer help to refugees, you better make a proper [[Colony_Building_Guide#Killbox|killbox]] with lots of [[spike trap]]s. The fighting starts outside though, with all the ice and snow the raiders are going to be really slow. Shot them while they are approaching because it takes a while for them to move to cover. Then once they are in cover, go back to your [[Colony_Building_Guide#Killbox|killbox]].&lt;br /&gt;
&lt;br /&gt;
Remember that [[human leather]] is worth a lot and it is better to make something with it first, then sell it. First give your colonists [[bedroll]]s to sleep, then make [[duster]]s since they are more profitable then anything else. Cannibal and Bloodlust colonists will want to wear [[human leather]] clothes, give them [[human leather]] [[button-down shirt]]s and [[human leather]] [[pants]]. However, human leather [[parka]]s are not insulating enough; only wear them with nothing better.&lt;br /&gt;
&lt;br /&gt;
[[File:returnfromicemission.png|400px|thumb|center|Colonists sent to raid mission barely came back before freezing.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture. Once you done, make [[steel]] [[bed]]s.&lt;br /&gt;
* Go get [[Events#Item Stash Opportunity (Time Remaining)|item stashes]] so you can hunt and harvest in the area.&lt;br /&gt;
* Go help [[Events#Incapacitated refugee|incapacitated refugees]] so you can hunt and harvest in the area. Then eat him.&lt;br /&gt;
* Go [[Events#Prisoner rescue opportunity|rescue prisoners]] in outposts so you can hunt and harvest in the area. Then eat them all.&lt;br /&gt;
* Go [[Events#Bandit camp opportunity|destroy enemy outposts]] so you can hunt and harvest in the area. Then eat them all. &lt;br /&gt;
* Replace the less insulating [[parka]]s for [[cloth]] [[parka]]s.&lt;br /&gt;
* Research stone cutting so you can start using stone instead of [[steel]].&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Once you have your colonists with [[parka]]s and [[tuque]]s, you should take every opportunity available to go to another map. If you placed your colony near tundra, then it is likely that the quests will appear in tundra maps and that they will have much more resources than your frozen home.&lt;br /&gt;
&lt;br /&gt;
[[File:iceoutpost.png|500px|thumb|center|Look at all those delicious-looking [[animals]] and people.]]&lt;br /&gt;
&lt;br /&gt;
Whenever you reach a quest location, you want to look for [[berries]], [[healroot]], [[animals]] and [[wood]]. [[Animals]] should be butchered before leaving, if the [[meat]] is too heavy and you still have time you can use the local [[wood]] to make lots of [[campfire]]s and turn all into [[meals]] to reduce weight.&lt;br /&gt;
&lt;br /&gt;
Winter is coming, it is going to be so cold that not any [[parka]] will do. Anything with worse insulation than [[cloth]] should be replaced by cloth, which is average in insulation but really cheap to buy and fairly common.&lt;br /&gt;
&lt;br /&gt;
[[File:icerescuefail.png|400px|thumb|center|We are here to rescue you... not.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
* Use stone to reinforce your walls with a second layer for better insulation.&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Research [[batteries]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Now it is cold, so cold that even [[cloth]] [[parka]]s are not enough. Try to replace your '''[[cloth]]'''(cold insulation 18) for higher insulation [[textile]]s, and only send people out on quests if you got a strong insulating parka for them.&lt;br /&gt;
&lt;br /&gt;
Raiders are now more numerous and if you keep doing quests you should have enough food to feed five people.&lt;br /&gt;
&lt;br /&gt;
[[File:hypothermiaraiders.png|300px|thumb|center|So so cold... that raiders might freeze before start attacking.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
* Make your first [[Colony_Building_Guide#Greenhouse|greenhouse]] with a [[sun lamp]] and [[heater]]s.&lt;br /&gt;
* Plant [[potatoes]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Finally, you are ready to make a [[Colony_Building_Guide#Greenhouse|greenhouse]] and plant [[potatoes]]. Ideally, try to connect it to your steam geyser.&lt;br /&gt;
&lt;br /&gt;
Since you got a reliable food source, you can now accept more people. You are not free of cannibalism yet, but you can stop eating the [[Events#Refugee Chased at (Settlement)|refugees]].&lt;br /&gt;
&lt;br /&gt;
[[File:icegreenhouse.png|400px|thumb|center|First [[Colony_Building_Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
* Research [[hydroponics basin|hydroponics]].&lt;br /&gt;
* Research [[nutrient paste dispenser]].&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
With [[hydroponics basin]]s, you may make [[Colony_Building_Guide#Greenhouse|greenhouses]] without having to stick to stony patches. Getting anything planted here is expensive, so you should make a [[nutrient paste dispenser]] to save on food, once you got one you may stop doing cannibalism. Alternatively, you can use [[moisture pump]]s on a lake to create large areas of stony soil, although this takes a while. [[Archean tree]]s{{OdysseyIcon}}, while unlikely to obtain at this point in the game, can also convert any natural tile into soil, even ice.&lt;br /&gt;
&lt;br /&gt;
It is nice to research air conditioning in order to build a freezer, as the summer is warm enough to spoil food. However, doing so is not necessary, as plant food can survive 40 days in the heat.&lt;br /&gt;
&lt;br /&gt;
With food stabilized, the worst is gone. The game will now play like any other biome, just less forgiving and with a harsh outdoor environment. You can now move to a proper area, a more central location where you can build that huge colony you always dreamed of.&lt;br /&gt;
&lt;br /&gt;
[[File:dreambig2.png|550px|thumb|center|Moving out.]]&lt;br /&gt;
&lt;br /&gt;
[[File:icecrops.png|500px|thumb|center|Before a pond (left) and later a greenhouse (right).]]&lt;br /&gt;
&lt;br /&gt;
= Other Scenarios =&lt;br /&gt;
* Crashlanded, Rich Explorer, Mechanitor{{BiotechIcon}}: The starting supplies are enough for a room, electricity, and some electric equipment including heaters. In addition, with less mouths to feed, starting sacrifices are less necessary.&lt;br /&gt;
&lt;br /&gt;
* Naked Brutality: Brutal and RNG reliant, but not impossible. Great Mining is a must, in order to make a steel room on top of a steam geyser, then have enough steel for [[spike trap]]s. Before the first humans show up, it is possible to get food through the early snowhares, events, and/or by temporarily settling on different tiles (settling on a tundra can be done for berries, although may be against the spirit of the challenge).&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ice_sheet&amp;diff=179061</id>
		<title>Ice sheet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ice_sheet&amp;diff=179061"/>
		<updated>2026-04-05T15:19:32Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Ice sheet&lt;br /&gt;
| image = IceSheet.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = IceSheetTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowRoads = false&lt;br /&gt;
| allowRivers = false&lt;br /&gt;
| allowFarmingCamps = false&lt;br /&gt;
| animal density = 0.2&lt;br /&gt;
| plant density = 0&lt;br /&gt;
| movement difficulty = 1.5&lt;br /&gt;
| max temperature = -10&lt;br /&gt;
| forageability = 0&lt;br /&gt;
| disease mtb days = 90&lt;br /&gt;
| max fish population = 600&lt;br /&gt;
| description = Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.&amp;lt;br/&amp;gt;Ice sheet is extremely inhospitable. There is no soil for plants and almost no animal life. Long-term survival is a challenge.&lt;br /&gt;
| Extreme Biome = true&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 12&lt;br /&gt;
&amp;lt;!-- | fog = 0&lt;br /&gt;
| rain = 0&lt;br /&gt;
| rainy thunderstorm = 0&lt;br /&gt;
| foggy rain = 0--&amp;gt;&lt;br /&gt;
| dry thunderstorm = 2&lt;br /&gt;
| hard snow = 40&lt;br /&gt;
| soft snow = 20&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| windy = 1&lt;br /&gt;
| overcast = 1&lt;br /&gt;
| blizzard = 2&lt;br /&gt;
}}&lt;br /&gt;
'''Ice Sheet''' is a cold [[biome]] in RimWorld.&lt;br /&gt;
&amp;lt;!-- -20f + (0f - tile.temperature) * 2f --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to hunt, trade and cannibalize until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Ice Sheet::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Ice Sheet&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Ice Sheet&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Ice Sheet&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then '''no''' wild animal will spawn.&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Ice Sheet has a disease {{MTB}} of 90 days. The following diseases can occur in a Ice Sheet:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
{{Odyssey|section=1|No category}}&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Frostfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Cod]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Dogfish]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{See also|Ice Sheet Guide}}&lt;br /&gt;
&lt;br /&gt;
While not as resource-starved as the [[sea ice]], the ice sheet lacks food and reaches dangerous levels of cold, making it a difficult biome to get started in. Taking advantage of the starting ruins and geothermal vents can greatly help early survival.&lt;br /&gt;
&lt;br /&gt;
* '''Growing and Food: Extreme''' - No plants grow in the ice sheet. The few animals present can provide some food in a pinch. [[Trading]] can provide food if there is a nearby settlement and the colony has valuables to sell (valuable and accessible ores, human organs, starting items). Otherwise, the colony will need to rely on [[cannibalism]], or, with a large body of water, [[fishing]],{{OdysseyIcon}} to survive until a [[sun lamp]] setup can be established.&lt;br /&gt;
** Cannibalism is the most reliable source of food in the early game. The [[storyteller]] will send [[raid]]s and [[event]]s at the same rate despite the cold, and if you only have 1 or 2 colonists, [[PopulationIntent]] will try and generate more colonists recruitment events (to eat).&lt;br /&gt;
** [[Fishing]]{{OdysseyIcon}} in a coastal tile can be feasible if colonists can survive outdoor temperatures, or if an enclosed, heated  room can be made.&lt;br /&gt;
** There are rough patches of soil. By enclosing an area of stony soil, heating it, and producing light with a [[sun lamp]], crops can grow without the need for [[hydroponics]]. Still, hydroponics are worth researching eventually for the added space and fertility. If [[Ideology]] is installed, [[nutrifungus]]{{IdeologyIcon}} can be grown with just a closed room with heat.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Moderate''' - Disease events are rare, but [[healroot]] cannot grow at all, meaning medicine supplies will be low before a [[greenhouse]] can be established.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Very Difficult''' - Outdoor temperatures will be below freezing except in the hottest days, and only during the daytime. [[Steam geyser]]s generate heat in an enclosed room, so they are essential for survival until a [[power]] grid can be established. To survive outdoors for extended periods of time, warm clothing is required. Due to the cold climate, [[raider]]s and other human pawns will typically arrive with warm clothes for the colony to use.&lt;br /&gt;
** In the colder months, it can get cold enough that only [[mechanoid]] raids can generate past the early game.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Easy''' - Plants do not grow, so wildfires are nonexistent.&lt;br /&gt;
&lt;br /&gt;
* '''Predators: Moderate''' - Predators are rare, but they will get hungry. [[Polar bear]]s can be a serious threat to colonists too far outdoors.&lt;br /&gt;
&lt;br /&gt;
Overall, ice sheet is very difficult when starting out. Once the colony's food, temperature, and mood are stable, progression is relatively normal, since stones and ores generate at the normal rate. Therefore, it can be suitable for players wanting to play on an extreme biome, but without the tedium associated with proper sea ice.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
IceSheet.png|An Ice Sheet&lt;br /&gt;
&amp;lt;!-- IceSheetPolluted.png|A [[polluted]] Ice Sheet{{BiotechIcon}} --&amp;gt;&lt;br /&gt;
IceSheetTexture.png|Ice Sheet's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Cold Biomes]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=179060</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=179060"/>
		<updated>2026-04-05T15:12:49Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Verification needed. At least a couple of the growing periods for the biomes are wrong, though their exact ranges are unknown.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:{{{clear|right}}}; margin-bottom:.5em; padding:.5em 0 .8em 1.4em; background:transparent; max-width:20em;&amp;quot; class=&amp;quot;toclimit-3&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Image wanted|reason=Requesting updated versions of biomes intensity, possibly with correct temperature ranges instead of cold/warm/hot}}&lt;br /&gt;
{{Recode|reason=Odyssey flora and fauna need to be rewritten to use appropriate templates}}&lt;br /&gt;
{{Split|reason=A number of biomes still need individual pages}}&lt;br /&gt;
'''Biomes''' are types of area on a planet, characterized by their terrain properties, [[Weather|climate]], [[Plants|flora]] and [[Animals|fauna]], [[disease]]s and special challenges. Each world tile has one particular biome. There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold. Oceans and lakes appear as world tiles but are not playable biomes. The [[Odyssey DLC]] introduces five new playable biomes, each with a unique gimmick or challenge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:World overview.png|550px|World Map]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.&lt;br /&gt;
&lt;br /&gt;
[[File:BiomeIntensityDiagram.png|750px|Biome Intensity Diagram]]&lt;br /&gt;
&lt;br /&gt;
== Warm biomes ==&lt;br /&gt;
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.&lt;br /&gt;
&lt;br /&gt;
=== Temperate forest ===&lt;br /&gt;
{{Main|Temperate forest}}&lt;br /&gt;
Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateForest.png|400px|thumb|right|Temperate Forest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: {{Q|Temperate forest|Roads and Rivers}}.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: {{%|{{Q|Temperate forest|Forageability}} }}. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease {{MTB}}: {{Q|Temperate forest|Disease MTB Days}} days.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Temperate swamp ===&lt;br /&gt;
{{Main|Temperate swamp}}&lt;br /&gt;
Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Temperate Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateSwamp.png|400px|thumb|right|Temperate Swamp]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but sometimes 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.5 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tropical rainforest ===&lt;br /&gt;
{{Main|Tropical rainforest}}&lt;br /&gt;
A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the &amp;quot;green hell&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Tropical Rainforests are famous for having many diseases, including [[Disease#Sleeping Sickness|Sleeping Sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics.  Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalRainforest.png|400px|thumb|right|Tropical Rainforest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 2, rarely 4 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tropical swamp ===&lt;br /&gt;
{{Main|Tropical swamp}}&lt;br /&gt;
A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalSwamp.png|400px|thumb|right|Tropical Swamp]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, rarely 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 2.0 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Hot biomes ==&lt;br /&gt;
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.&lt;br /&gt;
&lt;br /&gt;
=== Arid shrubland ===&lt;br /&gt;
{{Main|Arid shrubland}}&lt;br /&gt;
A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find.&lt;br /&gt;
&lt;br /&gt;
[[File:AridShrubland.png|400px|thumb|right|Arid Shrubland]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Desert ===&lt;br /&gt;
{{Main|Desert}}&lt;br /&gt;
A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches.  The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert.png|400px|thumb|right|Desert]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 25%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Extreme desert ===&lt;br /&gt;
{{Main|Extreme desert}}&lt;br /&gt;
An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here.&lt;br /&gt;
&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grow better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
[[File:ExtremeDesert.png|400px|thumb|right|Extreme Desert]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 30/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-5}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Cold biomes ==&lt;br /&gt;
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.&lt;br /&gt;
&lt;br /&gt;
=== Boreal forest ===&lt;br /&gt;
{{Main|Boreal forest}}&lt;br /&gt;
Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers.&lt;br /&gt;
&lt;br /&gt;
[[File:BorealForest.png|400px|thumb|right|Boreal Forest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but often 3 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.0 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Cold bog ===&lt;br /&gt;
{{Main|Cold bog}}&lt;br /&gt;
A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
[[File:Cold Bog.png|400px|thumb|right|Cold Bog]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but often 6 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.3 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tundra ===&lt;br /&gt;
{{Main|Tundra}}&lt;br /&gt;
These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators. Animal migrations may occur once or twice per year.&lt;br /&gt;
&lt;br /&gt;
Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
[[File:Tundra.png|400px|thumb|right|Tundra]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 20/60 days to never.&lt;br /&gt;
* Average Temperature: {{Temperature|0}} to {{Temperature|-20}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-50}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but most of the time 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.8 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ice sheet ===&lt;br /&gt;
{{Main|Ice sheet}}&lt;br /&gt;
Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to hunt, trade and cannibalize until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
[[File:IceSheet.png|400px|thumb|right|Ice Sheet]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-40}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-70}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sea ice ===&lt;br /&gt;
{{Main|Sea ice}}&lt;br /&gt;
Permanent ice sheets floating on water. There is no soil for plants to grow, no minerals to mine, and almost no animal life.&lt;br /&gt;
&lt;br /&gt;
Sea Ice maps do not have geothermal vents or [[ruins]] (except at [[Landmarks#Ice_dunes|ice dunes]]{{OdysseyIcon}} landmarks and in [[Quests#Ancient_Complex|ancient complex]]{{IdeologyIcon}} sites). [[Deep drill]]s cannot be used. [[Moisture pump]]s will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, [[fishing]],{{OdysseyIcon}} [[trading]] and cannibalism until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]]. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.&lt;br /&gt;
&lt;br /&gt;
[[File:SeaIce.png|400px|thumb|right|Sea Ice]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-30}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-60}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Odyssey biomes ==&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
These are biomes added with the Odyssey DLC enabled. These biomes usually include gimmicks and challenges that are unique from conventional natural climates.&lt;br /&gt;
&lt;br /&gt;
=== Glowforest ===&lt;br /&gt;
{{Main|Glowforest}}&lt;br /&gt;
Geysers spew out massive sulfur clouds that cast the region into permanent darkness. Huge fungal colonies bloom in the dark, fed by the nutrients that the geysers bring to the surface. These areas are alluring and dangerous.&lt;br /&gt;
&lt;br /&gt;
[[File:Glowforest.jpg|400px|thumb|right|Glowforest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days. (Darkened skies)&lt;br /&gt;
* Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).&lt;br /&gt;
* Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.&lt;br /&gt;
* Roads and Rivers: Yes&lt;br /&gt;
* Movement Difficulty: 2.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scarlands ===&lt;br /&gt;
{{Main|Scarlands}}&lt;br /&gt;
Ruins of an ancient city which was destroyed by weapons of mass destruction. Water here is toxic and scaria runs rampant among the animals. Mechanoids lurk among the shattered buildings, waiting to awaken and kill again.&lt;br /&gt;
&lt;br /&gt;
[[File:Scarlands.jpg|400px|thumb|right|Scarlands]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 25%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Grassland ===&lt;br /&gt;
&amp;lt;!--{{Main|Grassland}}--&amp;gt;&lt;br /&gt;
An open expanse dominated by tall grasses. These areas are good for farming and ranching, except when there's a drought. The lack of trees and other vegetation means there's always a steady breeze. Steam geysers never appear here due to low geothermal activity.&lt;br /&gt;
&lt;br /&gt;
[[File:Grassland.jpg|400px|thumb|right|Grasslands]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Glacial plain ===&lt;br /&gt;
&amp;lt;!--{{Main|Glacial plain}}--&amp;gt;&lt;br /&gt;
An open area scraped clean by the movement of glaciers. While vegetation and soil are sparse, a few hardy species have made their home here.&lt;br /&gt;
&lt;br /&gt;
There are no [[geyser]]s in glacial plain maps. Frozen ruins are hidden in the glaciers on all maps, with much bigger ruins when a [[frozen ruins]] landmark is present.&lt;br /&gt;
&lt;br /&gt;
[[File:GlacialPlains.jpg|400px|thumb|right|Glacial plain]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 0%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Lava field ===&lt;br /&gt;
&amp;lt;!--{{Main|Lava field}}--&amp;gt;&lt;br /&gt;
Barren wastes burned clean by volcanic heat. Periodic lava eruptions can burn people and buildings, but also enrich the soil with mineral deposits.&lt;br /&gt;
&lt;br /&gt;
[[File:Lava Fields.jpg|400px|thumb|right|Lava field]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 50%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Tropical rainforest added.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Boreal forest and tundra added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Extreme Desert biome added.&lt;br /&gt;
* [[Version/0.16.1393|0.16.1393]] - Sea Ice biome added.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added Swamp biomes: Tropical swamp, Temperate swamp, Cold bog.&lt;br /&gt;
* [[Odyssey DLC]] release - Added Biomes: Glacial plain, Glowforest, Grassland, Lava field, Scarlands. &lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Environment]][[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Glowforest&amp;diff=179059</id>
		<title>Glowforest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Glowforest&amp;diff=179059"/>
		<updated>2026-04-05T15:10:20Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox biome&lt;br /&gt;
| name = Glowforest&lt;br /&gt;
| image = Glowforest.jpg&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = GlowforestTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| animal density = 4.8&lt;br /&gt;
| plant density = 0.75&lt;br /&gt;
| movement difficulty = 2&lt;br /&gt;
| min temperature = 10&lt;br /&gt;
| max temperature = 55&lt;br /&gt;
| min rainfall = 1000&lt;br /&gt;
| min swampiness = 0.6&lt;br /&gt;
| forageability = 1&lt;br /&gt;
| wild plant regrow days = 13&lt;br /&gt;
| disease mtb days = 50&lt;br /&gt;
| max fish population = 600&lt;br /&gt;
| description = Geysers spew out massive sulfur clouds that cast the region into permanent darkness. Huge fungal colonies bloom in the dark, fed by the nutrients that the geysers bring to the surface. These areas are alluring and dangerous.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| fog = 2&lt;br /&gt;
| rain = 1&lt;br /&gt;
| dry thunderstorm = 3&lt;br /&gt;
| rainy thunderstorm = 1.7&lt;br /&gt;
| foggy rain = 2&lt;br /&gt;
| hard snow = 4&lt;br /&gt;
| soft snow = 4&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| blind rain = 1&lt;br /&gt;
| torrential rain = 0.5&lt;br /&gt;
}}&lt;br /&gt;
'''Glowforest''' is a temperate [[biome]] in RimWorld added by the [[Odyssey DLC]].&lt;br /&gt;
&amp;lt;!-- return return 23f + (tile.temperature - 7f) + (tile.rainfall - 600f) / 220f + tile.swampiness * 3f --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
Glowforest biomes are permanently covered in smoke, preventing sunlight from reaching at all. This means that a number of fungi can grow freely, and [[darkness]]-related [[precept]]s{{IdeologyIcon}} will always be active outdoors.&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glowforest::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Glowforest&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Glowforest&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Glowforest&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Glowforest (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Glowforest has a disease {{MTB}} of 50 days. The following diseases can occur in a glowforest:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Malaria]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleeping sickness]] || 140&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Bass]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Catfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefish]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Marlin]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Flounder]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
The glowforest has two [[Events/Odyssey#Glowforest|unique events]]:&lt;br /&gt;
* [[Events/Odyssey#Biolumenescent Spores|Biolumenescent Spores]]: The glowforest's equivalent to an [[aurora]], this event grants a [[mood]] bonus for colonists that view it.&lt;br /&gt;
* [[Events/Odyssey#Boomshroom Sprout|Boomshroom Sprout]]: Causes [[boomshroom]]s to grow in the tile.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Glowforest is essentially a biome that's permanently night, although the fungal light will allow pawns to move and work at normal pace. [[Darkness]]-related [[ideoligion]]s{{IdeologyIcon}} will benefit from the glowforest, with [[combat in darkness]] being a massive accuracy boost that's always active in a glowforest.&lt;br /&gt;
&lt;br /&gt;
* '''Growing and Food: Moderate ([[Ideology]]{{IdeologyIcon}}) or Very Difficult (no [[Ideology]])''' - It is warm enough for crops to grow for long periods, animals are very frequent, and food can be foraged. However, no sunlight reaches the glowforest, meaning normal crops cannot grow without [[sun lamp]]s. With [[Ideology]] installed, [[nutrifungus]]{{IdeologyIcon}} can be grown in the darkness (and is not disrupted by fungal light), meaning food should not be an issue at the cost of the {{--|3}} ''Ate fungus cooked'' moodlet. Even then, other useful crops like [[healroot]] and [[cotton plant|cotton]] cannot be grown normally. Without Ideology, food must be foraged or hunted for until [[sun lamp]]s are available.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Difficult''' - Disease occurs as often as a [[temperate forest]], but [[healroot]] cannot be grown at all until a [[sun lamp]] is installed. This limits the medicine supply until sun lamp growing is possible or until [[medicinemaker dryad]]s{{IdeologyIcon}} are available.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Easy to Moderate''' - Glowforest tiles are generally temperate or warm, generally not too warm outside of summer days and [[heat wave]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Easy''' - While plants are denser than temperate forest, [[boomalope]]s are common animals, and [[boomshroom]]s add further explosiveness, wildfires are not a big threat. This is because [[night grass]] has a much lower [[flammability]] than regular [[grass]] does, reducing the spread of outdoor fires greatly.&lt;br /&gt;
&lt;br /&gt;
Overall starting difficulty is difficult, although easier with Ideology as [[nutrifungus]]{{IdeologyIcon}} can secure food in the early game. Even with Ideology, the lack of medicine can be dangerous, especially for Tribal starts which won't establish sun lamps for a while.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Glowforest.jpg|A fully generated glowforest&lt;br /&gt;
GlowforestTexture.png|Glowforest's texture on the world map&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;
* [[Version/1.6.4528]] - In the glowforest, reduced caravan movement difficulty and disease occurrence. (Formerly: 4 movement difficulty, {{MTB}} 30 days diseases)&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Temperate Biomes]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raw_fungus&amp;diff=179058</id>
		<title>Raw fungus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raw_fungus&amp;diff=179058"/>
		<updated>2026-04-05T15:09:27Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Raw fungus&lt;br /&gt;
| image = Raw fungus.png&lt;br /&gt;
| description = Raw fungus obtained by harvesting fungi growing in caves. It cannot be farmed.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration rate base = 6&lt;br /&gt;
| marketvalue = 1.1&lt;br /&gt;
| mass base = 0.03&lt;br /&gt;
| flammability base = 1&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = Raw&lt;br /&gt;
| ingested direct thought = AteRawFood&lt;br /&gt;
| days to rot = 40&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = RawRaw fungus&lt;br /&gt;
| preferability = Raw&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/PlantFoodRaw/Rice&lt;br /&gt;
| label = raw fungus&lt;br /&gt;
| parent name = RawFoodBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound drop = Food_Drop&lt;br /&gt;
| sound interact = Food_Drop&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| sound eat = RawVegetable_Eat&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Raw fungus''' is a vegetable [[raw food]] obtained by harvesting fungi. If the [[Ideology DLC]] {{IdeologyIcon}} is enabled, eating it is disliked by most pawns. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The following plants provide raw fungus:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Plant !! Harvest Yield &amp;lt;!--!! Yield/Day&amp;lt;br&amp;gt;(70% Fert) !! Yield/Day&amp;lt;br&amp;gt;(100% Fert) !! Yield/Day&amp;lt;br&amp;gt;(140% Fert) !! Yield/Day&amp;lt;br&amp;gt;(280% Fert)--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Harvest Product::Raw fungus]]&lt;br /&gt;
| ?Harvest_Yield&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(70)&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(100)&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(140)&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(280)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that of these, only [[nutrifungus]]{{IdeologyIcon}} can be planted. The rest only spawn naturally.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], raw fungus can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, raw fungus is classified as a vegetable.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating raw fungus directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[Robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology DLC]] enabled, all [[ideoligion]]s inflict additional moodlets when eating raw fungus or meals made from it depending on which [[Ideoligion#Fungus|Fungus precept]] they have. Ideoligions with the [[Ideoligion#Tunneler|Tunneler]] meme have [[Ideoligion#Fungus|Fungus: Preferred]] and receive a {{+|3}} ''Ate fungus'' mood buff when eating raw fungus and a {{+|3}} ''Ate cooked fungus'' when eating it cooked into a meal. All other ideoligions have the [[Ideoligion#Fungus|Fungus: Despised]] and receive a {{--|6}} ''Ate fungus raw'' mood penalty when eating raw fungus and a {{--|3}} ''Ate fungus cooked'' when eating it cooked into a meal. Note that in all cases, these mood bonuses and malus stack with any applicable mood effects from the form the food is eaten in.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
Raw fungus is used to create the following things:&lt;br /&gt;
{{Ingredient List|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
Raw fungus is also used to refuel the following things:&lt;br /&gt;
{{Fuel Usage List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
In RimWorld Core, it cannot be farmed, making it at best a random, situational and strictly supplemental source of vegetables. &lt;br /&gt;
&lt;br /&gt;
With the [[Ideology DLC]], it can be be farmed, though all non-Tunnelers get a -3 mood debuff. Still, [[nutrifungus]] has the unique property of growing in darkness. This lets you grow crops indoors (e.g. during the winter) without the need of an expensive [[sun lamp]]. Can also be grown if your colony prefers darkness ([[Ideoligion#Combat in darkness|Combat in darkness: Preferred]] precept) or if a [[sun blocker]] is deployed. Note that, without a way of mitigating darkness penalties, colonists will work 80% as fast in the dark.&lt;br /&gt;
&lt;br /&gt;
With the [[Odyssey DLC]], large numbers of [[Agarilux]] occur naturally in the [[glowforest]] [[biome]], making foraged raw fungus a possible main source of nutrition.&lt;br /&gt;
&lt;br /&gt;
{{Nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Vegetarian]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raw_fungus&amp;diff=179057</id>
		<title>Raw fungus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raw_fungus&amp;diff=179057"/>
		<updated>2026-04-05T15:07:06Z</updated>

		<summary type="html">&lt;p&gt;Hordes: usage below summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Raw fungus&lt;br /&gt;
| image = Raw fungus.png&lt;br /&gt;
| description = Raw fungus obtained by harvesting fungi growing in caves. It cannot be farmed.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration rate base = 6&lt;br /&gt;
| marketvalue = 1.1&lt;br /&gt;
| mass base = 0.03&lt;br /&gt;
| flammability base = 1&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = Raw&lt;br /&gt;
| ingested direct thought = AteRawFood&lt;br /&gt;
| days to rot = 40&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = RawRaw fungus&lt;br /&gt;
| preferability = Raw&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/PlantFoodRaw/Rice&lt;br /&gt;
| label = raw fungus&lt;br /&gt;
| parent name = RawFoodBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound drop = Food_Drop&lt;br /&gt;
| sound interact = Food_Drop&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| sound eat = RawVegetable_Eat&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Raw fungus''' is a vegetable [[raw food]] obtained by harvesting fungi. If the [[Ideology DLC]] {{IdeologyIcon}} is enabled, eating it is disliked by most pawns. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The following plants provide raw fungus:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Plant !! Harvest Yield &amp;lt;!--!! Yield/Day&amp;lt;br&amp;gt;(70% Fert) !! Yield/Day&amp;lt;br&amp;gt;(100% Fert) !! Yield/Day&amp;lt;br&amp;gt;(140% Fert) !! Yield/Day&amp;lt;br&amp;gt;(280% Fert)--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Harvest Product::Raw fungus]]&lt;br /&gt;
| ?Harvest_Yield&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(70)&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(100)&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(140)&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(280)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that of these, only [[nutrifungus]]{{IdeologyIcon}} can be planted. The rest only spawn naturally.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], raw fungus can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, raw fungus is classified as a vegetable.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating raw fungus directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[Robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology DLC]] enabled, all [[ideoligion]]s inflict additional moodlets when eating raw fungus or meals made from it depending on which [[Ideoligion#Fungus|Fungus precept]] they have. Ideoligions with the [[Ideoligion#Tunneler|Tunneler]] meme have [[Ideoligion#Fungus|Fungus: Preferred]] and receive a {{+|3}} ''Ate fungus'' mood buff when eating raw fungus and a {{+|3}} ''Ate cooked fungus'' when eating it cooked into a meal. All other ideoligions have the [[Ideoligion#Fungus|Fungus: Despised]] and receive a {{--|6}} ''Ate fungus raw'' mood penalty when eating raw fungus and a {{--|3}} ''Ate fungus cooked'' when eating it cooked into a meal. Note that in all cases, these mood bonuses and malus stack with any applicable mood effects from the form the food is eaten in.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
Raw fungus is used to create the following things:&lt;br /&gt;
{{Ingredient List|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
Raw fungus is also used to refuel the following things:&lt;br /&gt;
{{Fuel Usage List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
In RimWorld Core, it cannot be farmed, making it at best a random, situational and strictly supplemental source of vegetables. &lt;br /&gt;
&lt;br /&gt;
With the [[Ideology DLC]], it can be be farmed, though all non-Tunnelers get a -3 mood debuff. Still, [[nutrifungus]] has the unique property of growing in darkness. This lets you grow crops indoors (e.g. during the winter) without the need of an expensive [[sun lamp]]. Can also be grown if your colony prefers darkness ([[Ideoligion#Combat in darkness|Combat in darkness: Preferred]] precept) or if a [[sun blocker]] is deployed. Note that, without a way of mitigating darkness penalties, colonists will work 80% as fast in the dark.&lt;br /&gt;
&lt;br /&gt;
With the [[Odyssey DLC]], large numbers of [[Agarilux]] occur naturally in the [[Biomes#Glowforest|Glowforest Biome]], making foraged raw fungus a possible main source of nutrition.&lt;br /&gt;
&lt;br /&gt;
{{Nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Vegetarian]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=179056</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=179056"/>
		<updated>2026-04-05T15:04:20Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Darklight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stub|reason= Missing new Odyssey terrain and weather mechanics}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{Stub|section=1|reason=1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties}}&lt;br /&gt;
{{For|the furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - Most plants have light requirements to grow.&lt;br /&gt;
:*  0% only: {{DLC Icons|Nutrifungus}}&lt;br /&gt;
:*  0%+: {{#Ask: [[Min Grow Light::0]] [[Name::!Nutrifungus]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 30%+: {{#Ask: [[Min Grow Light::0.3]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 51%+: ''All other plants''&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This affects:&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced [[move speed]], scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Darklight ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General also two way links. if specific color, something like this may be useful to display&lt;br /&gt;
&amp;lt;abbr title=&amp;quot;RGB: (78,226,229)&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;div class=&amp;quot;mw-no-invert&amp;quot; style=&amp;quot;width:16px;height:16px;background-color:rgb(78,226,229);display:inline-block;border:1px solid black;outline:1px solid white;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/abbr&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
Darklight is a specific range of light colors.{{Check Tag|Which/Range?|Last I checked it had to be (78, 226, 229) specifically but this was before the merging of specific darklight buildings}} Areas lit with darklight are considered dark for the purposes of [[precept]]s: it pleases [[ideoligion]]s with the [[Ideoligion#Lighting|Lighting: Darklights Preferred]] precept, giving those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, and is counted as dark if placed indoors for the [[combat in darkness]] precept. It is considered regular light in every other way, including for the purposes of work speed and [[unnatural darkness]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
* [[Darktorch]]&lt;br /&gt;
* [[Fungus darktorch]]&lt;br /&gt;
* [[Standing lamp]], [[wall lamp]], and [[flood light]] (if enabled)&lt;br /&gt;
* [[Darklight brazier]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Standing lamps, wall lamps, and flood lights can be set to enable darklight, and do not require the [[Research#Advanced lights|Advanced lights]] research to do so.&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_11 text-center}}&lt;br /&gt;
! Name !! &amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Light Radius::+]]&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Ask Table Formatter&lt;br /&gt;
  | ?Light Radius&lt;br /&gt;
  | sort = From DLC, Name&lt;br /&gt;
  | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
{{rwbox&lt;br /&gt;
| nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = &amp;lt;span style=&amp;quot;color:#FF3333&amp;quot;;&amp;gt;'''Warning!''' Trigonometry ahead!&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;This section gets into complicated mathematical detail. Proceed at own risk&lt;br /&gt;
}}&lt;br /&gt;
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).&lt;br /&gt;
&lt;br /&gt;
If you only care about the final formula, go to &amp;quot;Final formula&amp;quot; below. Otherwise, carry on.&lt;br /&gt;
&lt;br /&gt;
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:&lt;br /&gt;
&lt;br /&gt;
:1. Obtain the factor &amp;quot;u&amp;quot; for the given latitude&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75|| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:2. Obtain Sun Position Vector SP = &amp;lt;code&amp;gt;{SPx, SPy, SPz}&amp;lt;/code&amp;gt;. Do note these formulas are not in degrees, but radians.&lt;br /&gt;
:* SPx = -cos(Hour * π / 12)&lt;br /&gt;
:* SPy = -cos(π * Day/30)  * u&lt;br /&gt;
:* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]&lt;br /&gt;
&lt;br /&gt;
:3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299 - 4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:4. Calculate the angle (Δ) between the vector Latitude (L) y SP.&lt;br /&gt;
:*   Δ = arc cos [ ( cos(Latitude) * SPx  + sen(Latitude) * SPy ) /  &amp;lt;span style=&amp;quot;white-space: nowrap&amp;quot;&amp;gt;&amp;amp;radic;&amp;lt;span style=&amp;quot;text-decoration:overline;&amp;quot;&amp;gt;&amp;amp;nbsp;1 + SPy&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; ] &amp;lt;!-- I would prefer a math method, but I got a headache trying to make it work right.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:5. '''Sunlight''' = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).&lt;br /&gt;
&lt;br /&gt;
Do note that the creation of the vector Latitude : &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt; was omitted for simplicity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-MathDetails&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Final Formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-MathDetails&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sunlight formula 5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I would like to put this outside a image, but there are formatting issues with {{Math}}. Also, there is no template for roots (square or otherwise) and I had issues creating one.&lt;br /&gt;
cos (arccos [ - ( cos(Latitude) * cos(Hour*PI/12)  + sen(Latitude) * cos(PI * Day/30) * u ) /  root( 1 + (cos(PI * Day/30) * u)^2 ) ] - θ ) / 0.7 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299-4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.&lt;br /&gt;
&lt;br /&gt;
Getting useful data from this formula is inconvenient. You can use [https://docs.google.com/spreadsheets/d/1dI8CoR9OMk679Gyvr8lXrKUNtfNdCQPp/edit?usp=sharing&amp;amp;ouid=114344865191558455918&amp;amp;rtpof=true&amp;amp;sd=true this google doc] to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{stub|section=1|reason=Anomaly terrains - Flesh and Gray surface, odyssey terrains}}&lt;br /&gt;
{{Split|section=1|reason=Individual pages for each terrain. Then make and distribute nav template}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table once all pages created}}&lt;br /&gt;
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}}&lt;br /&gt;
While most terrain properties are self-explanatory, some require special attention.&lt;br /&gt;
* '''Path cost''' determines how difficult is to travers a given terrain. &lt;br /&gt;
* '''Move Speed Modifier''' is the net effect of said cost, and is obtained with the formula &amp;lt;code&amp;gt;13/(13 + Path cost)&amp;lt;/code&amp;gt; rounded.&lt;br /&gt;
* '''Terrain Support''' determines what kind of structures can be build on a given terrain. If a given structure has a '''Terrain Affordance''' not listed for a given terrain, then said terrain is not a valid construction site. The types used are:&lt;br /&gt;
**'''Light''': Supports light structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Medium''': Supports medium structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Heavy''': Supports heavy structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''ShallowWater''': Can be built on with things that are waterproof.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''MovingFluid''' (moving water): Contains power usable for hydroelectrics.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Bridgeable''': [[Bridge]] can be built over this terrain.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''GrowSoil''' (growable): Things can grow here. Unsure if is does anything or if merely indicative.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Diggable''': Able to build [[grave]]s.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''SmoothableStone''' (smoothable): Can be ground and smoothed into smooth stone.&amp;lt;br/&amp;gt;&lt;br /&gt;
*'''Filth Mask''' determines what kind of [[filth]] can be applied on this terrain. Most natural floors only accept '''Unnatural''' filth, if any at all, but there are exceptions. &lt;br /&gt;
*'''Tag''' use is unclear. It may be used on map generation.&lt;br /&gt;
&lt;br /&gt;
As of [[Version/1.5.4104]], all terrains with Heavy '''Terrain Support''' also support both Medium and Light. To help the readability of this table, only the '''Heavy''' tag will be used in those cases.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center mw-collapsible}}&lt;br /&gt;
! Type !! Move Speed &amp;lt;br/&amp;gt;Modifier !! [[Plants#Fertility|Fertility]] !! Terrain&amp;lt;br/&amp;gt;Support !! [[Bridge]]able !! [[Grave|Diggable]] !! Terrain&amp;lt;br/&amp;gt;Type !! Beauty&amp;lt;br&amp;gt;Indoors/&amp;lt;br/&amp;gt;Outdoors !! [[Cleanliness]] !! Filth&amp;lt;br/&amp;gt;mask{{ref label|Fmask|1}} !! Dries&amp;lt;br/&amp;gt; To{{ref label|DriesTo|2}} !! Tags !! [[Path cost|Path&amp;lt;br/&amp;gt;cost]] !! [[Filth#Generation|Generates&amp;lt;br/&amp;gt;Filth]] !! Allows&amp;lt;br/&amp;gt;Special&amp;lt;br/&amp;gt;Attack{{ref label|ASA|3}} !! Others&lt;br /&gt;
|- id=&amp;quot;Broken asphalt&amp;quot;&lt;br /&gt;
! [[Broken asphalt]]&lt;br /&gt;
| 100% || 0% || Heavy || {{Cross}} || {{Cross}} || - || -1 || -2 || {{Check}} || - || Road || 0 || {{Cross}} || {{Cross}} || 0{{Icon Small|silver}}. Removable&lt;br /&gt;
|- id=&amp;quot;Packed dirt&amp;quot;&lt;br /&gt;
! [[Packed dirt]]&lt;br /&gt;
| 93% || 0% || Heavy || {{Cross}} || {{Check}} || Soil || -1 || -1 || {{Check}} || - || Road || 1 || [[Filth#Dirt|Dirt]] || {{Cross}} ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chest-deep moving water&amp;quot;&lt;br /&gt;
! [[Chest-deep moving water]]&lt;br /&gt;
| 24% || 0% || - || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|1}} || 42 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Deep ocean water&amp;quot;&lt;br /&gt;
! [[Deep ocean water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|2}}&amp;lt;br/&amp;gt; ocean || 300{{ref label|Impassable|5|1}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire&lt;br /&gt;
|- id=&amp;quot;Deep water&amp;quot;&lt;br /&gt;
! [[Deep water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|3}} || 300{{ref label|Impassable|5|2}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shallow ocean water&amp;quot;&lt;br /&gt;
! [[Shallow ocean water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|4}}&amp;lt;br/&amp;gt; ocean || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Shallow moving water&amp;quot;&lt;br /&gt;
! [[Shallow moving water]]&lt;br /&gt;
| 30% || 0% || ShallowWater&amp;lt;br/&amp;gt; MovingFluid || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|5}}&amp;lt;br/&amp;gt; River || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Shallow water&amp;quot;&lt;br /&gt;
! [[Shallow water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|6}} || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Marsh&amp;quot;&lt;br /&gt;
! [[Marsh]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || -3/0 || -2 || {{Cross}} || [[#Soil|Soil]] || - || 30 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Soil&amp;quot;&lt;br /&gt;
! [[Soil]]&lt;br /&gt;
| 87% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Lichen-covered soil&amp;quot;&lt;br /&gt;
! [[Lichen-covered soil]]&lt;br /&gt;
| 81% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 3 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Marshy soil&amp;quot;&lt;br /&gt;
! [[Marshy soil]]&lt;br /&gt;
| 48% || 100% || Light&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || Soil || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Rich soil&amp;quot;&lt;br /&gt;
! [[Rich soil]]&lt;br /&gt;
| 87% || 140% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || [[#Soil|Soil]] || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stony soil&amp;quot;&lt;br /&gt;
! [[Stony soil]]&lt;br /&gt;
| 87% || 70% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || - || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Gravel|Gravel]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sand&amp;quot;&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
| 76% || 10% || Heavy || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || - || Sand || 4 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
|- id=&amp;quot;Soft sand&amp;quot;&lt;br /&gt;
! [[Soft sand]]&lt;br /&gt;
| 48% || 0% || Light || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || [[#Sand|Sand]] || Sand || 14 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mud&amp;quot;&lt;br /&gt;
! [[Mud]]&lt;br /&gt;
| 48% || 0% || - || {{Check}} || {{Cross}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || - || 14 || [[Filth#Dirt|Dirt]] ||  [[Hediffs#Mud|Mud]] ||&lt;br /&gt;
|- id=&amp;quot;Ice&amp;quot;&lt;br /&gt;
! [[Ice]]&lt;br /&gt;
| 48% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Polluted&amp;quot;&lt;br /&gt;
! [[Pollution|Polluted terrain]]{{BiotechIcon}}&lt;br /&gt;
| - || 0-50%{{ref label|Polluted_F|6}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Overlay: Applies stats over existing terrain (additive)&amp;lt;br/&amp;gt;Overlay: Changes graphics of affected terrain.&amp;lt;br/&amp;gt;Can be removed.&amp;lt;br/&amp;gt;Allows growth of [[Toxipotato plant|Toxipotato]], [[Gray pine tree|Gray pine]], [[Pebble cactus]], [[Rat palm tree|Rat palm]]&amp;lt;br/&amp;gt;Prevents growth of most other plants.&amp;lt;br/&amp;gt;Colonist receive [[toxic buildup]] from waking here.&lt;br /&gt;
|- id=&amp;quot;Rough stone&amp;quot;&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy || {{Cross}} || {{Cross}}  || Stone || -1 || 0 || {{Check}}{{ref label|RStone|7}} || - || - || 2 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Rough-hewn stone&amp;quot;&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || All || - || - || 1 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Smooth stone&amp;quot;&lt;br /&gt;
! [[Smooth stone]]&lt;br /&gt;
| {{%|{{Q|Smooth stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || 2 || 0 || All  || - || - || 0 || {{Cross}} || {{Cross}} || 5{{Icon Small|silver}}.&amp;lt;br/&amp;gt;Natural, non-generated floor/terrain hybrid.&amp;lt;br/&amp;gt;Paintable&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
&amp;lt;!--|- id=&amp;quot;Fungal Gravel&amp;quot;&lt;br /&gt;
! [[Fungal gravel]]{{IdeologyIcon}}&lt;br /&gt;
| 87% || 70% || Floor base || {{Cross}} || {{Cross}} || - || -1 || -1 || All? || - || - || 2 || || {{Cross}} || WorkToBuild 1000.&amp;lt;br/&amp;gt;Requires [[overhead mountain]]&amp;lt;br/&amp;gt;Only generated for colonies with the [[Ideoligion#Tunneler|Tunneler]] meme.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Gray Surface&amp;quot;&lt;br /&gt;
! [[Gray surface]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Check}}?  || - || Floor || 2 || {{Cross}} || {{Cross}} || Only present on the Labyrinth. &lt;br /&gt;
|- id=&amp;quot;Flesh Floor&amp;quot;&lt;br /&gt;
! [[Flesh]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Check}} || - || -10/-5 || -3 || {{Check}}? || - || Floor || 2 || ? || {{Cross}} || Behaves like a natural Floor.&amp;lt;br/&amp;gt;Cleaning time Mult 150%&amp;lt;br/&amp;gt;Removable.&amp;lt;br/&amp;gt;Inflammable 32%&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Fmask|1}}The kind of Filth accepted by this terrain. {{Check}} denotes terrains that accept '''Unnatural''' filth, {{Cross}} those that accept none. Special cases are denoted as such.&lt;br /&gt;
:{{note label|DriesTo|2}}As Stony soil doesn't exist in [[Sea ice]] nor [[Ice sheet]], it dries to Ice instead.&lt;br /&gt;
:{{note label|ASA|3}}All of these attacks have a cooldown of 1.5 seconds, require the '''KickMaterialInEyes''' capacity, and apply a Hediff of the same name.&lt;br /&gt;
:4{{note label|water||1}}{{note label|water||2}}{{note label|water||3}}{{note label|water||4}}{{note label|water||5}}{{note label|water||6}} All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when [[draft]]ed&lt;br /&gt;
:5{{note label|Impossible||1}}{{note label|Impossible||2}}Redundant due to being Impassable. It would result in a 4.2% '''Move Speed Modifier''' otherwise.&lt;br /&gt;
:{{note label|Polluted_F|6}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.&lt;br /&gt;
:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just '''Unnatural''' filth.&lt;br /&gt;
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. &lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here.  [[Odyssey DLC]] weathers need notes as they have additional effects, e.g. torrential rain causing flooding. All sources kf forced weather (Check: Death pall Gray pall, blood rain, and sandstorm}}&lt;br /&gt;
&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. &lt;br /&gt;
&lt;br /&gt;
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a [[wind turbine]]'s nominal power output of {{Q|Wind turbine|Power Consumption #}}W. At 50% wind speed a wind turbine produces {{#expr:0.5*{{Q|Wind turbine|Power Consumption #}}}}W up to a maximum of {{#expr:1.5*{{Q|Wind turbine|Power Consumption #}}}}W at 150%. Note that the &amp;quot;max power output&amp;quot; listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under &amp;quot;ideal conditions&amp;quot; - this is incorrect. &lt;br /&gt;
&lt;br /&gt;
The [[Weather controller]]s {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
[[Fire#Rain event|Large fires]] can also influence the weather cycle, and can encourage rainy weather to arrive faster than it would otherwise for the duration of the fire.&lt;br /&gt;
&lt;br /&gt;
=== Firewatcher ===&lt;br /&gt;
{{Stub|section=1|reason=Conflicting information from merge. [[Fire]] version alleges:&lt;br /&gt;
&lt;br /&gt;
This happens once the map's &amp;quot;Fire Danger&amp;quot; rises above 90 points, which is calculated as 0.5 points for every fire on the map, plus 1 point for each size a fire has increased. At this point, the duration of any current non-forced weather will be shortened by 75%, and the chances for the next weather to be any weather with more than 10% [[weather|rainfall]] will be increased by 1500% }}&lt;br /&gt;
&lt;br /&gt;
Colloquially referred to as a &amp;quot;rain event&amp;quot; or the &amp;quot;firewatcher&amp;quot; after the name of the process in the game code, sufficiently large [[fire]]s on a map increase the chance for rain to occur. The resultant rain will gradually extinguish [[roof|unroofed]] fires, and may eventually control large wildfires.&lt;br /&gt;
&lt;br /&gt;
The '''firewatcher''' process checks every {{ticks|426}} for fires on the map. If there are any, it sets the variable '''firedanger''' to 0.5 + the size of the fire (usually 0.1) for every fire on the map. A large fire is declared once '''firedanger''' reaches 90, resulting on the progress towards any weather with a rain rate above 0.1 (any weather with rain, in practice) increasing 15 times faster than normal. This effect will remain in place for as long as '''firedanger''' remains above 90.&lt;br /&gt;
&lt;br /&gt;
It's important to note that rainfall is not guaranteed, only drastically encouraged by speeding up the weather cycle and increasing bias towards rainy weathers. It is possible for rainfall to not occur even during the most extreme fires.&lt;br /&gt;
&lt;br /&gt;
Forced weather, such as from [[weather controller]]s{{RoyaltyIcon}} or certain weather events such as [[drought]]s{{OdysseyIcon}} or [[Environment#Weather|Flashstorms]] will disable rain entirely, preventing it from appearing during accelerated weather. [[Unnatural darkness]]{{AnomalyIcon}} also forces the weather to clear.&lt;br /&gt;
&lt;br /&gt;
=== Weather types ===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Label&lt;br /&gt;
! Time of year&lt;br /&gt;
! Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! AM&amp;lt;ref&amp;gt;[[Weapons#Accuracy|Accuracy modifier]]&amp;lt;/ref&amp;gt; !! MSM &amp;lt;ref&amp;gt;Movement speed modifier&amp;lt;/ref&amp;gt;!! Wind speed !! WSM&amp;lt;ref&amp;gt;Wind speed modifier&amp;lt;/ref&amp;gt; !! EF&amp;lt;ref&amp;gt;Does extinguish fire? This only applies to fires that aren't under a roof, for obvious reasons.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! SR&amp;lt;ref&amp;gt;Snowing rate&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fog&lt;br /&gt;
| Any&lt;br /&gt;
|Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Suppresses firewatcher if forced {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Rain&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| Calm to Moderate&lt;br /&gt;
| 80%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to [[short circuit]].&lt;br /&gt;
|-&lt;br /&gt;
| Dry Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora.&lt;br /&gt;
|-&lt;br /&gt;
| Rainy Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Lightning strikes combined with rain, massively mitigating the fire hazards from the falling bolts. &lt;br /&gt;
|-&lt;br /&gt;
| Foggy rain&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hard snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 120%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
| Soft snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 80%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood rain]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 50% || 90% || None to Moderate || 100% || {{Check}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, in addition to either the [[Blood rain]] incident or [[Blood rain (ritual)|ritual]].&lt;br /&gt;
The '''blood rage''' hediff and subsequent [[berserk]]/[[manhunter]] mental breaks are part of the event itself, rather than the weather. See that page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen. &lt;br /&gt;
Colonists inside during gray pall will receive {{Thought| desc=It feels like the world is sick and dying.| label=Gray pall| value=-3| stack=1}} while pawns outside will receive {{Thought| desc=It feels like the world is sick and dying. The putrid air makes me want to vomit.| label=Gray pall exposure| value=-6| stack=1}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Death pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, and the [[Death pall]] event/entity.&lt;br /&gt;
Mechanically identical to the '''Gray pall''' weather. Corpses will raise as [[shambler]]s due to the associated event. See the [[Death pall]] page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Windy{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 90%&lt;br /&gt;
| 150-300%&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tox rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Creates Toxic Buildup on pawns exposed to rain, and -8 thought &amp;quot;Toxic Water&amp;quot;. Does not kill plants like Toxic Fallout.&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|10|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Shuttle]]s can not launch during a sandstorm.&lt;br /&gt;
|-&lt;br /&gt;
| Blind fog{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Reduces maximum range of ALL weapons to 23, everywhere on the map, except for [[Unique weapons]] with the Aim Assistance trait. Also applies to many line-of-sight abilities like [[jump pack]]s and skip [[psycast]]s{{RoyaltyIcon}}. Shuttles can not launch during blind fog.&lt;br /&gt;
|-&lt;br /&gt;
| Overcast{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 150%&lt;br /&gt;
| Shuttles can not launch during blizzard. &lt;br /&gt;
|-&lt;br /&gt;
| Torrential rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that causes flooding in already wet areas ie. rivers, marches, etc. flooding can be contained by placing walls or bridges along wet areas.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunder and flashstorms, or artificially with the [[Flashstorm (psycast)|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s to objects in the area of effect that are not under a roof. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -&amp;gt; 22. Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Wind turbines register no wind during windy storm.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Rain sometimes appears pixelated.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=179055</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=179055"/>
		<updated>2026-04-05T15:04:00Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Darklight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stub|reason= Missing new Odyssey terrain and weather mechanics}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{Stub|section=1|reason=1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties}}&lt;br /&gt;
{{For|the furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - Most plants have light requirements to grow.&lt;br /&gt;
:*  0% only: {{DLC Icons|Nutrifungus}}&lt;br /&gt;
:*  0%+: {{#Ask: [[Min Grow Light::0]] [[Name::!Nutrifungus]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 30%+: {{#Ask: [[Min Grow Light::0.3]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 51%+: ''All other plants''&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This affects:&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced [[move speed]], scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Darklight ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General also two way links. if specific color, something like this may be useful to display&lt;br /&gt;
&amp;lt;abbr title=&amp;quot;RGB: (78,226,229)&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;div class=&amp;quot;mw-no-invert&amp;quot; style=&amp;quot;width:16px;height:16px;background-color:rgb(78,226,229);display:inline-block;border:1px solid black;outline:1px solid white;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/abbr&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
Darklight is a specific range of light colors.{{Check Tag|Which/Range?|Last I checked it had to be (78, 226, 229) specifically but this was before the merging of specific darklight buildings}} Areas lit with darklight are considered dark for the purposes of [[precept]]s: it pleases [[ideoligion]]s with the [[Ideoligion#Lighting|Lighting: Darklights Preferred]] precept, giving those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, and is counted as dark if placed indoors for the [[combat in darkness]] precept. It is considered regular light in every other way, including for the purposes of work speed and [[unnatural darkness]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
* [[Darktorch]]&lt;br /&gt;
* [[Fungus darktorch]]&lt;br /&gt;
* [[Standing lamp]]], [[wall lamp]], and [[flood light]] (if enabled)&lt;br /&gt;
* [[Darklight brazier]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Standing lamps, wall lamps, and flood lights can be set to enable darklight, and do not require the [[Research#Advanced lights|Advanced lights]] research to do so.&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_11 text-center}}&lt;br /&gt;
! Name !! &amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Light Radius::+]]&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Ask Table Formatter&lt;br /&gt;
  | ?Light Radius&lt;br /&gt;
  | sort = From DLC, Name&lt;br /&gt;
  | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
{{rwbox&lt;br /&gt;
| nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = &amp;lt;span style=&amp;quot;color:#FF3333&amp;quot;;&amp;gt;'''Warning!''' Trigonometry ahead!&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;This section gets into complicated mathematical detail. Proceed at own risk&lt;br /&gt;
}}&lt;br /&gt;
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).&lt;br /&gt;
&lt;br /&gt;
If you only care about the final formula, go to &amp;quot;Final formula&amp;quot; below. Otherwise, carry on.&lt;br /&gt;
&lt;br /&gt;
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:&lt;br /&gt;
&lt;br /&gt;
:1. Obtain the factor &amp;quot;u&amp;quot; for the given latitude&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75|| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:2. Obtain Sun Position Vector SP = &amp;lt;code&amp;gt;{SPx, SPy, SPz}&amp;lt;/code&amp;gt;. Do note these formulas are not in degrees, but radians.&lt;br /&gt;
:* SPx = -cos(Hour * π / 12)&lt;br /&gt;
:* SPy = -cos(π * Day/30)  * u&lt;br /&gt;
:* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]&lt;br /&gt;
&lt;br /&gt;
:3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299 - 4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:4. Calculate the angle (Δ) between the vector Latitude (L) y SP.&lt;br /&gt;
:*   Δ = arc cos [ ( cos(Latitude) * SPx  + sen(Latitude) * SPy ) /  &amp;lt;span style=&amp;quot;white-space: nowrap&amp;quot;&amp;gt;&amp;amp;radic;&amp;lt;span style=&amp;quot;text-decoration:overline;&amp;quot;&amp;gt;&amp;amp;nbsp;1 + SPy&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; ] &amp;lt;!-- I would prefer a math method, but I got a headache trying to make it work right.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:5. '''Sunlight''' = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).&lt;br /&gt;
&lt;br /&gt;
Do note that the creation of the vector Latitude : &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt; was omitted for simplicity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-MathDetails&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Final Formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-MathDetails&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sunlight formula 5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I would like to put this outside a image, but there are formatting issues with {{Math}}. Also, there is no template for roots (square or otherwise) and I had issues creating one.&lt;br /&gt;
cos (arccos [ - ( cos(Latitude) * cos(Hour*PI/12)  + sen(Latitude) * cos(PI * Day/30) * u ) /  root( 1 + (cos(PI * Day/30) * u)^2 ) ] - θ ) / 0.7 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299-4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.&lt;br /&gt;
&lt;br /&gt;
Getting useful data from this formula is inconvenient. You can use [https://docs.google.com/spreadsheets/d/1dI8CoR9OMk679Gyvr8lXrKUNtfNdCQPp/edit?usp=sharing&amp;amp;ouid=114344865191558455918&amp;amp;rtpof=true&amp;amp;sd=true this google doc] to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{stub|section=1|reason=Anomaly terrains - Flesh and Gray surface, odyssey terrains}}&lt;br /&gt;
{{Split|section=1|reason=Individual pages for each terrain. Then make and distribute nav template}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table once all pages created}}&lt;br /&gt;
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}}&lt;br /&gt;
While most terrain properties are self-explanatory, some require special attention.&lt;br /&gt;
* '''Path cost''' determines how difficult is to travers a given terrain. &lt;br /&gt;
* '''Move Speed Modifier''' is the net effect of said cost, and is obtained with the formula &amp;lt;code&amp;gt;13/(13 + Path cost)&amp;lt;/code&amp;gt; rounded.&lt;br /&gt;
* '''Terrain Support''' determines what kind of structures can be build on a given terrain. If a given structure has a '''Terrain Affordance''' not listed for a given terrain, then said terrain is not a valid construction site. The types used are:&lt;br /&gt;
**'''Light''': Supports light structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Medium''': Supports medium structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Heavy''': Supports heavy structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''ShallowWater''': Can be built on with things that are waterproof.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''MovingFluid''' (moving water): Contains power usable for hydroelectrics.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Bridgeable''': [[Bridge]] can be built over this terrain.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''GrowSoil''' (growable): Things can grow here. Unsure if is does anything or if merely indicative.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Diggable''': Able to build [[grave]]s.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''SmoothableStone''' (smoothable): Can be ground and smoothed into smooth stone.&amp;lt;br/&amp;gt;&lt;br /&gt;
*'''Filth Mask''' determines what kind of [[filth]] can be applied on this terrain. Most natural floors only accept '''Unnatural''' filth, if any at all, but there are exceptions. &lt;br /&gt;
*'''Tag''' use is unclear. It may be used on map generation.&lt;br /&gt;
&lt;br /&gt;
As of [[Version/1.5.4104]], all terrains with Heavy '''Terrain Support''' also support both Medium and Light. To help the readability of this table, only the '''Heavy''' tag will be used in those cases.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center mw-collapsible}}&lt;br /&gt;
! Type !! Move Speed &amp;lt;br/&amp;gt;Modifier !! [[Plants#Fertility|Fertility]] !! Terrain&amp;lt;br/&amp;gt;Support !! [[Bridge]]able !! [[Grave|Diggable]] !! Terrain&amp;lt;br/&amp;gt;Type !! Beauty&amp;lt;br&amp;gt;Indoors/&amp;lt;br/&amp;gt;Outdoors !! [[Cleanliness]] !! Filth&amp;lt;br/&amp;gt;mask{{ref label|Fmask|1}} !! Dries&amp;lt;br/&amp;gt; To{{ref label|DriesTo|2}} !! Tags !! [[Path cost|Path&amp;lt;br/&amp;gt;cost]] !! [[Filth#Generation|Generates&amp;lt;br/&amp;gt;Filth]] !! Allows&amp;lt;br/&amp;gt;Special&amp;lt;br/&amp;gt;Attack{{ref label|ASA|3}} !! Others&lt;br /&gt;
|- id=&amp;quot;Broken asphalt&amp;quot;&lt;br /&gt;
! [[Broken asphalt]]&lt;br /&gt;
| 100% || 0% || Heavy || {{Cross}} || {{Cross}} || - || -1 || -2 || {{Check}} || - || Road || 0 || {{Cross}} || {{Cross}} || 0{{Icon Small|silver}}. Removable&lt;br /&gt;
|- id=&amp;quot;Packed dirt&amp;quot;&lt;br /&gt;
! [[Packed dirt]]&lt;br /&gt;
| 93% || 0% || Heavy || {{Cross}} || {{Check}} || Soil || -1 || -1 || {{Check}} || - || Road || 1 || [[Filth#Dirt|Dirt]] || {{Cross}} ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chest-deep moving water&amp;quot;&lt;br /&gt;
! [[Chest-deep moving water]]&lt;br /&gt;
| 24% || 0% || - || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|1}} || 42 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Deep ocean water&amp;quot;&lt;br /&gt;
! [[Deep ocean water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|2}}&amp;lt;br/&amp;gt; ocean || 300{{ref label|Impassable|5|1}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire&lt;br /&gt;
|- id=&amp;quot;Deep water&amp;quot;&lt;br /&gt;
! [[Deep water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|3}} || 300{{ref label|Impassable|5|2}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shallow ocean water&amp;quot;&lt;br /&gt;
! [[Shallow ocean water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|4}}&amp;lt;br/&amp;gt; ocean || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Shallow moving water&amp;quot;&lt;br /&gt;
! [[Shallow moving water]]&lt;br /&gt;
| 30% || 0% || ShallowWater&amp;lt;br/&amp;gt; MovingFluid || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|5}}&amp;lt;br/&amp;gt; River || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Shallow water&amp;quot;&lt;br /&gt;
! [[Shallow water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|6}} || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Marsh&amp;quot;&lt;br /&gt;
! [[Marsh]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || -3/0 || -2 || {{Cross}} || [[#Soil|Soil]] || - || 30 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Soil&amp;quot;&lt;br /&gt;
! [[Soil]]&lt;br /&gt;
| 87% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Lichen-covered soil&amp;quot;&lt;br /&gt;
! [[Lichen-covered soil]]&lt;br /&gt;
| 81% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 3 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Marshy soil&amp;quot;&lt;br /&gt;
! [[Marshy soil]]&lt;br /&gt;
| 48% || 100% || Light&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || Soil || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Rich soil&amp;quot;&lt;br /&gt;
! [[Rich soil]]&lt;br /&gt;
| 87% || 140% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || [[#Soil|Soil]] || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stony soil&amp;quot;&lt;br /&gt;
! [[Stony soil]]&lt;br /&gt;
| 87% || 70% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || - || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Gravel|Gravel]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sand&amp;quot;&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
| 76% || 10% || Heavy || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || - || Sand || 4 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
|- id=&amp;quot;Soft sand&amp;quot;&lt;br /&gt;
! [[Soft sand]]&lt;br /&gt;
| 48% || 0% || Light || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || [[#Sand|Sand]] || Sand || 14 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mud&amp;quot;&lt;br /&gt;
! [[Mud]]&lt;br /&gt;
| 48% || 0% || - || {{Check}} || {{Cross}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || - || 14 || [[Filth#Dirt|Dirt]] ||  [[Hediffs#Mud|Mud]] ||&lt;br /&gt;
|- id=&amp;quot;Ice&amp;quot;&lt;br /&gt;
! [[Ice]]&lt;br /&gt;
| 48% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Polluted&amp;quot;&lt;br /&gt;
! [[Pollution|Polluted terrain]]{{BiotechIcon}}&lt;br /&gt;
| - || 0-50%{{ref label|Polluted_F|6}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Overlay: Applies stats over existing terrain (additive)&amp;lt;br/&amp;gt;Overlay: Changes graphics of affected terrain.&amp;lt;br/&amp;gt;Can be removed.&amp;lt;br/&amp;gt;Allows growth of [[Toxipotato plant|Toxipotato]], [[Gray pine tree|Gray pine]], [[Pebble cactus]], [[Rat palm tree|Rat palm]]&amp;lt;br/&amp;gt;Prevents growth of most other plants.&amp;lt;br/&amp;gt;Colonist receive [[toxic buildup]] from waking here.&lt;br /&gt;
|- id=&amp;quot;Rough stone&amp;quot;&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy || {{Cross}} || {{Cross}}  || Stone || -1 || 0 || {{Check}}{{ref label|RStone|7}} || - || - || 2 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Rough-hewn stone&amp;quot;&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || All || - || - || 1 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Smooth stone&amp;quot;&lt;br /&gt;
! [[Smooth stone]]&lt;br /&gt;
| {{%|{{Q|Smooth stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || 2 || 0 || All  || - || - || 0 || {{Cross}} || {{Cross}} || 5{{Icon Small|silver}}.&amp;lt;br/&amp;gt;Natural, non-generated floor/terrain hybrid.&amp;lt;br/&amp;gt;Paintable&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
&amp;lt;!--|- id=&amp;quot;Fungal Gravel&amp;quot;&lt;br /&gt;
! [[Fungal gravel]]{{IdeologyIcon}}&lt;br /&gt;
| 87% || 70% || Floor base || {{Cross}} || {{Cross}} || - || -1 || -1 || All? || - || - || 2 || || {{Cross}} || WorkToBuild 1000.&amp;lt;br/&amp;gt;Requires [[overhead mountain]]&amp;lt;br/&amp;gt;Only generated for colonies with the [[Ideoligion#Tunneler|Tunneler]] meme.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Gray Surface&amp;quot;&lt;br /&gt;
! [[Gray surface]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Check}}?  || - || Floor || 2 || {{Cross}} || {{Cross}} || Only present on the Labyrinth. &lt;br /&gt;
|- id=&amp;quot;Flesh Floor&amp;quot;&lt;br /&gt;
! [[Flesh]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Check}} || - || -10/-5 || -3 || {{Check}}? || - || Floor || 2 || ? || {{Cross}} || Behaves like a natural Floor.&amp;lt;br/&amp;gt;Cleaning time Mult 150%&amp;lt;br/&amp;gt;Removable.&amp;lt;br/&amp;gt;Inflammable 32%&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Fmask|1}}The kind of Filth accepted by this terrain. {{Check}} denotes terrains that accept '''Unnatural''' filth, {{Cross}} those that accept none. Special cases are denoted as such.&lt;br /&gt;
:{{note label|DriesTo|2}}As Stony soil doesn't exist in [[Sea ice]] nor [[Ice sheet]], it dries to Ice instead.&lt;br /&gt;
:{{note label|ASA|3}}All of these attacks have a cooldown of 1.5 seconds, require the '''KickMaterialInEyes''' capacity, and apply a Hediff of the same name.&lt;br /&gt;
:4{{note label|water||1}}{{note label|water||2}}{{note label|water||3}}{{note label|water||4}}{{note label|water||5}}{{note label|water||6}} All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when [[draft]]ed&lt;br /&gt;
:5{{note label|Impossible||1}}{{note label|Impossible||2}}Redundant due to being Impassable. It would result in a 4.2% '''Move Speed Modifier''' otherwise.&lt;br /&gt;
:{{note label|Polluted_F|6}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.&lt;br /&gt;
:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just '''Unnatural''' filth.&lt;br /&gt;
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. &lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here.  [[Odyssey DLC]] weathers need notes as they have additional effects, e.g. torrential rain causing flooding. All sources kf forced weather (Check: Death pall Gray pall, blood rain, and sandstorm}}&lt;br /&gt;
&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. &lt;br /&gt;
&lt;br /&gt;
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a [[wind turbine]]'s nominal power output of {{Q|Wind turbine|Power Consumption #}}W. At 50% wind speed a wind turbine produces {{#expr:0.5*{{Q|Wind turbine|Power Consumption #}}}}W up to a maximum of {{#expr:1.5*{{Q|Wind turbine|Power Consumption #}}}}W at 150%. Note that the &amp;quot;max power output&amp;quot; listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under &amp;quot;ideal conditions&amp;quot; - this is incorrect. &lt;br /&gt;
&lt;br /&gt;
The [[Weather controller]]s {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
[[Fire#Rain event|Large fires]] can also influence the weather cycle, and can encourage rainy weather to arrive faster than it would otherwise for the duration of the fire.&lt;br /&gt;
&lt;br /&gt;
=== Firewatcher ===&lt;br /&gt;
{{Stub|section=1|reason=Conflicting information from merge. [[Fire]] version alleges:&lt;br /&gt;
&lt;br /&gt;
This happens once the map's &amp;quot;Fire Danger&amp;quot; rises above 90 points, which is calculated as 0.5 points for every fire on the map, plus 1 point for each size a fire has increased. At this point, the duration of any current non-forced weather will be shortened by 75%, and the chances for the next weather to be any weather with more than 10% [[weather|rainfall]] will be increased by 1500% }}&lt;br /&gt;
&lt;br /&gt;
Colloquially referred to as a &amp;quot;rain event&amp;quot; or the &amp;quot;firewatcher&amp;quot; after the name of the process in the game code, sufficiently large [[fire]]s on a map increase the chance for rain to occur. The resultant rain will gradually extinguish [[roof|unroofed]] fires, and may eventually control large wildfires.&lt;br /&gt;
&lt;br /&gt;
The '''firewatcher''' process checks every {{ticks|426}} for fires on the map. If there are any, it sets the variable '''firedanger''' to 0.5 + the size of the fire (usually 0.1) for every fire on the map. A large fire is declared once '''firedanger''' reaches 90, resulting on the progress towards any weather with a rain rate above 0.1 (any weather with rain, in practice) increasing 15 times faster than normal. This effect will remain in place for as long as '''firedanger''' remains above 90.&lt;br /&gt;
&lt;br /&gt;
It's important to note that rainfall is not guaranteed, only drastically encouraged by speeding up the weather cycle and increasing bias towards rainy weathers. It is possible for rainfall to not occur even during the most extreme fires.&lt;br /&gt;
&lt;br /&gt;
Forced weather, such as from [[weather controller]]s{{RoyaltyIcon}} or certain weather events such as [[drought]]s{{OdysseyIcon}} or [[Environment#Weather|Flashstorms]] will disable rain entirely, preventing it from appearing during accelerated weather. [[Unnatural darkness]]{{AnomalyIcon}} also forces the weather to clear.&lt;br /&gt;
&lt;br /&gt;
=== Weather types ===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Label&lt;br /&gt;
! Time of year&lt;br /&gt;
! Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! AM&amp;lt;ref&amp;gt;[[Weapons#Accuracy|Accuracy modifier]]&amp;lt;/ref&amp;gt; !! MSM &amp;lt;ref&amp;gt;Movement speed modifier&amp;lt;/ref&amp;gt;!! Wind speed !! WSM&amp;lt;ref&amp;gt;Wind speed modifier&amp;lt;/ref&amp;gt; !! EF&amp;lt;ref&amp;gt;Does extinguish fire? This only applies to fires that aren't under a roof, for obvious reasons.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! SR&amp;lt;ref&amp;gt;Snowing rate&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fog&lt;br /&gt;
| Any&lt;br /&gt;
|Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Suppresses firewatcher if forced {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Rain&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| Calm to Moderate&lt;br /&gt;
| 80%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to [[short circuit]].&lt;br /&gt;
|-&lt;br /&gt;
| Dry Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora.&lt;br /&gt;
|-&lt;br /&gt;
| Rainy Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Lightning strikes combined with rain, massively mitigating the fire hazards from the falling bolts. &lt;br /&gt;
|-&lt;br /&gt;
| Foggy rain&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hard snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 120%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
| Soft snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 80%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood rain]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 50% || 90% || None to Moderate || 100% || {{Check}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, in addition to either the [[Blood rain]] incident or [[Blood rain (ritual)|ritual]].&lt;br /&gt;
The '''blood rage''' hediff and subsequent [[berserk]]/[[manhunter]] mental breaks are part of the event itself, rather than the weather. See that page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen. &lt;br /&gt;
Colonists inside during gray pall will receive {{Thought| desc=It feels like the world is sick and dying.| label=Gray pall| value=-3| stack=1}} while pawns outside will receive {{Thought| desc=It feels like the world is sick and dying. The putrid air makes me want to vomit.| label=Gray pall exposure| value=-6| stack=1}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Death pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, and the [[Death pall]] event/entity.&lt;br /&gt;
Mechanically identical to the '''Gray pall''' weather. Corpses will raise as [[shambler]]s due to the associated event. See the [[Death pall]] page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Windy{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 90%&lt;br /&gt;
| 150-300%&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tox rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Creates Toxic Buildup on pawns exposed to rain, and -8 thought &amp;quot;Toxic Water&amp;quot;. Does not kill plants like Toxic Fallout.&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|10|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Shuttle]]s can not launch during a sandstorm.&lt;br /&gt;
|-&lt;br /&gt;
| Blind fog{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Reduces maximum range of ALL weapons to 23, everywhere on the map, except for [[Unique weapons]] with the Aim Assistance trait. Also applies to many line-of-sight abilities like [[jump pack]]s and skip [[psycast]]s{{RoyaltyIcon}}. Shuttles can not launch during blind fog.&lt;br /&gt;
|-&lt;br /&gt;
| Overcast{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 150%&lt;br /&gt;
| Shuttles can not launch during blizzard. &lt;br /&gt;
|-&lt;br /&gt;
| Torrential rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that causes flooding in already wet areas ie. rivers, marches, etc. flooding can be contained by placing walls or bridges along wet areas.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunder and flashstorms, or artificially with the [[Flashstorm (psycast)|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s to objects in the area of effect that are not under a roof. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -&amp;gt; 22. Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Wind turbines register no wind during windy storm.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Rain sometimes appears pixelated.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Standing_lamp&amp;diff=179054</id>
		<title>Standing lamp</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Standing_lamp&amp;diff=179054"/>
		<updated>2026-04-05T14:51:01Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Sun lamp}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Standing lamp&lt;br /&gt;
| image = Standing lamp.png&lt;br /&gt;
| description = An electrical standing lamp that lights an area. People need light to move and work at full speed.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.2&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 50&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = -30&lt;br /&gt;
| glowradius = 12&lt;br /&gt;
| glowcolor = (214,148,94)&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| styledominance = 5&lt;br /&gt;
| thingCategories = BuildingsFurniture&lt;br /&gt;
| work to make = 300&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''standing lamp''' is a [[furniture]] item that produces [[light]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Standing lamp illumination area.png|300px|thumb|left|The white area (7 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (8-9 tiles) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
Standing lamps consume 30W* of [[power]] to produce light, with a maximum of 50% illumination in a small radius**.  The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff [[Thoughts_list#In_darkness|&amp;quot;In darkness&amp;quot;]]. However, standing lamps are not bright enough to grow most [[crop]]s indoors, which require 51% illumination. Light does not &amp;quot;stack&amp;quot;, so no amount of standing lamps will ever give more than 50% illumination (e.g. for [[rice plant]]s, etc). &lt;br /&gt;
&lt;br /&gt;
If the [[Ideology (DLC)|Ideology DLC]]{{IdeologyIcon}} is enabled, standing lamps can be set to darklight mode by selecting them and clicking &amp;quot;Change to darklight&amp;quot; after building, which will convert the light to [[darklight]]{{Check Tag|Radius change?|Specify even if no}} that does not count as &amp;quot;bright light&amp;quot; for the [[Ideoligion#Lighting|Lighting: Darklight Preferred]] precept. Instead, it gives those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, and prevents [[surgery]] penalties for being in darkness.&lt;br /&gt;
&lt;br /&gt;
Lamps can be uninstalled freely. Unlike most other [[power]]ed structures, the lamp will not short circuit when unroofed in the [[weather|rain]]. &lt;br /&gt;
&lt;br /&gt;
: ''(* Initially; this drops to 15 watts with [[Standing_lamp#Advanced_light|Advanced Lights]], see below)''&lt;br /&gt;
: ''(** 6 tiles diagonally, 7-9 orthogonally depending how you measure - see image, left)''&lt;br /&gt;
&lt;br /&gt;
==== Visual representation ====&lt;br /&gt;
The lighting that can be seen represented by in-game visual differences does not always correspond to the ''actual'' % of light on a tile. Also note that areas that are not in direct line of sight with a lamp can be quite well lit. Using multiple lamps close to each other also gives the appearance of &amp;quot;white light&amp;quot; and a more well-lit area, though this has no actual effect in-game.&lt;br /&gt;
&lt;br /&gt;
In the image below, the entire corridor is fully lit at 50%, even though the lamps are not in direct line with each tile. However, the tiles diagonally above the lamps, on the other side of walls, are in total darkness, whereas they appear to be partially lit in the screenshot.&lt;br /&gt;
&lt;br /&gt;
[[File:Illumination in 1-square wide corridor.png|300px|thumb|center| Line of sight is not always a limitation with light sources.]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced lights ===&lt;br /&gt;
{{Stub|reason=Written detail on menu, options, color mixing in overlapping light radii etc.|section=1}}&lt;br /&gt;
With the [[Research#Advanced lights|Advanced Lights]] research, the power cost of standing lamps are halved, to {{#expr:-0.5*{{P|Power Consumption}}}}W of power. Lights can also be changed to a variety of different colors, which have no gameplay effect. Standing lamps of different colors will blend together.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ColoredLights.jpg|300px|thumb|none|(pre 1.4) Combining different colored lights for a &amp;quot;rainbow&amp;quot; feel to your colony. Light % is not additive above the maximum that single colored lights provide.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Advanced lights color picker.png|300px|thumb|none|Interface for choosing a lamp's color.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Gizmo lamp advanced lights.png|300px|thumb|none|Gizmos that appear when selecting a lamp with the advanced lights research completed.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Lights in general is useful as it improves work speed, movement speed, and prevents the [[mood]] hit from darkness. Electric lights take less maintenance than [[torch lamp]]s and their variants, so they are worth using after the colony establishes a power grid.&lt;br /&gt;
&lt;br /&gt;
Compared to [[wall lamp]]s, the standing lamp building itself slows movement to {{Bad|x48%}}, but does not require a wall for installation, so it can be placed in the middle of a room. This makes standing lamps a useful option in the middle of large, open-space rooms where the radius of [[wall lamp]]s cannot reach. The standing lamp produces light in a larger radius (≈8 -&amp;gt; ≈9 tiles), costs more steel to construct (15 -&amp;gt; 20), and takes 30 ticks (330 -&amp;gt; 300) less work to make. Both lamps consume the same amount of power.&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Standing lamp.png|Base variant&lt;br /&gt;
Morbid standing lamp.png|Morbid variant&lt;br /&gt;
Totemic standing lamp.png|Totemic variant&lt;br /&gt;
Spikecore standing lamp.png|Spikecore variant&lt;br /&gt;
Rustic standing lamp.png|Rustic variant&lt;br /&gt;
Techist standing lamp.png|Techist variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Standing darklamp.png|Base darklight variant&lt;br /&gt;
Morbid standing darklamp.png|Morbid darklight variant&lt;br /&gt;
Totemic standing darklamp.png|Totemic darklight variant&lt;br /&gt;
Spikecore standing darklamp.png|Spikecore darklight variant&lt;br /&gt;
Rustic standing darklamp.png|Rustic darklight variant&lt;br /&gt;
Techist standing darklamp.png|Techist darklight variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - '''Standing darklamp''' added. Received styles via new [[Ideoligion]] [[style]] system. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - The Colored Lights research was replaced by the Advanced Lighting research. Light color selection system added, including darklight option. '''Standing lamp (red)''', '''standing lamp (blue)''', and '''standing lamp (green)''' unlockable variants, as well as the '''standing darklight'''{{IdeologyIcon}} merged into the '''standing lamp''', in both role and in existing saves.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Lamps unconnected to a power grid do not properly have reduced power consumption once advanced lights is researched until you reload.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Standing_lamp&amp;diff=179053</id>
		<title>Standing lamp</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Standing_lamp&amp;diff=179053"/>
		<updated>2026-04-05T14:50:19Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Sun lamp}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Standing lamp&lt;br /&gt;
| image = Standing lamp.png&lt;br /&gt;
| description = An electrical standing lamp that lights an area. People need light to move and work at full speed.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.2&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 50&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = -30&lt;br /&gt;
| glowradius = 12&lt;br /&gt;
| glowcolor = (214,148,94)&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| styledominance = 5&lt;br /&gt;
| thingCategories = BuildingsFurniture&lt;br /&gt;
| work to make = 300&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''standing lamp''' is a [[furniture]] item that produces [[light]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Standing lamp illumination area.png|300px|thumb|left|The white area (7 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (8-9 tiles) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
Standing lamps consume 30W* of [[power]] to produce light, with a maximum of 50% illumination in a small radius**.  The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff [[Thoughts_list#In_darkness|&amp;quot;In darkness&amp;quot;]]. However, standing lamps are not bright enough to grow most [[crop]]s indoors, which require 51% illumination. Light does not &amp;quot;stack&amp;quot;, so no amount of standing lamps will ever give more than 50% illumination (e.g. for [[rice plant]]s, etc). &lt;br /&gt;
&lt;br /&gt;
If the [[Ideology (DLC)|Ideology DLC]]{{IdeologyIcon}} is enabled, standing lamps can be set to darklight mode by selecting them and clicking &amp;quot;Change to darklight&amp;quot; after building, which will convert the light to [[darklight]]{{Check Tag|Radius change?|Specify even if no}} that does not count as &amp;quot;bright light&amp;quot; for the [[Ideoligion#Lighting|Lighting: Darklight Preferred]] precept. Instead, it gives those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, and prevents [[surgery]] penalties for being in darkness.&lt;br /&gt;
&lt;br /&gt;
Lamps can be uninstalled freely. Unlike most other [[power]]ed structures, the lamp will not short circuit when unroofed in the [[weather|rain]]. &lt;br /&gt;
&lt;br /&gt;
: ''(* Initially; this drops to 15 watts with [[Standing_lamp#Advanced_light|Advanced Lights]], see below)''&lt;br /&gt;
: ''(** 6 tiles diagonally, 7-9 orthogonally depending how you measure - see image, left)''&lt;br /&gt;
&lt;br /&gt;
==== Visual representation ====&lt;br /&gt;
The lighting that can be seen represented by in-game visual differences does not always correspond to the ''actual'' % of light on a tile. Also note that areas that are not in direct line of sight with a lamp can be quite well lit. Using multiple lamps close to each other also gives the appearance of &amp;quot;white light&amp;quot; and a more well-lit area, though this has no actual effect in-game.&lt;br /&gt;
&lt;br /&gt;
In the image below, the entire corridor is fully lit at 50%, even though the lamps are not in direct line with each tile. However, the tiles diagonally above the lamps, on the other side of walls, are in total darkness, whereas they appear to be partially lit in the screenshot.&lt;br /&gt;
&lt;br /&gt;
[[File:Illumination in 1-square wide corridor.png|300px|thumb|center| Line of sight is not always a limitation with light sources.]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced lights ===&lt;br /&gt;
{{Stub|reason=Written detail on menu, options, color mixing in overlapping light radii etc.|section=1}}&lt;br /&gt;
With the [[Research#Advanced lights|Advanced Lights]] research, the power cost of standing lamps are halved, to {{#expr:-0.5*{{P|Power Consumption}}}}W of power. Lights can also be changed to a variety of different colors, which have no gameplay effect. Standing lamps of different colors will blend together.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ColoredLights.jpg|300px|thumb|none|(pre 1.4) Combining different colored lights for a &amp;quot;rainbow&amp;quot; feel to your colony. Light % is not additive above the maximum that single colored lights provide.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Advanced lights color picker.png|300px|thumb|none|Interface for choosing a lamp's color.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Gizmo lamp advanced lights.png|300px|thumb|none|Gizmos that appear when selecting a lamp with the advanced lights research completed.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Lights in general is useful as it improves work speed, movement speed, and prevents the [[mood]] hit from darkness. Electric lights take less maintenance than [[torch lamp]]s and their variants, so they are worth using after the colony establishes a power grid.&lt;br /&gt;
&lt;br /&gt;
Compared to [[wall lamp]]s, the standing lamp building itself slows movement to {{Bad|x48%}}, but does not require a wall for installation, so it can be placed in the middle of a room. This makes standing lamps a useful option in the middle of large, open-space rooms where the radius of [[wall lamp]]s cannot reach. Compared to the wall lamp, it produces light in a larger radius (≈8 -&amp;gt; ≈9 tiles), costs more steel to construct (15 -&amp;gt; 20), and takes 30 ticks (330 -&amp;gt; 300) less work to make. Both lamps consume the same amount of power.&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Standing lamp.png|Base variant&lt;br /&gt;
Morbid standing lamp.png|Morbid variant&lt;br /&gt;
Totemic standing lamp.png|Totemic variant&lt;br /&gt;
Spikecore standing lamp.png|Spikecore variant&lt;br /&gt;
Rustic standing lamp.png|Rustic variant&lt;br /&gt;
Techist standing lamp.png|Techist variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Standing darklamp.png|Base darklight variant&lt;br /&gt;
Morbid standing darklamp.png|Morbid darklight variant&lt;br /&gt;
Totemic standing darklamp.png|Totemic darklight variant&lt;br /&gt;
Spikecore standing darklamp.png|Spikecore darklight variant&lt;br /&gt;
Rustic standing darklamp.png|Rustic darklight variant&lt;br /&gt;
Techist standing darklamp.png|Techist darklight variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - '''Standing darklamp''' added. Received styles via new [[Ideoligion]] [[style]] system. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - The Colored Lights research was replaced by the Advanced Lighting research. Light color selection system added, including darklight option. '''Standing lamp (red)''', '''standing lamp (blue)''', and '''standing lamp (green)''' unlockable variants, as well as the '''standing darklight'''{{IdeologyIcon}} merged into the '''standing lamp''', in both role and in existing saves.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Lamps unconnected to a power grid do not properly have reduced power consumption once advanced lights is researched until you reload.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=179052</id>
		<title>Noctolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=179052"/>
		<updated>2026-04-05T14:22:19Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */ this is a weird quirk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Add more data}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Noctolith&lt;br /&gt;
| image = Noctolith.png&lt;br /&gt;
| description = A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core..&amp;lt;br/&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| glowradius = 11&lt;br /&gt;
| glowcolor = (74, 37, 2)&lt;br /&gt;
| destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''noctolith''' is a structure [[entity]] added by the [[Anomaly DLC]]. Three will spawn as the focal point of the [[unnatural darkness]] major threat.&lt;br /&gt;
&lt;br /&gt;
== Occurance ==&lt;br /&gt;
{{Main|Unnatural darkness}}&lt;br /&gt;
&lt;br /&gt;
Noctoliths will only spawn as part of the [[unnatural darkness]] event, which requires a level 2 [[void monolith]]. Note that they will not appear as part of the unnatural darkness caused by [[monolith]] awakening, as [[void structure]]s will appear instead.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Noctoliths do not take any direct action unless they are damaged. When damaged, they will trigger a wave of [[noctol]]s to attack the colony - this happens once per noctolith. The amount of damage needed to trigger the wave is anywhere from 0 to 99% HP of the noctolith's health. Dealing enough damage to instantly kill a noctolith, e.g., with an [[ancient mining charge]],{{OdysseyIcon}} will still trigger the first two waves of noctols, but the final wave can be skipped by instant destruction. Destroying all three noctoliths together instantly will still trigger the first two waves.&lt;br /&gt;
&lt;br /&gt;
The first two waves triggered this way spawn at 35% [[raid point]]s and the final noctol wave spawns at 50% [[raid point]]s. The &amp;quot;base&amp;quot; raid point value is snapshotted when the unnatural darkness event is first started.&lt;br /&gt;
&lt;br /&gt;
Destroying all three noctoliths will immediately end the unnatural darkness game condition. In addition, noctoliths drop a [[shard]] and 32 [[bioferrite]] when destroyed.&lt;br /&gt;
&lt;br /&gt;
Noctoliths themselves generate a small amount of [[light]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Main|Unnatural darkness#Analysis}}&lt;br /&gt;
&lt;br /&gt;
Destroying the noctoliths is not essential to surviving the unnatural darkness event. Waiting the 6-8 days for the event to end is sufficient if the base is well-lit, can survive noctol raids, and has a decent food stockpile. Alternatviely, a [[sun lamp]] setup can enable crop growth during the unnatural darkness.&lt;br /&gt;
&lt;br /&gt;
Still, each noctolith rewards a shard when destroyed, and destroying all three ends the event early, so it is worth it if the extra danger can be handled. Sending out teams of builders to create a path of torches is sufficient to reach a noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]]{{RoyaltyIcon}} power to quickly create a path, or putting pawns in [[transport pod]]s or [[passenger shuttle]]s{{OdysseyIcon}} to launch them to the safety of the small amount of light given off by the noctolith itself. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the noctolith from a distance. Noctol raids will almost certainly occur during the travel, but a crew of well-armed pawns can easily shoot down single noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. &lt;br /&gt;
&lt;br /&gt;
A [[ghoul]] can walk through a small stretch of darkness, regenerate any damage, and melee a noctolith in relative safety. Alternately, a melee pawn with fast movement speed, the [[skip]] [[psycast]],{{RoyaltyIcon}} or a [[jump pack|means]] [[locust armor|of]] [[longjump legs|jumping]] can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a [[breach axe]] for the extra building damage. Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of [[noctol]]s. [[Friendly mechanoids]]{{BiotechIcon}} are immune to darkness damage entirely, although they are leashed to their [[mechanitor]] which won't be.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The noctolith name is likely a combination of the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night, and &amp;quot;lith&amp;quot; meaning stone.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=179051</id>
		<title>Noctolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=179051"/>
		<updated>2026-04-05T14:12:46Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */ mention that instakills don't work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Add more data}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Noctolith&lt;br /&gt;
| image = Noctolith.png&lt;br /&gt;
| description = A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core..&amp;lt;br/&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| glowradius = 11&lt;br /&gt;
| glowcolor = (74, 37, 2)&lt;br /&gt;
| destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''noctolith''' is a structure [[entity]] added by the [[Anomaly DLC]]. Three will spawn as the focal point of the [[unnatural darkness]] major threat.&lt;br /&gt;
&lt;br /&gt;
== Occurance ==&lt;br /&gt;
{{Main|Unnatural darkness}}&lt;br /&gt;
&lt;br /&gt;
Noctoliths will only spawn as part of the [[unnatural darkness]] event, which requires a level 2 [[void monolith]]. Note that they will not appear as part of the unnatural darkness caused by [[monolith]] awakening, as [[void structure]]s will appear instead.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Noctoliths do not take any direct action unless they are damaged. When damaged, they will trigger a wave of [[noctol]]s to attack the colony - this happens once per noctolith. The amount of damage needed to trigger the wave is anywhere from 0 to 99% HP of the noctolith's health. Dealing enough damage to instantly kill a noctolith, e.g., with an [[ancient mining charge]],{{OdysseyIcon}} will still trigger a wave of noctols.&lt;br /&gt;
&lt;br /&gt;
The first two waves triggered this way spawn at 35% [[raid point]]s and the final noctol wave spawns at 50% [[raid point]]s. The &amp;quot;base&amp;quot; raid point value is snapshotted when the unnatural darkness event is first started.&lt;br /&gt;
&lt;br /&gt;
Destroying all three noctoliths will immediately end the unnatural darkness game condition. In addition, noctoliths drop a [[shard]] and 32 [[bioferrite]] when destroyed.&lt;br /&gt;
&lt;br /&gt;
Noctoliths themselves generate a small amount of [[light]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Main|Unnatural darkness#Analysis}}&lt;br /&gt;
&lt;br /&gt;
Destroying the noctoliths is not essential to surviving the unnatural darkness event. Waiting the 6-8 days for the event to end is sufficient if the base is well-lit, can survive noctol raids, and has a decent food stockpile. Alternatviely, a [[sun lamp]] setup can enable crop growth during the unnatural darkness.&lt;br /&gt;
&lt;br /&gt;
Still, each noctolith rewards a shard when destroyed, and destroying all three ends the event early, so it is worth it if the extra danger can be handled. Sending out teams of builders to create a path of torches is sufficient to reach a noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]]{{RoyaltyIcon}} power to quickly create a path, or putting pawns in [[transport pod]]s or [[passenger shuttle]]s{{OdysseyIcon}} to launch them to the safety of the small amount of light given off by the noctolith itself. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the noctolith from a distance. Noctol raids will almost certainly occur during the travel, but a crew of well-armed pawns can easily shoot down single noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. &lt;br /&gt;
&lt;br /&gt;
A [[ghoul]] can walk through a small stretch of darkness, regenerate any damage, and melee a noctolith in relative safety. Alternately, a melee pawn with fast movement speed, the [[skip]] [[psycast]],{{RoyaltyIcon}} or a [[jump pack|means]] [[locust armor|of]] [[longjump legs|jumping]] can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a [[breach axe]] for the extra building damage. Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of [[noctol]]s. [[Friendly mechanoids]]{{BiotechIcon}} are immune to darkness damage entirely, although they are leashed to their [[mechanitor]] which won't be.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The noctolith name is likely a combination of the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night, and &amp;quot;lith&amp;quot; meaning stone.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_mining_charge&amp;diff=179050</id>
		<title>Ancient mining charge</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_mining_charge&amp;diff=179050"/>
		<updated>2026-04-05T14:10:22Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Placement for combat purposes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Project|Ruins}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient mining charge&lt;br /&gt;
| image = Ancient mining charge.png&lt;br /&gt;
| description = An explosive device used to quickly blast through rock. It is made from refined chemfuel. The explosive is old, but still ready to detonate. &lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| mass base = 1&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1x1&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| constructable = false&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| deconstruct yield = 0 &lt;br /&gt;
| junk = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
The '''ancient mining charge''' is an explosive device found very frequently in [[Odyssey]]-related [[ruins]] along with the larger, immobile [[ancient explosives crate]]. It is useful for mining and demolition, but is also a potentially dangerous trap.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Despite the description listing &amp;quot;refined chemfuel&amp;quot; as a material of the charge, it can neither be crafted nor deconstructed. Ancient mining charges are only found in the following Odyssey-related sites:&lt;br /&gt;
* Ancient Chemfuel Refinery Explosives Room&lt;br /&gt;
* Ancient Chemfuel Refinery Workshop&lt;br /&gt;
* Ancient Ruins Frozen Lab&lt;br /&gt;
* Orbital Storeroom&lt;br /&gt;
* Orbital Ruins Storeroom&lt;br /&gt;
* Basic Asteroid&lt;br /&gt;
* Ancient Quarry&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Mining charge 1x1 AoE.png|thumb|left|The radius of the ancient mining charge]]&lt;br /&gt;
&lt;br /&gt;
When detonated, an ancient mining charge will begin to spark and emit a hissing sound for {{ticks|480}} before exploding, dealing 100 [[MiningBomb]] damage in a 3.9-tile radius. The final damage applied depends on the type of object. MiningBomb damage does {{Good|30x}} damage to impassable structures (like walls and ore), '''5x''' damage to passable ones and '''10x''' to plants, which is enough to destroy most walls and structures in a single detonation. For reference, mining charges destroy all ground-based [[mech_cluster]] turrets in one blast and never cause them to detonate afterwards. &lt;br /&gt;
&lt;br /&gt;
Mining charges are volatile, detonating instantly if destroyed, and igniting from any lesser amount of damage. They cannot be deconstructed or yield any resources when destroyed, but as the name implies, they have a unique utility when used for explosive mining operations, see below.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When encountered in ancient ruins by themselves, ancient mining charges are not much of a threat because of their long wick ignition time and small damage radius. However, they are more dangerous when found with the fixed 2x2 [[Ancient explosives crate]] buildings with a 5.9-tile explosion radius because of chain-reaction explosions. Additionally, fuel nodes, turrets, hostiles, intercepted shots and especially hunter drone traps can also trigger ancient mining charges.&lt;br /&gt;
&lt;br /&gt;
Ancient mining charges can be uninstalled by player-controlled colonists and workers and reinstalled elsewhere to be detonated. Additionally, ancient mining charges yield {{Good|100%}} (difficulty-adjusted) of resources from ore tiles destroyed by them, equivalent to a [[skill]] of 8 in mining. Aside from mining itself, all other damage types produce a minimum 1 resource from a mineable body, making mining charges potentially useful for a skill-insufficiency situation. [[Compacted plasteel]] and [[uranium ore]] have high enough hit points to require multiple charges. &lt;br /&gt;
&lt;br /&gt;
=== Placement for mining yield ===&lt;br /&gt;
[[File:Ancient mining charge max ores destroyed.png|thumb|left|Maximum number of ores that can be destroyed by a single charge (19)]]&lt;br /&gt;
&lt;br /&gt;
Explosive damage is absorbed by ores and other solid objects, so an ancient mining charge will not be able to clear out all ores in its explosion radius if some are blocking others, regardless of the max hit points of the ores. The maximum number of ore tiles that can be destroyed by one ancient mining charge is 20 if all the ores are on the perimeter of the charge's blast radius, but only 19 is realistically possible in a playthrough as there will need to be at least one gap in the ores in order for a pawn to place and detonate the charge.&lt;br /&gt;
&lt;br /&gt;
However, in order to achieve the shape for the maximum amount of ores destroyed in a single blast, a pawn will have to mine out a shape for the ancient mining charge. A simpler method would be to place the charge next to the ore without mining a space for it first, but the maximum amount of ore tiles blasted from a single charge in this way is only 7. Ancient mining charges cannot be bought or crafted, so maximizing the speed and value of limited charges is best with gold, silver or jade, high value, &amp;quot;soft&amp;quot; ores that don't drop limited-hp raw resources. [[Components]] should be collected and cleared between repeated detonations.&lt;br /&gt;
&lt;br /&gt;
=== Placement for combat purposes ===&lt;br /&gt;
Ancient mining charges deal 1,500 damage to [[fortified wall]]s, requiring 6 charges to destroy a wall. They can also be used to destroy buildings with high hit points like [[Crashed ship parts|psychic or defoliator ship]]s, but due to their infrequency on the planetary surface it may be more practical to use [[breach axe]]s instead. Minified Ancient mining charges are disarmed or otherwise stable and don't explode even when destroyed, so storing them for use in combat is practically safe. &lt;br /&gt;
&lt;br /&gt;
Ancient mining charges are not [[security]] traps, so they can be placed adjacent to [[IED]]s, more charges or used with other [[trap]]s for chain-reaction explosions.&lt;br /&gt;
&lt;br /&gt;
Ancient mining charges do enough damage to destroy most [[mech cluster]]{{RoyaltyIcon}} defenses and problem causers like [[auto charge turret]]s or [[psychic suppressor]]s with a single blast, and this makes them even more reliable than [[frag grenade]]s for precise destruction, because they pulverize everything in a controllable radius with consistent explosive power. &lt;br /&gt;
&lt;br /&gt;
Some cluster defenses still survive a single charge and are likely to detonate in a chain reaction immediately afterwards, or are unsafe because they can't be safely deactivated at all, like [[automortar]]s, [[unstable power cell]]s or filled [[mech capsule]]s respectively. Although installing them close to dormant mechs is likely to awaken them, Ancient mining charges are ideal for removing the remains of a mechanoid-emptied cluster under the cover of [[blind smoke]] and retrieving the useful remnants intact.&lt;br /&gt;
&lt;br /&gt;
[[Obelisk]]s{{AnomalyIcon}} will be instantly destroyed by two mining charges set off at the same time, preventing the effect at full activation.&lt;br /&gt;
&lt;br /&gt;
=== As a detonator === &lt;br /&gt;
Ancient mining charges do equal explosive damage to all tiles in their radius, and detonate instantly on destruction, making 'daisy-chain' explosives relatively safe and straightforward to setup.&lt;br /&gt;
&lt;br /&gt;
=== Roof Fall Trap ===&lt;br /&gt;
Ancient mining charges are ignited by thin collapsing roofs and have a larger radius than a high explosive IED, meaning a falling trap with a charge as its main sequence detonation can have a larger radius than a reusable one, or detonate multiple explosives in sequence. The larger radius also means that [[overhead mountain]] roof that are supported outside the range of a single tile can also be collapsed, potentially enclosing a cone of collapsed rocks with a hollow core. This could require a high-hp secondary explosive or a supporting tile capable of resisting the explosive (Note that collapsing roofs contain the explosion of a destroyed charge). Experimentation is encouraged. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The explosives expert backstory will have 1 ancient mining charge in the pawn's inventory.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* 1.64566 - drops more than 1 mined resource from detonated ores, equivalent to mining yield&lt;br /&gt;
* [[Version/1.6.4630|1.6.4630]] - Fix: Some explosive buildings explode twice when the wick ends.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Melee_Damage_Factor&amp;diff=179034</id>
		<title>Melee Damage Factor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Melee_Damage_Factor&amp;diff=179034"/>
		<updated>2026-04-05T06:47:52Z</updated>

		<summary type="html">&lt;p&gt;Hordes: blood rain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|1.5.4104}}{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| hide at value = 1&lt;br /&gt;
| minValue = 0.0001&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = A multiplier on the amount of melee damage inflicted by this person.&lt;br /&gt;
| category = PawnCombat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Multiplies damage dealt by all melee attacks. It also affects melee [[armor penetration]] when calculated from damage. It does not affect the {{AP}} of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}. The changes to damage and AP are considered in the melee verb selection.  &lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
* [[Weak melee damage]]{{BiotechIcon}}: {{Bad|x50%}}&lt;br /&gt;
* [[Strong melee damage]]{{BiotechIcon}}: {{Good|x150%}}&lt;br /&gt;
* [[Ghoul barbs]]{{AnomalyIcon}}: {{Good|x150%}}&lt;br /&gt;
* [[Juggernaut serum]]{{AnomalyIcon}}: {{Good|x150%}}&lt;br /&gt;
* [[Blood rain|Blood rage]]{{AnomalyIcon}}: {{Good|x110%}} to {{Good|x150%}}&lt;br /&gt;
* [[Shambler]]s when [[crawl]]ing {{AnomalyIcon}} : {{Bad|x75%}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Removed Biotech MayRequire from MeleeDamageFactor stat.&lt;br /&gt;
{{Nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Ancient_danger_fire2.png&amp;diff=179029</id>
		<title>File:Ancient danger fire2.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Ancient_danger_fire2.png&amp;diff=179029"/>
		<updated>2026-04-05T06:40:36Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Delete|reason=Outdated as of 1.5, not used anywhere}}&lt;br /&gt;
&lt;br /&gt;
Aftermath of [[:File:Ancient_danger_fire.png]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Images - Screenshots]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Kibble&amp;diff=179024</id>
		<title>Kibble</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Kibble&amp;diff=179024"/>
		<updated>2026-04-05T06:32:42Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Nutrition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Kibble&lt;br /&gt;
| image = Kibble.png&lt;br /&gt;
| description = Kibble animal feed made from mixed meat and plant sources.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Meal&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| marketvalue = 1.1&lt;br /&gt;
| mass base = 0.015&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = Raw&lt;br /&gt;
| max num to ingest at once = 20&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Kibble&lt;br /&gt;
| preferability = RawBad&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = butcher spot&lt;br /&gt;
| production facility 2 = butcher table&lt;br /&gt;
| product amount = 50&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| work speed stat = Cooking Speed&lt;br /&gt;
| resource 1 = Nutrition&lt;br /&gt;
| resource 1 type = non-vegan&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Nutrition&lt;br /&gt;
| resource 2 type = vegan/hay&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic path = Things/Item/Resource/Kibble&lt;br /&gt;
| label = kibble&lt;br /&gt;
| parent name = OrganicProductBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thing class = Meal&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| sound eat = RawVegetable_Eat&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Kibble''' is a type of [[food]] intended for use as [[animal]] feed.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Kibble can be [[Work#Cook|cooked]] at a [[{{P|Production Facility 1}}]] or [[{{P|Production Facility 2}}]]. A batch of kibble requires 1 unit of [[nutrition]] from vegetarian items, and 1 unit of [[nutrition]] from meat or animal products. For example, 20 [[rice]] and 20 [[insect meat]] are sufficient. A completed bill requires {{ticks|450}} and produces 50 kibble at a butcher table, but only 35 at a butcher spot.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Kibble is consumed for {{P|Nutrition}} [[nutrition]] per item. Kibble has 125% nutrition efficiency when produced at a butcher table, producing 2.5 nutrition per 2 nutrition from raw food. This drops to 87.5% efficiency when produced at a butcher spot, producing only 1.75 nutrition per 2 nutrition from raw food.&lt;br /&gt;
&lt;br /&gt;
Unlike most other foods, it does not rot. While it will still [[deterioration|deteriorate]] if left outside and/or unroofed, it will not spoil even if left unrefrigerated.&lt;br /&gt;
&lt;br /&gt;
Humans ''can'' eat kibble, but they'll get {{Thought|value=-12|stack=1|label=ate kibble|desc=I had to eat animal kibble. It's like I don't get to be human any more.|duration=1}}. This is the only way for humans to eat [[hay]]. The moodlets of its ingredients are also applied, notably from [[insect meat]] and [[human meat]] and depending on [[precept]]s {{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Both kibble and [[meal]]s allow non-[[warg]] carnivores to eat some vegetables, and herbivores to eat meat, while being more efficient than raw food. While kibble isn't as nutrition efficient as meals ([[simple meal]]s, 180% efficient; [[pemmican]], 160% efficient), kibble has its unique advantages:&lt;br /&gt;
&lt;br /&gt;
====Nutrition====&lt;br /&gt;
{{Recode|section=1|reason = automate a nutrition/work calculation with hard numbers: total work and split into Cook work and planter work; and nutrition/day/tile}}&lt;br /&gt;
* Kibble allows use of [[hay]] - [[haygrass]] is the plant with the highest yield per day per tile, but cannot be turned into meals. Note that [[corn]] has a higher yield per grower work. In regular soil, hay turned into kibble is slightly worse for nutrition/day/tile than rice turned into simple meals, and slightly better than rice turned into pemmican. Rice surpasses hayk for nutrition per day in rich soil, but hay will always be better than rice for nutrition per work.&lt;br /&gt;
* Animals will eat an entire meal, even if they would [[overeating|overeat]]. Kibble and pemmican satiate 0.05 nutrition/item, which greatly reduces overeating. For example, a [[chicken]] can only store 0.3 nutrition in their stomach; they would consume 5-6 kibble when hungry, but a full meal every time. The smaller an animal is, the larger the effect of overeating (minimal effect at size &amp;gt;= 1).&lt;br /&gt;
* Kibble requires substantially less work time than other recipes.&lt;br /&gt;
&lt;br /&gt;
Overall, kibble is ''nutritionally'' useful if you have spare [[hay]], and better than simple meals for the purposes of small animals. It is much better than pemmican in terms of colonist work. Even considering the extra food pemmican gives, it is more efficient to grow more crops than it is to cook pemmican unless there is a great cook but poor planters.&lt;br /&gt;
&lt;br /&gt;
Kibble also allows use of [[human meat]], [[insect meat]], and [[twisted meat]]{{AnomalyIcon}} without the micromanagement required for separating meals. (Though you could, for example, only set pemmican to be created with human meat, and forbid colonists in the Assign tab from eating any pemmican). There are other uses for kibble - see below.&lt;br /&gt;
&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
* Kibble can be used for animal training, unlike [[meal]]s.&lt;br /&gt;
* Kibble never spoils, so you don't have to worry about it going bad from non-[[cooler|refrigeration]].&lt;br /&gt;
* Kibble can be made at a butcher's table, rather than requiring a fueled/powered kitchen.&lt;br /&gt;
* Since there is no chance for food poisoning, producing kibble is a safe way to train a no/low skill cook.&lt;br /&gt;
* When dropping kibble from a pawn's inventory into a hopper, an adjacent nutrient paste dispenser will use it as if it was raw food. Humans consuming kibble this way will get the moodlet from eating nutrient paste, but neither the one for eating kibble nor for its ingredients. At 375% nutrition efficiency, this method surpasses every other way of feeding humans.{{Check Tag|Verify|other high efficiency foods like baby food and NPMs can be used for this exploit}} It is generally considered an exploit.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]] [[Category:Processed Food]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Kibble&amp;diff=179023</id>
		<title>Kibble</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Kibble&amp;diff=179023"/>
		<updated>2026-04-05T06:29:23Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Nutrition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Kibble&lt;br /&gt;
| image = Kibble.png&lt;br /&gt;
| description = Kibble animal feed made from mixed meat and plant sources.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Meal&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| marketvalue = 1.1&lt;br /&gt;
| mass base = 0.015&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = Raw&lt;br /&gt;
| max num to ingest at once = 20&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Kibble&lt;br /&gt;
| preferability = RawBad&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = butcher spot&lt;br /&gt;
| production facility 2 = butcher table&lt;br /&gt;
| product amount = 50&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| work speed stat = Cooking Speed&lt;br /&gt;
| resource 1 = Nutrition&lt;br /&gt;
| resource 1 type = non-vegan&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Nutrition&lt;br /&gt;
| resource 2 type = vegan/hay&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic path = Things/Item/Resource/Kibble&lt;br /&gt;
| label = kibble&lt;br /&gt;
| parent name = OrganicProductBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thing class = Meal&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| sound eat = RawVegetable_Eat&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Kibble''' is a type of [[food]] intended for use as [[animal]] feed.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Kibble can be [[Work#Cook|cooked]] at a [[{{P|Production Facility 1}}]] or [[{{P|Production Facility 2}}]]. A batch of kibble requires 1 unit of [[nutrition]] from vegetarian items, and 1 unit of [[nutrition]] from meat or animal products. For example, 20 [[rice]] and 20 [[insect meat]] are sufficient. A completed bill requires {{ticks|450}} and produces 50 kibble at a butcher table, but only 35 at a butcher spot.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Kibble is consumed for {{P|Nutrition}} [[nutrition]] per item. Kibble has 125% nutrition efficiency when produced at a butcher table, producing 2.5 nutrition per 2 nutrition from raw food. This drops to 87.5% efficiency when produced at a butcher spot, producing only 1.75 nutrition per 2 nutrition from raw food.&lt;br /&gt;
&lt;br /&gt;
Unlike most other foods, it does not rot. While it will still [[deterioration|deteriorate]] if left outside and/or unroofed, it will not spoil even if left unrefrigerated.&lt;br /&gt;
&lt;br /&gt;
Humans ''can'' eat kibble, but they'll get {{Thought|value=-12|stack=1|label=ate kibble|desc=I had to eat animal kibble. It's like I don't get to be human any more.|duration=1}}. This is the only way for humans to eat [[hay]]. The moodlets of its ingredients are also applied, notably from [[insect meat]] and [[human meat]] and depending on [[precept]]s {{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Both kibble and [[meal]]s allow non-[[warg]] carnivores to eat some vegetables, and herbivores to eat meat, while being more efficient than raw food. While kibble isn't as nutrition efficient as meals ([[simple meal]]s, 180% efficient; [[pemmican]], 160% efficient), kibble has its unique advantages:&lt;br /&gt;
&lt;br /&gt;
====Nutrition====&lt;br /&gt;
{{Recode|section=1|reason = automate a nutrition/work calculation with hard numbers: total work and split into Cook work and planter work; and nutrition/day/tile}}&lt;br /&gt;
* Kibble allows use of [[hay]] - [[haygrass]] is the plant with the highest yield per day per tile, but cannot be turned into meals. Note that [[corn]] has a higher yield per grower work. In regular soil, hay turned into kibble is slightly worse for nutrition/day/tile than rice turned into simple meals, and slightly better than rice turned into pemmican. Rice surpasses hay for nutrition per day in rich soil, but hay will always be better for nutrition per work.&lt;br /&gt;
* Animals will eat an entire meal, even if they would [[overeating|overeat]]. Kibble and pemmican satiate 0.05 nutrition/item, which greatly reduces overeating. For example, a [[chicken]] can only store 0.3 nutrition in their stomach; they would consume 5-6 kibble when hungry, but a full meal every time. The smaller an animal is, the larger the effect of overeating (minimal effect at size &amp;gt;= 1).&lt;br /&gt;
* Kibble requires substantially less work time than other recipes.&lt;br /&gt;
&lt;br /&gt;
Overall, kibble is ''nutritionally'' useful if you have spare [[hay]], and better than simple meals for the purposes of small animals. It is much better than pemmican in terms of colonist work. Even considering the extra food pemmican gives, it is more efficient to grow more crops than it is to cook pemmican unless there is a great cook but poor planters.&lt;br /&gt;
&lt;br /&gt;
Kibble also allows use of [[human meat]], [[insect meat]], and [[twisted meat]]{{AnomalyIcon}} without the micromanagement required for separating meals. (Though you could, for example, only set pemmican to be created with human meat, and forbid colonists in the Assign tab from eating any pemmican). There are other uses for kibble - see below.&lt;br /&gt;
&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
* Kibble can be used for animal training, unlike [[meal]]s.&lt;br /&gt;
* Kibble never spoils, so you don't have to worry about it going bad from non-[[cooler|refrigeration]].&lt;br /&gt;
* Kibble can be made at a butcher's table, rather than requiring a fueled/powered kitchen.&lt;br /&gt;
* Since there is no chance for food poisoning, producing kibble is a safe way to train a no/low skill cook.&lt;br /&gt;
* When dropping kibble from a pawn's inventory into a hopper, an adjacent nutrient paste dispenser will use it as if it was raw food. Humans consuming kibble this way will get the moodlet from eating nutrient paste, but neither the one for eating kibble nor for its ingredients. At 375% nutrition efficiency, this method surpasses every other way of feeding humans.{{Check Tag|Verify|other high efficiency foods like baby food and NPMs can be used for this exploit}} It is generally considered an exploit.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]] [[Category:Processed Food]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Kibble&amp;diff=179022</id>
		<title>Kibble</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Kibble&amp;diff=179022"/>
		<updated>2026-04-05T06:28:56Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Nutrition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Kibble&lt;br /&gt;
| image = Kibble.png&lt;br /&gt;
| description = Kibble animal feed made from mixed meat and plant sources.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Meal&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| marketvalue = 1.1&lt;br /&gt;
| mass base = 0.015&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = Raw&lt;br /&gt;
| max num to ingest at once = 20&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Kibble&lt;br /&gt;
| preferability = RawBad&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = butcher spot&lt;br /&gt;
| production facility 2 = butcher table&lt;br /&gt;
| product amount = 50&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| work speed stat = Cooking Speed&lt;br /&gt;
| resource 1 = Nutrition&lt;br /&gt;
| resource 1 type = non-vegan&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Nutrition&lt;br /&gt;
| resource 2 type = vegan/hay&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic path = Things/Item/Resource/Kibble&lt;br /&gt;
| label = kibble&lt;br /&gt;
| parent name = OrganicProductBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thing class = Meal&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| sound eat = RawVegetable_Eat&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Kibble''' is a type of [[food]] intended for use as [[animal]] feed.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Kibble can be [[Work#Cook|cooked]] at a [[{{P|Production Facility 1}}]] or [[{{P|Production Facility 2}}]]. A batch of kibble requires 1 unit of [[nutrition]] from vegetarian items, and 1 unit of [[nutrition]] from meat or animal products. For example, 20 [[rice]] and 20 [[insect meat]] are sufficient. A completed bill requires {{ticks|450}} and produces 50 kibble at a butcher table, but only 35 at a butcher spot.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Kibble is consumed for {{P|Nutrition}} [[nutrition]] per item. Kibble has 125% nutrition efficiency when produced at a butcher table, producing 2.5 nutrition per 2 nutrition from raw food. This drops to 87.5% efficiency when produced at a butcher spot, producing only 1.75 nutrition per 2 nutrition from raw food.&lt;br /&gt;
&lt;br /&gt;
Unlike most other foods, it does not rot. While it will still [[deterioration|deteriorate]] if left outside and/or unroofed, it will not spoil even if left unrefrigerated.&lt;br /&gt;
&lt;br /&gt;
Humans ''can'' eat kibble, but they'll get {{Thought|value=-12|stack=1|label=ate kibble|desc=I had to eat animal kibble. It's like I don't get to be human any more.|duration=1}}. This is the only way for humans to eat [[hay]]. The moodlets of its ingredients are also applied, notably from [[insect meat]] and [[human meat]] and depending on [[precept]]s {{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Both kibble and [[meal]]s allow non-[[warg]] carnivores to eat some vegetables, and herbivores to eat meat, while being more efficient than raw food. While kibble isn't as nutrition efficient as meals ([[simple meal]]s, 180% efficient; [[pemmican]], 160% efficient), kibble has its unique advantages:&lt;br /&gt;
&lt;br /&gt;
====Nutrition====&lt;br /&gt;
{{Recode|section=1|reason = automate a nutrition/work calculation with hard numbers: total work and split into Cook work and planter work; and nutrition/day/tile}}&lt;br /&gt;
* Kibble allows use of [[hay]] - [[haygrass]] is the plant with the highest yield per day per tile, but cannot be turned into meals. Note that [[corn]] has a higher yield per grower work. In regular soil, hay turned into kibble is slightly worse for nutrition/tile/day than rice turned into simple meals, and slightly better than rice turned into pemmican. Rice surpasses hay for nutrition per day in rich soil, but hay will always be better for nutrition per work.&lt;br /&gt;
* Animals will eat an entire meal, even if they would [[overeating|overeat]]. Kibble and pemmican satiate 0.05 nutrition/item, which greatly reduces overeating. For example, a [[chicken]] can only store 0.3 nutrition in their stomach; they would consume 5-6 kibble when hungry, but a full meal every time. The smaller an animal is, the larger the effect of overeating (minimal effect at size &amp;gt;= 1).&lt;br /&gt;
* Kibble requires substantially less work time than other recipes.&lt;br /&gt;
&lt;br /&gt;
Overall, kibble is ''nutritionally'' useful if you have spare [[hay]], and better than simple meals for the purposes of small animals. It is much better than pemmican in terms of colonist work. Even considering the extra food pemmican gives, it is more efficient to grow more crops than it is to cook pemmican unless there is a great cook but poor planters.&lt;br /&gt;
&lt;br /&gt;
Kibble also allows use of [[human meat]], [[insect meat]], and [[twisted meat]]{{AnomalyIcon}} without the micromanagement required for separating meals. (Though you could, for example, only set pemmican to be created with human meat, and forbid colonists in the Assign tab from eating any pemmican). There are other uses for kibble - see below.&lt;br /&gt;
&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
* Kibble can be used for animal training, unlike [[meal]]s.&lt;br /&gt;
* Kibble never spoils, so you don't have to worry about it going bad from non-[[cooler|refrigeration]].&lt;br /&gt;
* Kibble can be made at a butcher's table, rather than requiring a fueled/powered kitchen.&lt;br /&gt;
* Since there is no chance for food poisoning, producing kibble is a safe way to train a no/low skill cook.&lt;br /&gt;
* When dropping kibble from a pawn's inventory into a hopper, an adjacent nutrient paste dispenser will use it as if it was raw food. Humans consuming kibble this way will get the moodlet from eating nutrient paste, but neither the one for eating kibble nor for its ingredients. At 375% nutrition efficiency, this method surpasses every other way of feeding humans.{{Check Tag|Verify|other high efficiency foods like baby food and NPMs can be used for this exploit}} It is generally considered an exploit.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]] [[Category:Processed Food]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human&amp;diff=179021</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human&amp;diff=179021"/>
		<updated>2026-04-05T06:26:00Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Diet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted|reason = Updated anatomy with new positions}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Human&lt;br /&gt;
| image = Colonist.png&lt;br /&gt;
| description = A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Human&lt;br /&gt;
| honor value = 3&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| toxic resistance = 0&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| vacuum resistance = 0&lt;br /&gt;
| min comfortable temperature = 16&lt;br /&gt;
| max comfortable temperature = 26&lt;br /&gt;
| marketvalue = 1750&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = omnivorous (human)&lt;br /&gt;
| leathername = human leather&lt;br /&gt;
| wildness = 0&lt;br /&gt;
| manhuntertame = 0.1&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| gestation = 18&lt;br /&gt;
| offspring = 1-3&lt;br /&gt;
| avg offspring = 1.072&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = true&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left fist&lt;br /&gt;
| attack1labelNoLocation = fist&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack1part = LeftHand&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right fist&lt;br /&gt;
| attack2labelNoLocation = fist&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack2part = RightHand&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3label = head&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack3part = HeadAttackTool&lt;br /&gt;
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.07&lt;br /&gt;
| attack4part = Teeth&lt;br /&gt;
}}&lt;br /&gt;
'''Humans''' are the primary inhabitants of the Rimworlds and the foundation of—if not the whole of—player colonies, as well as the only known sapient species in the universe of RimWorld.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
Humans are omnivores, able to eat all foodstuffs with the exception of [[hay]]. Food can generally be gathered by foraging [[plants|wild berries]], hunting wild [[animals]] for their [[meat]], [[growing zone|farming]], [[fishing]],{{OdysseyIcon}} and in desperate times or for those of [[Cannibal|specific tastes]], through cannibalism, usually of dead [[raiders]].&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Humans have the ability to equip a weapon, either melee or ranged. If not equipped with a weapon, they will fight with their fists or relevant [[artificial body parts]].&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
{{Main|Human Resources}}&lt;br /&gt;
Like most creatures, humans can be butchered for their [[human meat|meat]] and [[human leather|leather]]. However, doing so will inflict negative thoughts on the butcher and all other pawns in the colony, and consuming meat or wearing clothes made of human leather will likewise inflict negative thoughts. However, these thoughts will be nullified or replaced with positive thoughts for pawns with the [[Cannibal (Trait)|Cannibal]] or [[Bloodlust]] traits, as well as relevant [[precepts]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Xenotypes ==&lt;br /&gt;
{{Biotech|section=1}} {{main|Xenotypes}}&lt;br /&gt;
[[Gene]] editing has created many different subspecies of humans, called [[xenotypes]]. They all remain human in nature, dropping human meat and human leather as usual. Humans without any genetic modification are called Baseliners.&lt;br /&gt;
&lt;br /&gt;
=== Baseliners by faction ===&lt;br /&gt;
The table below describes the chance for a given pawn from each [[faction]] being a baseliner. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.&lt;br /&gt;
{{Xenotype Faction Table|baseliner}}&lt;br /&gt;
&lt;br /&gt;
== Body Parts ==&lt;br /&gt;
Being biological creatures, humans have a lot of body parts that work together to make them tick.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anatomy of the pawn.png|500px]]&lt;br /&gt;
&lt;br /&gt;
; Body Part Groups &lt;br /&gt;
Each body part is part of a body part group. [[Armor]] and [[Clothing]] can go over one or more of these body part groups, but they can't go over individual body parts.  See table, below.&lt;br /&gt;
&lt;br /&gt;
{{:Table of Human Body Part Groups}}&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Brain injuries are always permanent and will '''never''' heal on their own. Eye injuries have a much greater chance of being permanent than usual.&lt;br /&gt;
{{:Table of Human Body Parts}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Naked Female south.png|Female&lt;br /&gt;
Naked Male south.png|Male&lt;br /&gt;
Naked Thin south.png|Thin&lt;br /&gt;
Naked Fat south.png|Fat&lt;br /&gt;
Naked Hulk south.png|Hulk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
==== Female ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Female Average Normal south.png|Normal average&lt;br /&gt;
Female Narrow Normal south.png|Normal narrow&lt;br /&gt;
Female Average Pointy south.png|Pointy average&lt;br /&gt;
Female Narrow Pointy south.png|Pointy narrow&lt;br /&gt;
Female Average Wide south.png|Wide average&lt;br /&gt;
Female Narrow Wide south.png|Wide narrow&lt;br /&gt;
Female HeavyJaw Normal south.png|Heavy jaw&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Male ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Male Average Normal south.png|Normal average&lt;br /&gt;
Male Narrow Normal south.png|Normal narrow&lt;br /&gt;
Male Average Pointy south.png|Pointy average&lt;br /&gt;
Male Narrow Pointy south.png|Pointy narrow&lt;br /&gt;
Male Average Wide south.png|Wide average&lt;br /&gt;
Male Narrow Wide south.png|Wide narrow&lt;br /&gt;
Male HeavyJaw Normal south.png|Heavy jaw&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Corpses ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated thin south.png|Decaying thin&lt;br /&gt;
Dessicated male south.png|Decaying male&lt;br /&gt;
None Average Skull south.png|Skull&lt;br /&gt;
None Average Stump south.png|Stump&lt;br /&gt;
None Gaunt Average south.png|Gaunt&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
Below are the 79 hairstyles (facing east). 50 from the base game, eleven from [[Royalty (DLC)]], and eighteen from [[Anomaly (DLC)]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Afro east.png|Afro&lt;br /&gt;
Anne east.png|Anne {{RoyaltyIcon}}&lt;br /&gt;
Artist east.png|Artist {{RoyaltyIcon}}&lt;br /&gt;
Bob east.png|Bob&lt;br /&gt;
Bowlcut east.png|Bowlcut&lt;br /&gt;
Braidbun east.png|Braidbun&lt;br /&gt;
Bravo east.png|Bravo&lt;br /&gt;
Burgundy east.png|Burgundy&lt;br /&gt;
Cleopatra east.png|Cleopatra&lt;br /&gt;
Curly east.png|Curly&lt;br /&gt;
Cute east.png|Cute&lt;br /&gt;
Decent east.png|Decent&lt;br /&gt;
DoubleTuft east.png|Double tuft {{AnomalyIcon}}&lt;br /&gt;
Elder east.png|Elder&lt;br /&gt;
Elisabeth east.png|Elisabeth {{RoyaltyIcon}}&lt;br /&gt;
Fancybun east.png|Fancybun&lt;br /&gt;
Firestarter east.png|Firestarter&lt;br /&gt;
Flowy east.png|Flowy&lt;br /&gt;
Fringe east.png|Fringe&lt;br /&gt;
Frozen east.png|Frozen&lt;br /&gt;
GhoulHair Furious east.png|Furious {{AnomalyIcon}}&lt;br /&gt;
Gaston east.png|Gaston&lt;br /&gt;
Greasy swoop east.png|Greasy swoop&lt;br /&gt;
Henry east.png|Henry {{RoyaltyIcon}}&lt;br /&gt;
GhoulHair Hungry east.png|Hungry {{AnomalyIcon}}&lt;br /&gt;
Jane east.png|Jane {{RoyaltyIcon}}&lt;br /&gt;
Junkie east.png|Junkie&lt;br /&gt;
Keeper east.png|Keeper&lt;br /&gt;
Lackland east.png|Lackland&lt;br /&gt;
LargeTuft east.png|Large tuft {{AnomalyIcon}}&lt;br /&gt;
Lisa east.png|Lisa {{RoyaltyIcon}}&lt;br /&gt;
Locks east.png|Locks&lt;br /&gt;
Long east.png|Long&lt;br /&gt;
LongMess east.png|Long mess {{AnomalyIcon}}&lt;br /&gt;
LongOily east.png|Long oily {{AnomalyIcon}}&lt;br /&gt;
Mary east.png|Mary {{RoyaltyIcon}}&lt;br /&gt;
Mess east.png|Mess&lt;br /&gt;
Mohawk east.png|Mohawk&lt;br /&gt;
Mop east.png|Mop&lt;br /&gt;
Parted east.png|Parted {{AnomalyIcon}}&lt;br /&gt;
PatchyShave east.png|Patchy shave {{AnomalyIcon}}&lt;br /&gt;
Pigtails east.png|Pigtails&lt;br /&gt;
Ponytails east.png|Ponytails&lt;br /&gt;
Primal east.png|Primal&lt;br /&gt;
Princess east.png|Princess&lt;br /&gt;
Randy east.png|Randy&lt;br /&gt;
GhoulHair Ravenous east.png|Ravenous {{AnomalyIcon}}&lt;br /&gt;
Recruit east.png|Recruit&lt;br /&gt;
Revolt east.png|Revolt&lt;br /&gt;
Richard east.png|Richard {{RoyaltyIcon}}&lt;br /&gt;
Rockstar east.png|Rockstar&lt;br /&gt;
Rookie east.png|Rookie&lt;br /&gt;
Savage east.png|Savage&lt;br /&gt;
Scat east.png|Scat&lt;br /&gt;
Scorpiontail east.png|Scorpiontail&lt;br /&gt;
Scrapper east.png|Scrapper&lt;br /&gt;
Senorita east.png|Senorita&lt;br /&gt;
Shave top braid east.png|Shave top braid&lt;br /&gt;
Shaved east.png|Shaved&lt;br /&gt;
ShavedMohawk east.png|Shaved mohawk {{AnomalyIcon}}&lt;br /&gt;
ShortCut east.png|Short cut {{AnomalyIcon}}&lt;br /&gt;
SideCut east.png|Side cut {{AnomalyIcon}}&lt;br /&gt;
SideSpikes east.png|Side spikes {{AnomalyIcon}}&lt;br /&gt;
Snazzy east.png|Snazzy&lt;br /&gt;
Spikes east.png|Spikes&lt;br /&gt;
Stephen east.png|Stephen {{RoyaltyIcon}}&lt;br /&gt;
Sticky east.png|Sticky&lt;br /&gt;
Topdog east.png|Topdog&lt;br /&gt;
Troubadour east.png|Troubadour&lt;br /&gt;
Tuft east.png|Tuft&lt;br /&gt;
GhoulHair Twisted east.png|Twisted {{AnomalyIcon}}&lt;br /&gt;
Victoria east.png|Victoria {{RoyaltyIcon}}&lt;br /&gt;
GhoulHair Vengeful east.png|Vengeful {{AnomalyIcon}}&lt;br /&gt;
Warden east.png|Warden&lt;br /&gt;
GhoulHair Warped east.png|Warped {{AnomalyIcon}}&lt;br /&gt;
Wavy east.png|Wavy&lt;br /&gt;
GhoulHair Wicked east.png|Wicked {{AnomalyIcon}}&lt;br /&gt;
William east.png|William {{RoyaltyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Beards ===&lt;br /&gt;
Below are the 30 types of beards (facing south).  &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Beard anchor south.png|Anchor&lt;br /&gt;
Beard balin south.png|Balin&lt;br /&gt;
Beard bifur south.png|Bifur&lt;br /&gt;
Beard boxed south.png|Boxed&lt;br /&gt;
Beard circle south.png|Circle&lt;br /&gt;
Beard curly south.png|Curly&lt;br /&gt;
Beard curtain south.png|Curtain&lt;br /&gt;
Beard dori south.png|Dori&lt;br /&gt;
Beard ducktail south.png|Ducktail&lt;br /&gt;
Beard dwalin south.png|Dwalin&lt;br /&gt;
Beard fork south.png|Fork&lt;br /&gt;
Beard french south.png|French&lt;br /&gt;
Beard full south.png|Full&lt;br /&gt;
Beard goatee south.png|Goatee&lt;br /&gt;
Beard imperial south.png|Imperial&lt;br /&gt;
Beard khal south.png|Kahl&lt;br /&gt;
Beard lincoln south.png|Lincoln&lt;br /&gt;
Beard long dutch south.png|Long dutch&lt;br /&gt;
Beard machete south.png|Machete&lt;br /&gt;
Beard moustache south.png|Moustache&lt;br /&gt;
Beard mutton chops south.png|Mutton chops&lt;br /&gt;
Beard nori south.png|Nori&lt;br /&gt;
Beard old dutch south.png|Old dutch&lt;br /&gt;
Beard seer south.png|Seer&lt;br /&gt;
Beard side whiskers south.png|Side whiskers&lt;br /&gt;
Beard soul patch south.png|Soul patch&lt;br /&gt;
Beard stubble south.png|Stubble&lt;br /&gt;
Beard urist south.png|Urist&lt;br /&gt;
Beard van dyke south.png|Van Dyke&lt;br /&gt;
Beard wizard south.png|Wizard&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tattoos ===&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
&lt;br /&gt;
==== Body tattoos ====&lt;br /&gt;
Below are the 16 body tattoos (facing south).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tattoo buttons south.png|Buttons {{IdeologyIcon}}&lt;br /&gt;
Tattoo cross south.png|Cross {{IdeologyIcon}}&lt;br /&gt;
Body heart south.png|Heart {{IdeologyIcon}}&lt;br /&gt;
Tattoo insect south.png|Insect {{IdeologyIcon}}&lt;br /&gt;
Tattoo jester south.png|Jester {{IdeologyIcon}}&lt;br /&gt;
Tattoo moon south.png|Moon {{IdeologyIcon}}&lt;br /&gt;
Tattoo power south.png|Power {{IdeologyIcon}}&lt;br /&gt;
Tattoo rings south.png|Rings {{IdeologyIcon}}&lt;br /&gt;
Tattoo royal south.png|Royal {{IdeologyIcon}}&lt;br /&gt;
Tattoo scar south.png|Scar {{IdeologyIcon}}&lt;br /&gt;
Tattoo skeleton south.png|Skeleton {{IdeologyIcon}}&lt;br /&gt;
Body skull south.png|Skull {{IdeologyIcon}}&lt;br /&gt;
Tattoo spike south.png|Spike {{IdeologyIcon}}&lt;br /&gt;
Tattoo sun south.png|Sun {{IdeologyIcon}}&lt;br /&gt;
Body tiger south.png|Tiger {{IdeologyIcon}}&lt;br /&gt;
Tattoo wings north.png|Wings {{IdeologyIcon}} (facing north)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face tattoos ====&lt;br /&gt;
Below are the 13 face tattoos (facing south).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Face tattoo cobweb south.png|Cobweb {{IdeologyIcon}}&lt;br /&gt;
Face tattoo eclipse south.png|Eclipse {{IdeologyIcon}}&lt;br /&gt;
Face tattoo headshot south.png|Headshot {{IdeologyIcon}}&lt;br /&gt;
Face tattoo line south.png|Line {{IdeologyIcon}}&lt;br /&gt;
Face tattoo love south.png|Love {{IdeologyIcon}}&lt;br /&gt;
Face tattoo oracle south.png|Oracle {{IdeologyIcon}}&lt;br /&gt;
Face tattoo pantheon south.png|Pantheon {{IdeologyIcon}}&lt;br /&gt;
Face tattoo spider south.png|Spider {{IdeologyIcon}}&lt;br /&gt;
Face tattoo stars south.png|Stars {{IdeologyIcon}}&lt;br /&gt;
Face tear south.png|Tear {{IdeologyIcon}}&lt;br /&gt;
Face tiger south.png|Tiger {{IdeologyIcon}}&lt;br /&gt;
Face tattoo warpaint south.png|Warpaint {{IdeologyIcon}}&lt;br /&gt;
Face tattoo worried south.png|Worried {{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Tongue coverage changed from 0% to 0.1%.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pack_animal&amp;diff=179020</id>
		<title>Pack animal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pack_animal&amp;diff=179020"/>
		<updated>2026-04-05T06:23:00Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pack animals''' refer to [[animals]] that you can bring along on a [[caravan]] to carry extra weight. The current pack animals in the game are [[Alpaca]]s, [[Bison]], [[Donkey]]s, [[Dromedary|Dromedaries]], [[Elephant]]s, [[Horse]]s, [[Muffalo]], [[Yak]]s, and [[Mastodon]]s.{{OdysseyIcon}} Below you will see a table that will help you decide what will be the most appropriate pack animal for you.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Horses offer the fastest riding speed of animals that carry loads, tie for 2nd best weight capacity (at {{Q|Horse|Pack Capacity}} kg), and only have a {{Q|Horse|Real Hunger Rate}} hunger rate. This arguably makes them the best pack animal, and always useful to have more of until you reach maximum riding speed (1 horse / colonist). However, horses are not found in all [[biome]]s, and other animals have other benefits. [[Elephant]]s can be used as combat animals, [[muffalo]] can be used for their [[muffalo wool|wool]], etc.&lt;br /&gt;
&lt;br /&gt;
You need to take into account the distance you're going, whether you plan to stay (or might) and for how long, and the return trip's length, and bring food accordingly for your colonists and animals. However, take note of the following:&lt;br /&gt;
* All of the pack animals currently in the game are herbivorous. As a result, provided the season and terrain allow, they can sustain themselves through grazing while in a caravan. They will not be able to graze outside of the growing season however. Be careful about bringing many animals or large animals, such as Elephants, during this time.&lt;br /&gt;
* Colonists will [[foraging|forage]] for [[berries]]/[[agave fruit]]/etc proportional to their [[Foraged Food Amount]] stat, with Tribal pawns receiving a 170% bonus. This food can supplement both the pawn and the pack animals food needs.&lt;br /&gt;
* Depending on the scenario, the traveling colonists can set up a temporary base and produce food (and other items), the same as at your home location. Time permitting, they can even construct buildings and workbenches, etc. This is only recommended for long-term stay.&lt;br /&gt;
&lt;br /&gt;
The more weight you add to the caravan, the slower it'll move. A caravan at maximum weight capacity moves at half the speed of an unladen one. Adding carrying capacity thus makes a caravan move faster.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoids ===&lt;br /&gt;
[[Mechanitor|Friendly mechanoids]]{{BiotechIcon}} can also add to a caravan's carrying capacity. While on a caravan in the world map, they do not use any sort of power. Only when they enter into an event map, like an ambush, will they use power normally. If the [[mechanitor]] and their mechs are separated, then no mech commands can be issued, but mechs can still carry things as usual.&lt;br /&gt;
&lt;br /&gt;
Treat mechs like extra carrying capacity, rather than an animal you have to feed and manage. If a mech isn't doing any work, you might as well bring it into the caravan. And if you ''need'' the extra carrying capacity to hold some supplies, then you may want to load a mech on there. Combat mechs can be used to protect their traveling mechanitor&lt;br /&gt;
&lt;br /&gt;
The most efficient mech for capacity per [[bandwidth]] is the [[tunneler]]. Tunnelers are also the most efficient mech for capacity per material resource, even when ignoring bandwidth, but assuming [[plasteel]] and [[component]]s are readily available. However, every mech has a use beyond a caravan, and caravan efficiency should rarely be a determining factor in mech choice. &amp;lt;!-- Tunnelers are 200 steel / 8 component / 75 plasteel for 122.5kg. Lifters + light mechs are 100 steel / 4 component for 24.5kg, 5x less capacity. This results in 296 steel + 75 plasteel v 740 steel (for 5 light mechs) if Fabrication is available. Scorchers are 130 steel / 32 plasteel / 8 component for 35kg --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
Note that [[thrumbo]]s and [[alpha thrumbo]]s{{OdysseyIcon}} will refuse to carry packs, making them not ''technically'' &amp;quot;pack animals&amp;quot;, but they can be ridden, providing a speed factor of {{Q|Thrumbo|Riding Speed}} or {{Q|Alpha thrumbo|Riding Speed}} to their rider in a caravan on the world map, respectively. They are included for comparison's sake.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; colspan=&amp;quot;2&amp;quot; |'''Animal''' &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot;| Type &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Carry Capacity &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Health Scale &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Hunger Rate &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Carry Capacity &amp;lt;br&amp;gt;/Hunger rate &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Carry Capacity &amp;lt;br&amp;gt;/Bandwidth &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Mass{{ref label|Mass|1}}&amp;lt;br&amp;gt;(kg)&lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Wildness &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Riding&amp;lt;br&amp;gt;Speed &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Move&amp;lt;br&amp;gt;Speed&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Pack Animal]] OR [[Name::Thrumbo]] OR [[Name::Alpha thrumbo]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ? # - = ?Pagename&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Type = ?Type&lt;br /&gt;
 | ?Pack Capacity = ?Pack Capacity&lt;br /&gt;
 | ?Health Scale = ?Health Scale&lt;br /&gt;
 | ?Base Hunger Rate = ?Base Hunger Rate&lt;br /&gt;
 | ?Mass - Adult = ?Mass - Adult&lt;br /&gt;
 | ?Wildness = ?Wildness&lt;br /&gt;
 | ?Riding Speed = ?Riding Speed&lt;br /&gt;
 | ?Move Speed Base = ?Move Speed Base&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template= Animal Caravan Row&lt;br /&gt;
 | sort = type, name&lt;br /&gt;
}}{{#ask: [[Pack Capacity::+]] [[Resource 1::+]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ? # - = ?Pagename&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Type = ?Type&lt;br /&gt;
 | ?Pack Capacity = ?Pack Capacity&lt;br /&gt;
 | ?Health Scale = ?Health Scale&lt;br /&gt;
 | ?Base Hunger Rate = ?Base Hunger Rate&lt;br /&gt;
 | ?Mass - Adult = ?Mass - Adult&lt;br /&gt;
 | ?Wildness = ?Wildness&lt;br /&gt;
 | ?Riding Speed = ?Riding Speed&lt;br /&gt;
 | ?Move Speed Base = ?Move Speed Base&lt;br /&gt;
 | ?Bandwidth Cost = ?Bandwidth Cost&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template= Animal Caravan Row&lt;br /&gt;
 | sort = type, name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Mass|1}} While no one is going to carry a pack animal on their back, [[transport pod]]s, [[passenger shuttle]]s{{OdysseyIcon}} and [[imperial shuttle]]s {{RoyaltyIcon}} do have weight limits of 150 kg, 500 kg, and 2,000 kg respectively. Thus animal mass must be taken into account when planning caravans that involve them for one or more leg of the journey. Also note that all pack animals &amp;amp; mechanoids have the same carry weight/mass ratio of 0.58.&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals|#Pack animal]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pack_animal&amp;diff=179019</id>
		<title>Pack animal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pack_animal&amp;diff=179019"/>
		<updated>2026-04-05T06:22:04Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Comparison table */ alpha thrumbo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pack animals''' refer to [[animals]] that you can bring along on a [[caravan]] to carry extra weight. The current pack animals in the game are [[Alpaca]]s, [[Bison]], [[Donkey]]s, [[Dromedary|Dromedaries]], [[Elephant]]s, [[Horse]]s, [[Muffalo]], [[Yak]]s, and [[Mastodon]]s.{{OdysseyIcon}} Below you will see a table that will help you decide what will be the most appropriate pack animal for you.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Horses offer the fastest riding speed, tie for 2nd best weight capacity (at {{Q|Horse|Pack Capacity}} kg), and only have a {{Q|Horse|Real Hunger Rate}} hunger rate. This arguably makes them the best pack animal, and always useful to have more of until you reach maximum riding speed (1 horse / colonist). However, horses are not found in all [[biome]]s, and other animals have other benefits. [[Elephant]]s can be used as combat animals, [[muffalo]] can be used for their [[muffalo wool|wool]], etc.&lt;br /&gt;
&lt;br /&gt;
You need to take into account the distance you're going, whether you plan to stay (or might) and for how long, and the return trip's length, and bring food accordingly for your colonists and animals. However, take note of the following:&lt;br /&gt;
* All of the pack animals currently in the game are herbivorous. As a result, provided the season and terrain allow, they can sustain themselves through grazing while in a caravan. They will not be able to graze outside of the growing season however. Be careful about bringing many animals or large animals, such as Elephants, during this time.&lt;br /&gt;
* Colonists will [[foraging|forage]] for [[berries]]/[[agave fruit]]/etc proportional to their [[Foraged Food Amount]] stat, with Tribal pawns receiving a 170% bonus. This food can supplement both the pawn and the pack animals food needs.&lt;br /&gt;
* Depending on the scenario, the traveling colonists can set up a temporary base and produce food (and other items), the same as at your home location. Time permitting, they can even construct buildings and workbenches, etc. This is only recommended for long-term stay.&lt;br /&gt;
&lt;br /&gt;
The more weight you add to the caravan, the slower it'll move. A caravan at maximum weight capacity moves at half the speed of an unladen one. Adding carrying capacity thus makes a caravan move faster.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoids ===&lt;br /&gt;
[[Mechanitor|Friendly mechanoids]]{{BiotechIcon}} can also add to a caravan's carrying capacity. While on a caravan in the world map, they do not use any sort of power. Only when they enter into an event map, like an ambush, will they use power normally. If the [[mechanitor]] and their mechs are separated, then no mech commands can be issued, but mechs can still carry things as usual.&lt;br /&gt;
&lt;br /&gt;
Treat mechs like extra carrying capacity, rather than an animal you have to feed and manage. If a mech isn't doing any work, you might as well bring it into the caravan. And if you ''need'' the extra carrying capacity to hold some supplies, then you may want to load a mech on there. Combat mechs can be used to protect their traveling mechanitor&lt;br /&gt;
&lt;br /&gt;
The most efficient mech for capacity per [[bandwidth]] is the [[tunneler]]. Tunnelers are also the most efficient mech for capacity per material resource, even when ignoring bandwidth, but assuming [[plasteel]] and [[component]]s are readily available. However, every mech has a use beyond a caravan, and caravan efficiency should rarely be a determining factor in mech choice. &amp;lt;!-- Tunnelers are 200 steel / 8 component / 75 plasteel for 122.5kg. Lifters + light mechs are 100 steel / 4 component for 24.5kg, 5x less capacity. This results in 296 steel + 75 plasteel v 740 steel (for 5 light mechs) if Fabrication is available. Scorchers are 130 steel / 32 plasteel / 8 component for 35kg --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
Note that [[thrumbo]]s and [[alpha thrumbo]]s{{OdysseyIcon}} will refuse to carry packs, making them not ''technically'' a &amp;quot;pack animal&amp;quot;, but they can be ridden, providing a speed factor of {{Q|Thrumbo|Riding Speed}} or {{Q|Alpha thrumbo|Riding Speed}} to their rider in a caravan on the world map, respectively. They are included for comparison's sake.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; colspan=&amp;quot;2&amp;quot; |'''Animal''' &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot;| Type &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Carry Capacity &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Health Scale &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Hunger Rate &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Carry Capacity &amp;lt;br&amp;gt;/Hunger rate &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Carry Capacity &amp;lt;br&amp;gt;/Bandwidth &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Mass{{ref label|Mass|1}}&amp;lt;br&amp;gt;(kg)&lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Wildness &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Riding&amp;lt;br&amp;gt;Speed &lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; data-sort-type=&amp;quot;number&amp;quot;| Move&amp;lt;br&amp;gt;Speed&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Pack Animal]] OR [[Name::Thrumbo]] OR [[Name::Alpha Thrumbo]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ? # - = ?Pagename&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Type = ?Type&lt;br /&gt;
 | ?Pack Capacity = ?Pack Capacity&lt;br /&gt;
 | ?Health Scale = ?Health Scale&lt;br /&gt;
 | ?Base Hunger Rate = ?Base Hunger Rate&lt;br /&gt;
 | ?Mass - Adult = ?Mass - Adult&lt;br /&gt;
 | ?Wildness = ?Wildness&lt;br /&gt;
 | ?Riding Speed = ?Riding Speed&lt;br /&gt;
 | ?Move Speed Base = ?Move Speed Base&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template= Animal Caravan Row&lt;br /&gt;
 | sort = type, name&lt;br /&gt;
}}{{#ask: [[Pack Capacity::+]] [[Resource 1::+]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ? # - = ?Pagename&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Type = ?Type&lt;br /&gt;
 | ?Pack Capacity = ?Pack Capacity&lt;br /&gt;
 | ?Health Scale = ?Health Scale&lt;br /&gt;
 | ?Base Hunger Rate = ?Base Hunger Rate&lt;br /&gt;
 | ?Mass - Adult = ?Mass - Adult&lt;br /&gt;
 | ?Wildness = ?Wildness&lt;br /&gt;
 | ?Riding Speed = ?Riding Speed&lt;br /&gt;
 | ?Move Speed Base = ?Move Speed Base&lt;br /&gt;
 | ?Bandwidth Cost = ?Bandwidth Cost&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template= Animal Caravan Row&lt;br /&gt;
 | sort = type, name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Mass|1}} While no one is going to carry a pack animal on their back, [[transport pod]]s, [[passenger shuttle]]s{{OdysseyIcon}} and [[imperial shuttle]]s {{RoyaltyIcon}} do have weight limits of 150 kg, 500 kg, and 2,000 kg respectively. Thus animal mass must be taken into account when planning caravans that involve them for one or more leg of the journey. Also note that all pack animals &amp;amp; mechanoids have the same carry weight/mass ratio of 0.58.&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals|#Pack animal]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=179017</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=179017"/>
		<updated>2026-04-05T06:17:25Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = Chimera.png&lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br /&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 70&lt;br /&gt;
| anomaly knowledge = 1&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 1.5&lt;br /&gt;
| gets cold containment bonus = &lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 135&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| body = QuadrupedAnimalWithPaws&lt;br /&gt;
| diet = none&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| can become shambler = true&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| blood def = Filth_DarkBlood&lt;br /&gt;
| bleed rate factor = 0.5&lt;br /&gt;
| flesh type = EntityFlesh&lt;br /&gt;
| is immune to infections = true&lt;br /&gt;
| has genders = false&lt;br /&gt;
| corpse hidden while undiscovered = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left claw&lt;br /&gt;
| attack1labelNoLocation = claw&lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1part = FrontLeftPaw&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right claw&lt;br /&gt;
| attack2labelNoLocation = claw&lt;br /&gt;
| attack2dmg = 17&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2part = FrontRightPaw&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3dmg = 23.6&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack3chancefactor = 0.5&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = head&lt;br /&gt;
| attack4dmg = 11&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4part = HeadAttackTool&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| attack4ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Chimera&lt;br /&gt;
| label = chimera&lt;br /&gt;
}}&lt;br /&gt;
The '''chimera''' is a bestial and ferocious [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Chimeras only require a level 1 Monolith to spawn.&lt;br /&gt;
&lt;br /&gt;
Chimera packs appear as a Major threat. [[Shambler]] chimeras can be mixed into Shambler animal swarms.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They bleed at half the rate of normal animals and have 50% [[Toxic Resistance]].&lt;br /&gt;
&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage,{{Check Tag|Guaranteed to?}} gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''[[Hediffs#Rage speed|Rage speed]]:'''&lt;br /&gt;
* [[Pain]]: {{Good|×0%}}&lt;br /&gt;
* [[Move Speed]]: {{Good|×175%}}&lt;br /&gt;
** This results in a move speed of {{#expr:{{P|Move Speed Base}}*1.75}} {{CS}}&lt;br /&gt;
* [[Stagger Time Multiplier]]: {{Good|×0%}}&lt;br /&gt;
&lt;br /&gt;
If raised as a [[shambler]] (e.g. by [[Research#Deadlife_dust|deadlife dust]]), chimeras retain their Rage Speed ability. Shambler chimeras can also fulfill the entity codex entry for Chimeras.&lt;br /&gt;
&lt;br /&gt;
Colonists who see a chimera will receive a {{Bad|-8}} mood effect for 24 hours. Killing or disposing of the chimera has no affect on this moodlet.{{Check Tag|Thought Template}}&lt;br /&gt;
&lt;br /&gt;
Chimeras have 3 different behaviors: attack, stalk and withdrawal. Initially chimeras will be in stalk mode and wander around their initial position. In attack mode, chimeras will behave very similar to manhunter packs. Receiving damage will generally cause chimeras to change from stalk mode to attack mode. &lt;br /&gt;
&lt;br /&gt;
Stalk mode will change to attack mode every 16.8 hours on average. Attack mode will change to stalk mode every 8 hours on average. Stalk Mode and Attack Mode will last at least 3 hours. An exception is when chimeras in stalk mode are damaged and then they can switch to attack mode.&lt;br /&gt;
&lt;br /&gt;
Everytime a chimera is killed or downed in attack mode there is a 7.5% chance the chimeras will switch to withdrawal mode. In withdrawal mode, Chimeras will flee and not respond to damage. Withdrawal mode will last at least one hour.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to a [[bioferrite harvester]], it yields {{Icon Small|bioferrite||3.225}} [[bioferrite]] per day.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When enraged, chimeras gain pain immunity and a large speed boost, allowing them to catch up to ranged pawns frighteningly fast. Running away is difficult, so heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first.  Standard ranged [[killbox]]es are less effective than usual due to their high HP and enrage mechanics. They also have the some of the strongest melee attacks of any single entity, equivalent to a [[grizzly bear]], and can quickly cause a colonist to bleed out by tearing off limbs.&lt;br /&gt;
&lt;br /&gt;
Still, chimeras essentially behave like [[manhunter|manhunting animals]] when attacking. They will eagerly ​pile up behind a [[door]] blocked by melee colonists. [[Frag grenades|Frag grenadiers]] behind the melee blockers will make short work of the pack, assuming the blockers can last long enough. They will not attack structures and will wait patiently outside a colony that has walled itself in and closed its doors, although they will not sleep or leave, waiting indefinitely until killed. As chimeras are hostile to non-entity raiders, it is possible to summon a [[mechanoid commander|mech boss]],{{BiotechIcon}} fail a [[draw animals]] ritual to summon manhunters, accept a [[quest]], etc. in order to eliminate or weaken a pack of chimeras. A [[nociosphere]] can be used to quickly dispatch stalking chimeras without trigering them into their attack mode, which could also lead to one being pain shocked and thus capturable.&lt;br /&gt;
&lt;br /&gt;
Unlike manhunters, chimeras are not considered mentally broken and can be turned against each other with [[psychic insanity lance]]s or [[berserk (psycast)|berserk]] [[psycast]]s.{{RoyaltyIcon}} They are no longer affected by the [[manhunter pulse]] psycast,{{RoyaltyIcon}}{{Check Tag|As of at least 1.6.4633}} nor affected by the [[psychic animal pulser]].&lt;br /&gt;
&lt;br /&gt;
Some other strategies include:&lt;br /&gt;
* [[Mortar]]s can be used to trigger their rage ability early, so that it will be close to ending or on cooldown by the time they reach the base and susceptible to pain shock. &lt;br /&gt;
* Like many entities, [[fire]] can be effective against chimeras when fighting out in the open. Fire is not recommended in a melee blocking scenario as pawns lit on fire can run past the melee blockers.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Capturing chimeras is quite difficult due to their immunity to pain combined with their high speed and durability.  The most reliable method is generally to wound one severely, then retreat behind a door until it passes out from blood loss.  When using this strategy, keep in mind that they are extremely fast and may block a doorway before your colonist can close the door.  They are also susceptible to temperature traps, though their thick fur provides ample insulation against the elements in cold biomes. [[Psychic shock lance]]s are another option, if available. &lt;br /&gt;
&lt;br /&gt;
Once captured, they have a fairly high [[bioferrite]] yield - although less than [[devourer]]s - and are a source of Advanced study available before [[monolith]] level 2. [[IED tox trap]]s{{BiotechIcon}} are a good way to stop an escaping chimera, as the [[toxic buildup]] will down the chimera before it can break down an actively repaired [[security door]]. Otherwise, they are relatively dangerous to contain, and their pain immunity means they will often be killed while escaping unless using (expensive) options like [[psychic shock lance]]s.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_A_east.png | Variant A facing east&lt;br /&gt;
File:Chimera_A_north.png| Variant A facing north&lt;br /&gt;
File:Chimera_A_south.png| Variant A facing south&lt;br /&gt;
File:DessicatedChimera_A_east.png | Dessicated variant A facing east&lt;br /&gt;
File:DessicatedChimera_A_north.png| Dessicated variant A facing north&lt;br /&gt;
File:DessicatedChimera_A_south.png| Dessicated variant A facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_B_east.png | Variant B facing east&lt;br /&gt;
File:Chimera_B_north.png| Variant B facing north&lt;br /&gt;
File:Chimera_B_south.png| Variant B facing south&lt;br /&gt;
File:DessicatedChimera_B_east.png | Dessicated variant B facing east&lt;br /&gt;
File:DessicatedChimera_B_north.png| Dessicated variant B facing north&lt;br /&gt;
File:DessicatedChimera_B_south.png| Dessicated variant B facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_C_east.png | Variant C facing east&lt;br /&gt;
File:Chimera_C_north.png| Variant C facing north&lt;br /&gt;
File:Chimera_C_south.png| Variant C facing south&lt;br /&gt;
File:DessicatedChimera_C_east.png | Dessicated variant C facing east&lt;br /&gt;
File:DessicatedChimera_C_north.png| Dessicated variant C facing north&lt;br /&gt;
File:DessicatedChimera_C_south.png| Dessicated variant C facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_D_east.png | Variant D facing east&lt;br /&gt;
File:Chimera_D_north.png| Variant D facing north&lt;br /&gt;
File:Chimera_D_south.png| Variant D facing south&lt;br /&gt;
File:DessicatedChimera_D_east.png | Dessicated variant D facing east&lt;br /&gt;
File:DessicatedChimera_D_north.png| Dessicated variant D facing north&lt;br /&gt;
File:DessicatedChimera_D_south.png| Dessicated variant D facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The chimeras are inspired by the bear creature in the 2018 film &amp;quot;[https://en.wikipedia.org/wiki/Annihilation_(film) Annihilation]&amp;quot;. &amp;lt;ref&amp;gt;&amp;quot;This creature was inspired by the bear from the film Annihilation. &amp;quot; - Tynan Sylvester, [https://www.reddit.com/r/RimWorld/comments/1jffcqs/comment/miwhpyi Reddit comment].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_Environment_Resistance&amp;diff=179014</id>
		<title>Toxic Environment Resistance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_Environment_Resistance&amp;diff=179014"/>
		<updated>2026-04-05T06:08:41Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Offsets */ DLC update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Descriptions with and without Biotech}}{{See also|Toxic Resistance}}{{Stat&lt;br /&gt;
| def name = ToxicEnvironmentResistance&lt;br /&gt;
| label = toxic environment resistance&lt;br /&gt;
| description = How resistant this creature is to the effects of environmental toxins. This protects against [[toxic fallout]] and [[rot stink]] exposure, but not against direct attacks with venom or injected poison.&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| min value = 0&lt;br /&gt;
| max value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
| display priority in category = 3450&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Thus, a pawn with a 50% toxic environment resistance would take half the [[toxic buildup]] severity increase tox gas or half the rot stink severity from corpses, but would take all the toxic build-up from a [[cobra]]'s bite. A pawn with 50% [[Toxic Resistance]] would instead take half the toxic buildup from both the tox gas and the cobra's bite, but would take all the rot stink severity.  &lt;br /&gt;
&lt;br /&gt;
[[Human]]s and most creatures have a base value of 0% resistance. The following exceptions apply:&lt;br /&gt;
* [[Waste rat]]:{{BiotechIcon}} 100%&lt;br /&gt;
* [[Toxalope]]:{{BiotechIcon}} 100%&lt;br /&gt;
* [[Bog hound]]:{{OdysseyIcon}} 100%&lt;br /&gt;
* [[Monitor lizard]]:{{OdysseyIcon}} 95%&lt;br /&gt;
* [[Vulture]]:{{OdysseyIcon}} 90%&lt;br /&gt;
* [[Boomalope]]: 90%&lt;br /&gt;
* [[Rat]]: 90%&lt;br /&gt;
* [[Boomrat]]: 90%&lt;br /&gt;
* [[Raccoon]]: 80%&lt;br /&gt;
* [[Iguana]]: 95%&lt;br /&gt;
* [[Warg]]: 80%&lt;br /&gt;
* All [[Insectoids]]: 80%&lt;br /&gt;
* All [[Mechanoids]]: 100%&lt;br /&gt;
* All [[Drones]]{{OdysseyIcon}}: 100%&lt;br /&gt;
&lt;br /&gt;
Note that this is in addition to any toxic resistance they may have.&lt;br /&gt;
&lt;br /&gt;
Also note that many references to the resistance are keyed to the [[Biotech DLC]] being present, despite the stat being defined in Core. It is currently unclear what the effect of this is.  &lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Base ===&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
| {{{?Type}}} {{#if:{{{?Type2|}}}| - {{{?Type2}}}}}&lt;br /&gt;
| colspan=2 |{{%|{{{?Toxic Environment Resistance}}}}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
! Animal!! Type !! Toxic&amp;lt;br&amp;gt;Environment&amp;lt;br&amp;gt;Resistance !!&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Toxic Environment Resistance::+]]&lt;br /&gt;
| named args = true&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Type = ?Type&lt;br /&gt;
| ?Type2 = ?Type2&lt;br /&gt;
| ?Toxic Environment Resistance = ?Toxic Environment Resistance&lt;br /&gt;
| format = template&lt;br /&gt;
| template = :Toxic Environment Resistance&lt;br /&gt;
| link = none&lt;br /&gt;
| limit = 300&lt;br /&gt;
| sort = From DLC, Type, Type2, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
* [[Partial antitoxic lungs]] gene:{{BiotechIcon}} {{+|50%}}&lt;br /&gt;
* [[Total antitoxic lungs]] gene:{{BiotechIcon}} {{+|100%}}&lt;br /&gt;
* [[Breathless]] gene:{{BiotechIcon}}{{OdysseyIcon}} {{+|100%}}&lt;br /&gt;
* [[Detoxifier lung]]:{{BiotechIcon}} {{+|60%}}&lt;br /&gt;
* [[Fleshmass lung]]:{{AnomalyIcon}} {{+|30%}} (if Biotech enabled)&lt;br /&gt;
* [[Gas mask]]:{{BiotechIcon}} {{+|80%}}&lt;br /&gt;
* [[Face mask]]: {{+|50%}}&lt;br /&gt;
* [[Vacsuit helmet]]:{{OdysseyIcon}} {{+|80%}}&lt;br /&gt;
* [[Veil]]: {{+|35%}}&lt;br /&gt;
* [[Prestige robe]]: {{RoyaltyIcon}} {{+|20%}}&lt;br /&gt;
* [[Breathless]] gene:{{OdysseyIcon}} {{+|100%}}&lt;br /&gt;
&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT| c_01}}&lt;br /&gt;
! Def Name&amp;lt;br /&amp;gt;Label&amp;lt;br /&amp;gt;Label For Full Stat List&amp;lt;br /&amp;gt;Offset Label&amp;lt;br /&amp;gt;Attributes !! Description !! Category !! Parameters !! Complex&amp;lt;br /&amp;gt;Parameters !! Display&amp;lt;br /&amp;gt;Priority&amp;lt;br /&amp;gt;In&amp;lt;br /&amp;gt;Category&lt;br /&gt;
|- id=&amp;quot;Toxic Environment Resistance&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;ToxicEnvironmentResistance&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;toxic environment resistance&lt;br /&gt;
| How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;{{Bad|false}}&lt;br /&gt;
|&lt;br /&gt;
* '''To String Style:''' PercentZero&lt;br /&gt;
* '''Default Base Value:''' {{%|0}}&lt;br /&gt;
* '''Min Value:''' {{%|0}}&lt;br /&gt;
* '''Max Value:''' {{%|1}}&lt;br /&gt;
| -&lt;br /&gt;
| 3450&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Security_door&amp;diff=179013</id>
		<title>Security door</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Security_door&amp;diff=179013"/>
		<updated>2026-04-05T05:38:06Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|structure&lt;br /&gt;
| name = Security door&lt;br /&gt;
| description = A heavily reinforced door. It is slow to open and requires electricity, but is very strong. It's a good choice if you want to keep something dangerous out - or in. The door requires walls on either side to function.&lt;br /&gt;
| image = SecurityDoor MenuIcon south.png&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Structure&lt;br /&gt;
| placeable = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 2&lt;br /&gt;
| rotatable = true&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 800&lt;br /&gt;
| power = -50&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = Security door&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| work to make = 6000&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Security doors''' are high durability doors that open at a reasonable speed and provide very high [[containment]] for [[entities]]}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Door}}&lt;br /&gt;
The security door is a 2x1 [[door]]. It requires [[wall]]s on both sides of the door in order to function, otherwise it permanently remains open. Not all impassible structures count; regular [[door]]s do not count for this requirement, although certain buildings like [[cooler]]s do count.&lt;br /&gt;
&lt;br /&gt;
The security door draws 50 W of [[power]] constantly even if it is not functional due to lack of walls. While powered, it has a door open speed of 100%. For comparison, plasteel [[door]]s have 100% and plasteel [[autodoor]]s have 400% door open speed. While unpowered, the door open speed is reduced.{{Check Tag|By how much?}}&lt;br /&gt;
&lt;br /&gt;
The security door's massive HP will greatly improve a room's [[containment]], although the security door has no other special interactions with containment or [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The security door is primarily used for the [[containment]] of [[entities]] where it offers a containment value of 160. For comparison, [[plasteel]] [[autodoor]]s only provide 90 containment strength, and a cell of all plasteel [[wall]]s only provides 84 containment strength. This means a wooden cell with a security door would have a higher containment strength than a plasteel autodoor and plasteel wall cell. (179.5 vs 174) With a security door and uranium for the walls (since it is more abundant and has less uses than plasteel) you can reach a containment strength of 235 before even considering any other factors. Note that the security door (and autodoors) provides the full containment value regardless of if there is power or not, so solar flares won't free all your [[entities]].&lt;br /&gt;
&lt;br /&gt;
For general use like base defenses, while the security door has nearly double HP compared to a single plasteel autodoor (448 vs 800) and doesn't require steel, a plasteel autodoor has half the cost in plasteel and opens 4x quicker. If you have the space (and 80 steel + 2 extra components) for two plasteel autodoors, then they would have more HP (896 vs 800) and open twice as fast overall. The first door would also open four times as quickly which can be the difference between life and death for a pawn running through a door to escape a threat.&lt;br /&gt;
&lt;br /&gt;
The security door opens slightly faster than two stone autodoors, (90% vs 100%) and has 260 more HP (assuming granite autodoors) than two of them as well. (540 vs 800)&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]] [[Category:Door]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=179011</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=179011"/>
		<updated>2026-04-05T05:22:42Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Containment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = Chimera.png&lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br /&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 70&lt;br /&gt;
| anomaly knowledge = 1&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 1.5&lt;br /&gt;
| gets cold containment bonus = &lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 135&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| body = QuadrupedAnimalWithPaws&lt;br /&gt;
| diet = none&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| can become shambler = true&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| blood def = Filth_DarkBlood&lt;br /&gt;
| bleed rate factor = 0.5&lt;br /&gt;
| flesh type = EntityFlesh&lt;br /&gt;
| is immune to infections = true&lt;br /&gt;
| has genders = false&lt;br /&gt;
| corpse hidden while undiscovered = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left claw&lt;br /&gt;
| attack1labelNoLocation = claw&lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1part = FrontLeftPaw&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right claw&lt;br /&gt;
| attack2labelNoLocation = claw&lt;br /&gt;
| attack2dmg = 17&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2part = FrontRightPaw&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3dmg = 23.6&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack3chancefactor = 0.5&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = head&lt;br /&gt;
| attack4dmg = 11&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4part = HeadAttackTool&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| attack4ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Chimera&lt;br /&gt;
| label = chimera&lt;br /&gt;
}}&lt;br /&gt;
The '''chimera''' is a bestial and ferocious [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Chimeras only require a level 1 Monolith to spawn.&lt;br /&gt;
&lt;br /&gt;
Chimera packs appear as a Major threat. [[Shambler]] chimeras can be mixed into Shambler animal swarms.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They bleed at half the rate of normal animals and have 50% [[Toxic Resistance]].&lt;br /&gt;
&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage,{{Check Tag|Guaranteed to?}} gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''[[Hediffs#Rage speed|Rage speed]]:'''&lt;br /&gt;
* [[Pain]]: {{Good|×0%}}&lt;br /&gt;
* [[Move Speed]]: {{Good|×175%}}&lt;br /&gt;
** This results in a move speed of {{#expr:{{P|Move Speed Base}}*1.75}} {{CS}}&lt;br /&gt;
* [[Stagger Time Multiplier]]: {{Good|×0%}}&lt;br /&gt;
&lt;br /&gt;
If raised as a [[shambler]] (e.g. by [[Research#Deadlife_dust|deadlife dust]]), chimeras retain their Rage Speed ability. Shambler chimeras can also fulfill the entity codex entry for Chimeras.&lt;br /&gt;
&lt;br /&gt;
Colonists who see a chimera will receive a {{Bad|-8}} mood effect for 24 hours. Killing or disposing of the chimera has no affect on this moodlet.{{Check Tag|Thought Template}}&lt;br /&gt;
&lt;br /&gt;
Chimeras have 3 different behaviors: attack, stalk and withdrawal. Initially chimeras will be in stalk mode and wander around their initial position. In attack mode, chimeras will behave very similar to manhunter packs. Receiving damage will generally cause chimeras to change from stalk mode to attack mode. &lt;br /&gt;
&lt;br /&gt;
Stalk mode will change to attack mode every 16.8 hours on average. Attack mode will change to stalk mode every 8 hours on average. Stalk Mode and Attack Mode will last at least 3 hours. An exception is when chimeras in stalk mode are damaged and then they can switch to attack mode.&lt;br /&gt;
&lt;br /&gt;
Everytime a chimera is killed or downed in attack mode there is a 7.5% chance the chimeras will switch to withdrawal mode. In withdrawal mode, Chimeras will flee and not respond to damage. Withdrawal mode will last at least one hour.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to a [[bioferrite harvester]], it yields {{Icon Small|bioferrite||3.225}} [[bioferrite]] per day.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When enraged, chimeras gain pain immunity and a large speed boost, allowing them to catch up to ranged pawns frighteningly fast. Running away is difficult, so heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first. It also has the some of the strongest melee attacks of any single entity, equivalent to a [[grizzly bear]], and can quickly cause a colonist to bleed out by tearing off limbs. Standard ranged [[killbox]]es are less effective than usual due to their high HP and enrage mechanics.&lt;br /&gt;
&lt;br /&gt;
Still, chimeras essentially behave like [[manhunter|manhunting animals]] when attacking. They will eagerly ​pile up behind a [[door]] blocked by melee colonists. [[Frag grenades|Frag grenadiers]] behind the melee blockers will make short work of the pack, assuming the blockers can last long enough. They will not attack structures and will wait patiently outside a colony that has walled itself in and closed its doors, although they will not sleep or leave, waiting indefinitely until killed. As chimeras are hostile to non-entity raiders, it is possible to summon a [[mechanoid commander|mech boss]],{{BiotechIcon}} fail a [[draw animals]] ritual to summon manhunters, accept a [[quest]], etc. in order to eliminate or weaken a pack of chimeras. A [[nociosphere]] can be used to quickly dispatch stalking chimeras without trigering them into their attack mode, which could also lead to one being pain shocked and thus capturable.&lt;br /&gt;
&lt;br /&gt;
Unlike manhunters, chimeras are not considered mentally broken and can be turned against each other with [[psychic insanity lance]]s or [[berserk (psycast)|berserk]] [[psycast]]s.{{RoyaltyIcon}} They are no longer affected by the [[manhunter pulse]] psycast,{{RoyaltyIcon}}{{Check Tag|As of at least 1.6.4633}} nor affected by the [[psychic animal pulser]].&lt;br /&gt;
&lt;br /&gt;
Some other strategies include:&lt;br /&gt;
* [[Mortar]]s can be used to trigger their rage ability early, so that it will be close to ending or on cooldown by the time they reach the base and susceptible to pain shock. &lt;br /&gt;
* Like many entities, [[fire]] can be effective against chimeras when fighting out in the open. Fire is not recommended in a melee blocking scenario as pawns lit on fire can run past the melee blockers.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Capturing chimeras is quite difficult due to their immunity to pain combined with their high speed and durability.  The most reliable method is generally to wound one severely, then retreat behind a door until it passes out from blood loss.  When using this strategy, keep in mind that they are extremely fast and may block a doorway before your colonist can close the door.  They are also susceptible to temperature traps, though their thick fur provides ample insulation against the elements in cold biomes. [[Psychic shock lance]]s are another option, if available. &lt;br /&gt;
&lt;br /&gt;
Once captured, they have a fairly high [[bioferrite]] yield - although less than [[devourer]]s - and are a source of Advanced study available before [[monolith]] level 2. [[IED tox trap]]s{{BiotechIcon}} are a good way to stop an escaping chimera, as the [[toxic buildup]] will down the chimera before it can break down an actively repaired [[security door]]. Otherwise, they are relatively dangerous to contain, and their pain immunity means they will often be killed while escaping unless using (expensive) options like [[psychic shock lance]]s.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_A_east.png | Variant A facing east&lt;br /&gt;
File:Chimera_A_north.png| Variant A facing north&lt;br /&gt;
File:Chimera_A_south.png| Variant A facing south&lt;br /&gt;
File:DessicatedChimera_A_east.png | Dessicated variant A facing east&lt;br /&gt;
File:DessicatedChimera_A_north.png| Dessicated variant A facing north&lt;br /&gt;
File:DessicatedChimera_A_south.png| Dessicated variant A facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_B_east.png | Variant B facing east&lt;br /&gt;
File:Chimera_B_north.png| Variant B facing north&lt;br /&gt;
File:Chimera_B_south.png| Variant B facing south&lt;br /&gt;
File:DessicatedChimera_B_east.png | Dessicated variant B facing east&lt;br /&gt;
File:DessicatedChimera_B_north.png| Dessicated variant B facing north&lt;br /&gt;
File:DessicatedChimera_B_south.png| Dessicated variant B facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_C_east.png | Variant C facing east&lt;br /&gt;
File:Chimera_C_north.png| Variant C facing north&lt;br /&gt;
File:Chimera_C_south.png| Variant C facing south&lt;br /&gt;
File:DessicatedChimera_C_east.png | Dessicated variant C facing east&lt;br /&gt;
File:DessicatedChimera_C_north.png| Dessicated variant C facing north&lt;br /&gt;
File:DessicatedChimera_C_south.png| Dessicated variant C facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_D_east.png | Variant D facing east&lt;br /&gt;
File:Chimera_D_north.png| Variant D facing north&lt;br /&gt;
File:Chimera_D_south.png| Variant D facing south&lt;br /&gt;
File:DessicatedChimera_D_east.png | Dessicated variant D facing east&lt;br /&gt;
File:DessicatedChimera_D_north.png| Dessicated variant D facing north&lt;br /&gt;
File:DessicatedChimera_D_south.png| Dessicated variant D facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The chimeras are inspired by the bear creature in the 2018 film &amp;quot;[https://en.wikipedia.org/wiki/Annihilation_(film) Annihilation]&amp;quot;. &amp;lt;ref&amp;gt;&amp;quot;This creature was inspired by the bear from the film Annihilation. &amp;quot; - Tynan Sylvester, [https://www.reddit.com/r/RimWorld/comments/1jffcqs/comment/miwhpyi Reddit comment].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=179010</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=179010"/>
		<updated>2026-04-05T05:16:52Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = Chimera.png&lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br /&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 70&lt;br /&gt;
| anomaly knowledge = 1&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 1.5&lt;br /&gt;
| gets cold containment bonus = &lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 135&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| body = QuadrupedAnimalWithPaws&lt;br /&gt;
| diet = none&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| can become shambler = true&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| blood def = Filth_DarkBlood&lt;br /&gt;
| bleed rate factor = 0.5&lt;br /&gt;
| flesh type = EntityFlesh&lt;br /&gt;
| is immune to infections = true&lt;br /&gt;
| has genders = false&lt;br /&gt;
| corpse hidden while undiscovered = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left claw&lt;br /&gt;
| attack1labelNoLocation = claw&lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1part = FrontLeftPaw&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right claw&lt;br /&gt;
| attack2labelNoLocation = claw&lt;br /&gt;
| attack2dmg = 17&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2part = FrontRightPaw&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3dmg = 23.6&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack3chancefactor = 0.5&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = head&lt;br /&gt;
| attack4dmg = 11&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4part = HeadAttackTool&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| attack4ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Chimera&lt;br /&gt;
| label = chimera&lt;br /&gt;
}}&lt;br /&gt;
The '''chimera''' is a bestial and ferocious [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Chimeras only require a level 1 Monolith to spawn.&lt;br /&gt;
&lt;br /&gt;
Chimera packs appear as a Major threat. [[Shambler]] chimeras can be mixed into Shambler animal swarms.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They bleed at half the rate of normal animals and have 50% [[Toxic Resistance]].&lt;br /&gt;
&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage,{{Check Tag|Guaranteed to?}} gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''[[Hediffs#Rage speed|Rage speed]]:'''&lt;br /&gt;
* [[Pain]]: {{Good|×0%}}&lt;br /&gt;
* [[Move Speed]]: {{Good|×175%}}&lt;br /&gt;
** This results in a move speed of {{#expr:{{P|Move Speed Base}}*1.75}} {{CS}}&lt;br /&gt;
* [[Stagger Time Multiplier]]: {{Good|×0%}}&lt;br /&gt;
&lt;br /&gt;
If raised as a [[shambler]] (e.g. by [[Research#Deadlife_dust|deadlife dust]]), chimeras retain their Rage Speed ability. Shambler chimeras can also fulfill the entity codex entry for Chimeras.&lt;br /&gt;
&lt;br /&gt;
Colonists who see a chimera will receive a {{Bad|-8}} mood effect for 24 hours. Killing or disposing of the chimera has no affect on this moodlet.{{Check Tag|Thought Template}}&lt;br /&gt;
&lt;br /&gt;
Chimeras have 3 different behaviors: attack, stalk and withdrawal. Initially chimeras will be in stalk mode and wander around their initial position. In attack mode, chimeras will behave very similar to manhunter packs. Receiving damage will generally cause chimeras to change from stalk mode to attack mode. &lt;br /&gt;
&lt;br /&gt;
Stalk mode will change to attack mode every 16.8 hours on average. Attack mode will change to stalk mode every 8 hours on average. Stalk Mode and Attack Mode will last at least 3 hours. An exception is when chimeras in stalk mode are damaged and then they can switch to attack mode.&lt;br /&gt;
&lt;br /&gt;
Everytime a chimera is killed or downed in attack mode there is a 7.5% chance the chimeras will switch to withdrawal mode. In withdrawal mode, Chimeras will flee and not respond to damage. Withdrawal mode will last at least one hour.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to a [[bioferrite harvester]], it yields {{Icon Small|bioferrite||3.225}} [[bioferrite]] per day.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When enraged, chimeras gain pain immunity and a large speed boost, allowing them to catch up to ranged pawns frighteningly fast. Running away is difficult, so heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first. It also has the some of the strongest melee attacks of any single entity, equivalent to a [[grizzly bear]], and can quickly cause a colonist to bleed out by tearing off limbs. Standard ranged [[killbox]]es are less effective than usual due to their high HP and enrage mechanics.&lt;br /&gt;
&lt;br /&gt;
Still, chimeras essentially behave like [[manhunter|manhunting animals]] when attacking. They will eagerly ​pile up behind a [[door]] blocked by melee colonists. [[Frag grenades|Frag grenadiers]] behind the melee blockers will make short work of the pack, assuming the blockers can last long enough. They will not attack structures and will wait patiently outside a colony that has walled itself in and closed its doors, although they will not sleep or leave, waiting indefinitely until killed. As chimeras are hostile to non-entity raiders, it is possible to summon a [[mechanoid commander|mech boss]],{{BiotechIcon}} fail a [[draw animals]] ritual to summon manhunters, accept a [[quest]], etc. in order to eliminate or weaken a pack of chimeras. A [[nociosphere]] can be used to quickly dispatch stalking chimeras without trigering them into their attack mode, which could also lead to one being pain shocked and thus capturable.&lt;br /&gt;
&lt;br /&gt;
Unlike manhunters, chimeras are not considered mentally broken and can be turned against each other with [[psychic insanity lance]]s or [[berserk (psycast)|berserk]] [[psycast]]s.{{RoyaltyIcon}} They are no longer affected by the [[manhunter pulse]] psycast,{{RoyaltyIcon}}{{Check Tag|As of at least 1.6.4633}} nor affected by the [[psychic animal pulser]].&lt;br /&gt;
&lt;br /&gt;
Some other strategies include:&lt;br /&gt;
* [[Mortar]]s can be used to trigger their rage ability early, so that it will be close to ending or on cooldown by the time they reach the base and susceptible to pain shock. &lt;br /&gt;
* Like many entities, [[fire]] can be effective against chimeras when fighting out in the open. Fire is not recommended in a melee blocking scenario as pawns lit on fire can run past the melee blockers.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Capturing chimeras is quite difficult due to their immunity to pain combined with their high speed and durability.  The most reliable method is generally to wound one severely, then retreat behind a door until it passes out from blood loss.  When using this strategy, keep in mind that they are extremely fast and may block a doorway before your colonist can close the door.  They are also susceptible to temperature traps, though their thick fur provides ample insulation against the elements in cold biomes. [[Psychic shock lance]]s are another option, if available. &lt;br /&gt;
&lt;br /&gt;
Once captured, they make for a good source of [[bioferrite]] - although less than [[devourer]]s - and are a source of Advanced study available before [[monolith]] level 2. [[IED tox trap]]s{{BiotechIcon}} are a good way to stop an escaping chimera, as the [[toxic buildup]] will down the chimera before they can break down an actively repaired [[security door]]. Otherwise, their pain immunity means they will often be killed while escaping unless using (expensive) options like [[psychic shock lance]]s.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_A_east.png | Variant A facing east&lt;br /&gt;
File:Chimera_A_north.png| Variant A facing north&lt;br /&gt;
File:Chimera_A_south.png| Variant A facing south&lt;br /&gt;
File:DessicatedChimera_A_east.png | Dessicated variant A facing east&lt;br /&gt;
File:DessicatedChimera_A_north.png| Dessicated variant A facing north&lt;br /&gt;
File:DessicatedChimera_A_south.png| Dessicated variant A facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_B_east.png | Variant B facing east&lt;br /&gt;
File:Chimera_B_north.png| Variant B facing north&lt;br /&gt;
File:Chimera_B_south.png| Variant B facing south&lt;br /&gt;
File:DessicatedChimera_B_east.png | Dessicated variant B facing east&lt;br /&gt;
File:DessicatedChimera_B_north.png| Dessicated variant B facing north&lt;br /&gt;
File:DessicatedChimera_B_south.png| Dessicated variant B facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_C_east.png | Variant C facing east&lt;br /&gt;
File:Chimera_C_north.png| Variant C facing north&lt;br /&gt;
File:Chimera_C_south.png| Variant C facing south&lt;br /&gt;
File:DessicatedChimera_C_east.png | Dessicated variant C facing east&lt;br /&gt;
File:DessicatedChimera_C_north.png| Dessicated variant C facing north&lt;br /&gt;
File:DessicatedChimera_C_south.png| Dessicated variant C facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_D_east.png | Variant D facing east&lt;br /&gt;
File:Chimera_D_north.png| Variant D facing north&lt;br /&gt;
File:Chimera_D_south.png| Variant D facing south&lt;br /&gt;
File:DessicatedChimera_D_east.png | Dessicated variant D facing east&lt;br /&gt;
File:DessicatedChimera_D_north.png| Dessicated variant D facing north&lt;br /&gt;
File:DessicatedChimera_D_south.png| Dessicated variant D facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The chimeras are inspired by the bear creature in the 2018 film &amp;quot;[https://en.wikipedia.org/wiki/Annihilation_(film) Annihilation]&amp;quot;. &amp;lt;ref&amp;gt;&amp;quot;This creature was inspired by the bear from the film Annihilation. &amp;quot; - Tynan Sylvester, [https://www.reddit.com/r/RimWorld/comments/1jffcqs/comment/miwhpyi Reddit comment].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=179009</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=179009"/>
		<updated>2026-04-05T05:15:58Z</updated>

		<summary type="html">&lt;p&gt;Hordes: mention tox traps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = Chimera.png&lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br /&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 70&lt;br /&gt;
| anomaly knowledge = 1&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 1.5&lt;br /&gt;
| gets cold containment bonus = &lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 135&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| body = QuadrupedAnimalWithPaws&lt;br /&gt;
| diet = none&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| can become shambler = true&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| blood def = Filth_DarkBlood&lt;br /&gt;
| bleed rate factor = 0.5&lt;br /&gt;
| flesh type = EntityFlesh&lt;br /&gt;
| is immune to infections = true&lt;br /&gt;
| has genders = false&lt;br /&gt;
| corpse hidden while undiscovered = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left claw&lt;br /&gt;
| attack1labelNoLocation = claw&lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1part = FrontLeftPaw&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right claw&lt;br /&gt;
| attack2labelNoLocation = claw&lt;br /&gt;
| attack2dmg = 17&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2part = FrontRightPaw&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3dmg = 23.6&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack3chancefactor = 0.5&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = head&lt;br /&gt;
| attack4dmg = 11&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4part = HeadAttackTool&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| attack4ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Chimera&lt;br /&gt;
| label = chimera&lt;br /&gt;
}}&lt;br /&gt;
The '''chimera''' is a bestial and ferocious [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Chimeras only require a level 1 Monolith to spawn.&lt;br /&gt;
&lt;br /&gt;
Chimera packs appear as a Major threat. [[Shambler]] chimeras can be mixed into Shambler animal swarms.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They bleed at half the rate of normal animals and have 50% [[Toxic Resistance]].&lt;br /&gt;
&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage,{{Check Tag|Guaranteed to?}} gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''[[Hediffs#Rage speed|Rage speed]]:'''&lt;br /&gt;
* [[Pain]]: {{Good|×0%}}&lt;br /&gt;
* [[Move Speed]]: {{Good|×175%}}&lt;br /&gt;
** This results in a move speed of {{#expr:{{P|Move Speed Base}}*1.75}} {{CS}}&lt;br /&gt;
* [[Stagger Time Multiplier]]: {{Good|×0%}}&lt;br /&gt;
&lt;br /&gt;
If raised as a [[shambler]] (e.g. by [[Research#Deadlife_dust|deadlife dust]]), chimeras retain their Rage Speed ability. Shambler chimeras can also fulfill the entity codex entry for Chimeras.&lt;br /&gt;
&lt;br /&gt;
Colonists who see a chimera will receive a {{Bad|-8}} mood effect for 24 hours. Killing or disposing of the chimera has no affect on this moodlet.{{Check Tag|Thought Template}}&lt;br /&gt;
&lt;br /&gt;
Chimeras have 3 different behaviors: attack, stalk and withdrawal. Initially chimeras will be in stalk mode and wander around their initial position. In attack mode, chimeras will behave very similar to manhunter packs. Receiving damage will generally cause chimeras to change from stalk mode to attack mode. &lt;br /&gt;
&lt;br /&gt;
Stalk mode will change to attack mode every 16.8 hours on average. Attack mode will change to stalk mode every 8 hours on average. Stalk Mode and Attack Mode will last at least 3 hours. An exception is when chimeras in stalk mode are damaged and then they can switch to attack mode.&lt;br /&gt;
&lt;br /&gt;
Everytime a chimera is killed or downed in attack mode there is a 7.5% chance the chimeras will switch to withdrawal mode. In withdrawal mode, Chimeras will flee and not respond to damage. Withdrawal mode will last at least one hour.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to a [[bioferrite harvester]], it yields {{Icon Small|bioferrite||3.225}} [[bioferrite]] per day.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When enraged, chimeras gain pain immunity and a large speed boost, allowing them to catch up to ranged pawns frighteningly fast. Running away is difficult, so heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first. It also has the some of the strongest melee attacks of any single entity, equivalent to a [[grizzly bear]], and can quickly cause a colonist to bleed out by tearing off limbs. Standard ranged [[killbox]]es are less effective than usual due to their high HP and enrage mechanics.&lt;br /&gt;
&lt;br /&gt;
Still, chimeras essentially behave like [[manhunter|manhunting animals]] when attacking. They will eagerly ​pile up behind a [[door]] blocked by melee colonists. [[Frag grenades|Frag grenadiers]] behind the melee blockers will make short work of the pack, assuming the blockers can last long enough. They will not attack structures and will wait patiently outside a colony that has walled itself in and closed its doors, although they will not sleep or leave, waiting indefinitely until killed. As chimeras are hostile to non-entity raiders, it is possible to summon a [[mechanoid commander|mech boss]],{{BiotechIcon}} fail a [[draw animals]] ritual to summon manhunters, accept a [[quest]], etc. in order to eliminate or weaken a pack of chimeras. A [[nociosphere]] can be used to quickly dispatch stalking chimeras without trigering them into their attack mode, which could also lead to one being pain shocked and thus capturable.&lt;br /&gt;
&lt;br /&gt;
Unlike manhunters, chimeras are not considered mentally broken and can be turned against each other with [[psychic insanity lance]]s or [[berserk (psycast)|berserk]] [[psycast]]s.{{RoyaltyIcon}} They are no longer affected by the [[manhunter pulse]] psycast,{{RoyaltyIcon}}{{Check Tag|As of at least 1.6.4633}} nor affected by the [[psychic animal pulser]].&lt;br /&gt;
&lt;br /&gt;
Some other strategies include:&lt;br /&gt;
* [[Mortar]]s can be used to trigger their rage ability early, so that it will be close to ending or on cooldown by the time they reach the base and susceptible to pain shock. &lt;br /&gt;
* Like many entities, [[fire]] can be effective against chimeras when fighting out in the open. Fire is not recommended in a melee blocking scenario as pawns lit on fire can run past the melee blockers.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Capturing chimeras is quite difficult due to their immunity to pain combined with their high speed and durability.  The most reliable method is generally to wound one severely, then retreat behind a door until it passes out from blood loss.  When using this strategy, keep in mind that they are extremely fast and may block a doorway before your colonist can close the door.  They are also susceptible to temperature traps, though their thick fur provides ample insulation against the elements in cold biomes. [[Psychic shock lance]]s are another option, if available. &lt;br /&gt;
&lt;br /&gt;
Once captured, they make for a good source of [[bioferrite]] - although less than [[devourer]]s - and are a source of Advanced study available before [[monolith]] level 2. [[IED tox trap]]s{{BiotechIcon}} are a good way to stop an escaping chimera, as the [[toxic buildup]] will down the chimera before they can break down an actively repaired [[security door]]. Otherwise, it is difficult to recapture an escaping chimera, often requiring expensive options like [[psychic shock lance]]s.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_A_east.png | Variant A facing east&lt;br /&gt;
File:Chimera_A_north.png| Variant A facing north&lt;br /&gt;
File:Chimera_A_south.png| Variant A facing south&lt;br /&gt;
File:DessicatedChimera_A_east.png | Dessicated variant A facing east&lt;br /&gt;
File:DessicatedChimera_A_north.png| Dessicated variant A facing north&lt;br /&gt;
File:DessicatedChimera_A_south.png| Dessicated variant A facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_B_east.png | Variant B facing east&lt;br /&gt;
File:Chimera_B_north.png| Variant B facing north&lt;br /&gt;
File:Chimera_B_south.png| Variant B facing south&lt;br /&gt;
File:DessicatedChimera_B_east.png | Dessicated variant B facing east&lt;br /&gt;
File:DessicatedChimera_B_north.png| Dessicated variant B facing north&lt;br /&gt;
File:DessicatedChimera_B_south.png| Dessicated variant B facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_C_east.png | Variant C facing east&lt;br /&gt;
File:Chimera_C_north.png| Variant C facing north&lt;br /&gt;
File:Chimera_C_south.png| Variant C facing south&lt;br /&gt;
File:DessicatedChimera_C_east.png | Dessicated variant C facing east&lt;br /&gt;
File:DessicatedChimera_C_north.png| Dessicated variant C facing north&lt;br /&gt;
File:DessicatedChimera_C_south.png| Dessicated variant C facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_D_east.png | Variant D facing east&lt;br /&gt;
File:Chimera_D_north.png| Variant D facing north&lt;br /&gt;
File:Chimera_D_south.png| Variant D facing south&lt;br /&gt;
File:DessicatedChimera_D_east.png | Dessicated variant D facing east&lt;br /&gt;
File:DessicatedChimera_D_north.png| Dessicated variant D facing north&lt;br /&gt;
File:DessicatedChimera_D_south.png| Dessicated variant D facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The chimeras are inspired by the bear creature in the 2018 film &amp;quot;[https://en.wikipedia.org/wiki/Annihilation_(film) Annihilation]&amp;quot;. &amp;lt;ref&amp;gt;&amp;quot;This creature was inspired by the bear from the film Annihilation. &amp;quot; - Tynan Sylvester, [https://www.reddit.com/r/RimWorld/comments/1jffcqs/comment/miwhpyi Reddit comment].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=179008</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=179008"/>
		<updated>2026-04-05T05:11:22Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = Chimera.png&lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br /&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 70&lt;br /&gt;
| anomaly knowledge = 1&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 1.5&lt;br /&gt;
| gets cold containment bonus = &lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 135&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| body = QuadrupedAnimalWithPaws&lt;br /&gt;
| diet = none&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| can become shambler = true&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| blood def = Filth_DarkBlood&lt;br /&gt;
| bleed rate factor = 0.5&lt;br /&gt;
| flesh type = EntityFlesh&lt;br /&gt;
| is immune to infections = true&lt;br /&gt;
| has genders = false&lt;br /&gt;
| corpse hidden while undiscovered = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left claw&lt;br /&gt;
| attack1labelNoLocation = claw&lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1part = FrontLeftPaw&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right claw&lt;br /&gt;
| attack2labelNoLocation = claw&lt;br /&gt;
| attack2dmg = 17&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2part = FrontRightPaw&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3dmg = 23.6&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack3chancefactor = 0.5&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = head&lt;br /&gt;
| attack4dmg = 11&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4part = HeadAttackTool&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| attack4ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Chimera&lt;br /&gt;
| label = chimera&lt;br /&gt;
}}&lt;br /&gt;
The '''chimera''' is a bestial and ferocious [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Chimeras only require a level 1 Monolith to spawn.&lt;br /&gt;
&lt;br /&gt;
Chimera packs appear as a Major threat. [[Shambler]] chimeras can be mixed into Shambler animal swarms.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They bleed at half the rate of normal animals and have 50% [[Toxic Resistance]].&lt;br /&gt;
&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage,{{Check Tag|Guaranteed to?}} gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''[[Hediffs#Rage speed|Rage speed]]:'''&lt;br /&gt;
* [[Pain]]: {{Good|×0%}}&lt;br /&gt;
* [[Move Speed]]: {{Good|×175%}}&lt;br /&gt;
** This results in a move speed of {{#expr:{{P|Move Speed Base}}*1.75}} {{CS}}&lt;br /&gt;
* [[Stagger Time Multiplier]]: {{Good|×0%}}&lt;br /&gt;
&lt;br /&gt;
If raised as a [[shambler]] (e.g. by [[Research#Deadlife_dust|deadlife dust]]), chimeras retain their Rage Speed ability. Shambler chimeras can also fulfill the entity codex entry for Chimeras.&lt;br /&gt;
&lt;br /&gt;
Colonists who see a chimera will receive a {{Bad|-8}} mood effect for 24 hours. Killing or disposing of the chimera has no affect on this moodlet.{{Check Tag|Thought Template}}&lt;br /&gt;
&lt;br /&gt;
Chimeras have 3 different behaviors: attack, stalk and withdrawal. Initially chimeras will be in stalk mode and wander around their initial position. In attack mode, chimeras will behave very similar to manhunter packs. Receiving damage will generally cause chimeras to change from stalk mode to attack mode. &lt;br /&gt;
&lt;br /&gt;
Stalk mode will change to attack mode every 16.8 hours on average. Attack mode will change to stalk mode every 8 hours on average. Stalk Mode and Attack Mode will last at least 3 hours. An exception is when chimeras in stalk mode are damaged and then they can switch to attack mode.&lt;br /&gt;
&lt;br /&gt;
Everytime a chimera is killed or downed in attack mode there is a 7.5% chance the chimeras will switch to withdrawal mode. In withdrawal mode, Chimeras will flee and not respond to damage. Withdrawal mode will last at least one hour.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to a [[bioferrite harvester]], it yields {{Icon Small|bioferrite||3.225}} [[bioferrite]] per day.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When enraged, chimeras gain pain immunity and a large speed boost, allowing them to catch up to ranged pawns frighteningly fast. Running away is difficult, so heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first. It also has the some of the strongest melee attacks of any single entity, equivalent to a [[grizzly bear]], and can quickly cause a colonist to bleed out by tearing off limbs. Standard ranged [[killbox]]es are less effective than usual due to their high HP and enrage mechanics.&lt;br /&gt;
&lt;br /&gt;
Still, chimeras essentially behave like [[manhunter|manhunting animals]] when attacking. They will eagerly ​pile up behind a [[door]] blocked by melee colonists. [[Frag grenades|Frag grenadiers]] behind the melee blockers will make short work of the pack, assuming the blockers can last long enough. They will not attack structures and will wait patiently outside a colony that has walled itself in and closed its doors, although they will not sleep or leave, waiting indefinitely until killed. As chimeras are hostile to non-entity raiders, it is possible to summon a [[mechanoid commander|mech boss]],{{BiotechIcon}} fail a [[draw animals]] ritual to summon manhunters, accept a [[quest]], etc. in order to eliminate or weaken a pack of chimeras. A [[nociosphere]] can be used to quickly dispatch stalking chimeras without trigering them into their attack mode, which could also lead to one being pain shocked and thus capturable.&lt;br /&gt;
&lt;br /&gt;
Unlike manhunters, chimeras are not considered mentally broken and can be turned against each other with [[psychic insanity lance]]s or [[berserk (psycast)|berserk]] [[psycast]]s.{{RoyaltyIcon}} They are no longer affected by the [[manhunter pulse]] psycast{{RoyaltyIcon}}{{Check Tag|As of at least 1.6.4633}}, nor affected by the [[psychic animal pulser]].&lt;br /&gt;
&lt;br /&gt;
Some other strategies include:&lt;br /&gt;
* [[Mortar]]s can be used to trigger their rage ability early, so that it will be close to ending or on cooldown by the time they reach the base and susceptible to pain shock. &lt;br /&gt;
* Like many entities, [[fire]] can be effective against chimeras when fighting out in the open. Fire is not recommended in a melee blocking scenario as pawns lit on fire can run past the melee blockers.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Capturing chimeras is quite difficult due to their immunity to pain combined with their high speed and durability.  The most reliable method is generally to wound one severely, then retreat behind a door until it passes out from blood loss.  When using this strategy, keep in mind that they are extremely fast and may block a doorway before your colonist can close the door.  They are also susceptible to temperature traps, though their thick fur provides ample insulation against the elements in cold biomes. [[Psychic shock lance]]s are another option, if available. They are also bad for capture since, in case of escape, they never go down due to pain and will therefore often be killed unless the player uses (expensive) options like shock lances.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_A_east.png | Variant A facing east&lt;br /&gt;
File:Chimera_A_north.png| Variant A facing north&lt;br /&gt;
File:Chimera_A_south.png| Variant A facing south&lt;br /&gt;
File:DessicatedChimera_A_east.png | Dessicated variant A facing east&lt;br /&gt;
File:DessicatedChimera_A_north.png| Dessicated variant A facing north&lt;br /&gt;
File:DessicatedChimera_A_south.png| Dessicated variant A facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_B_east.png | Variant B facing east&lt;br /&gt;
File:Chimera_B_north.png| Variant B facing north&lt;br /&gt;
File:Chimera_B_south.png| Variant B facing south&lt;br /&gt;
File:DessicatedChimera_B_east.png | Dessicated variant B facing east&lt;br /&gt;
File:DessicatedChimera_B_north.png| Dessicated variant B facing north&lt;br /&gt;
File:DessicatedChimera_B_south.png| Dessicated variant B facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_C_east.png | Variant C facing east&lt;br /&gt;
File:Chimera_C_north.png| Variant C facing north&lt;br /&gt;
File:Chimera_C_south.png| Variant C facing south&lt;br /&gt;
File:DessicatedChimera_C_east.png | Dessicated variant C facing east&lt;br /&gt;
File:DessicatedChimera_C_north.png| Dessicated variant C facing north&lt;br /&gt;
File:DessicatedChimera_C_south.png| Dessicated variant C facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_D_east.png | Variant D facing east&lt;br /&gt;
File:Chimera_D_north.png| Variant D facing north&lt;br /&gt;
File:Chimera_D_south.png| Variant D facing south&lt;br /&gt;
File:DessicatedChimera_D_east.png | Dessicated variant D facing east&lt;br /&gt;
File:DessicatedChimera_D_north.png| Dessicated variant D facing north&lt;br /&gt;
File:DessicatedChimera_D_south.png| Dessicated variant D facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The chimeras are inspired by the bear creature in the 2018 film &amp;quot;[https://en.wikipedia.org/wiki/Annihilation_(film) Annihilation]&amp;quot;. &amp;lt;ref&amp;gt;&amp;quot;This creature was inspired by the bear from the film Annihilation. &amp;quot; - Tynan Sylvester, [https://www.reddit.com/r/RimWorld/comments/1jffcqs/comment/miwhpyi Reddit comment].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=179007</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=179007"/>
		<updated>2026-04-05T05:10:49Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */ try to neaten up the analysis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = Chimera.png&lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br /&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 70&lt;br /&gt;
| anomaly knowledge = 1&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 1.5&lt;br /&gt;
| gets cold containment bonus = &lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 135&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| body = QuadrupedAnimalWithPaws&lt;br /&gt;
| diet = none&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| can become shambler = true&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| blood def = Filth_DarkBlood&lt;br /&gt;
| bleed rate factor = 0.5&lt;br /&gt;
| flesh type = EntityFlesh&lt;br /&gt;
| is immune to infections = true&lt;br /&gt;
| has genders = false&lt;br /&gt;
| corpse hidden while undiscovered = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left claw&lt;br /&gt;
| attack1labelNoLocation = claw&lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1part = FrontLeftPaw&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right claw&lt;br /&gt;
| attack2labelNoLocation = claw&lt;br /&gt;
| attack2dmg = 17&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2part = FrontRightPaw&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3dmg = 23.6&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack3chancefactor = 0.5&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = head&lt;br /&gt;
| attack4dmg = 11&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4part = HeadAttackTool&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| attack4ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Chimera&lt;br /&gt;
| label = chimera&lt;br /&gt;
}}&lt;br /&gt;
The '''chimera''' is a bestial and ferocious [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Chimeras only require a level 1 Monolith to spawn.&lt;br /&gt;
&lt;br /&gt;
Chimera packs appear as a Major threat. [[Shambler]] chimeras can be mixed into Shambler animal swarms.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They bleed at half the rate of normal animals and have 50% [[Toxic Resistance]].&lt;br /&gt;
&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage,{{Check Tag|Guaranteed to?}} gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''[[Hediffs#Rage speed|Rage speed]]:'''&lt;br /&gt;
* [[Pain]]: {{Good|×0%}}&lt;br /&gt;
* [[Move Speed]]: {{Good|×175%}}&lt;br /&gt;
** This results in a move speed of {{#expr:{{P|Move Speed Base}}*1.75}} {{CS}}&lt;br /&gt;
* [[Stagger Time Multiplier]]: {{Good|×0%}}&lt;br /&gt;
&lt;br /&gt;
If raised as a [[shambler]] (e.g. by [[Research#Deadlife_dust|deadlife dust]]), chimeras retain their Rage Speed ability. Shambler chimeras can also fulfill the entity codex entry for Chimeras.&lt;br /&gt;
&lt;br /&gt;
Colonists who see a chimera will receive a {{Bad|-8}} mood effect for 24 hours. Killing or disposing of the chimera has no affect on this moodlet.{{Check Tag|Thought Template}}&lt;br /&gt;
&lt;br /&gt;
Chimeras have 3 different behaviors: attack, stalk and withdrawal. Initially chimeras will be in stalk mode and wander around their initial position. In attack mode, chimeras will behave very similar to manhunter packs. Receiving damage will generally cause chimeras to change from stalk mode to attack mode. &lt;br /&gt;
&lt;br /&gt;
Stalk mode will change to attack mode every 16.8 hours on average. Attack mode will change to stalk mode every 8 hours on average. Stalk Mode and Attack Mode will last at least 3 hours. An exception is when chimeras in stalk mode are damaged and then they can switch to attack mode.&lt;br /&gt;
&lt;br /&gt;
Everytime a chimera is killed or downed in attack mode there is a 7.5% chance the chimeras will switch to withdrawal mode. In withdrawal mode, Chimeras will flee and not respond to damage. Withdrawal mode will last at least one hour.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to a [[bioferrite harvester]], it yields {{Icon Small|bioferrite||3.225}} [[bioferrite]] per day.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When enraged, chimeras gain pain immunity and a large speed boost, allowing them to catch up to ranged pawns frighteningly fast. Heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first. It also has the some of the strongest melee attacks of any single entity, equivalent to a [[grizzly bear]], and can quickly cause a colonist to bleed out by tearing off limbs. Standard ranged [[killbox]]es are less effective than usual due to their high HP and enrage mechanics.&lt;br /&gt;
&lt;br /&gt;
Still, chimeras essentially behave like [[manhunter|manhunting animals]] when attacking. They will eagerly ​pile up behind a [[door]] blocked by melee colonists. [[Frag grenades|Frag grenadiers]] behind the melee blockers will make short work of the pack, assuming the blockers can last long enough. They will not attack structures and will wait patiently outside a colony that has walled itself in and closed its doors, although they will not sleep or leave, waiting indefinitely until killed. As chimeras are hostile to non-entity raiders, it is possible to summon a [[mechanoid commander|mech boss]],{{BiotechIcon}} fail a [[draw animals]] ritual to summon manhunters, accept a [[quest]], etc. in order to eliminate or weaken a pack of chimeras. A [[nociosphere]] can be used to quickly dispatch stalking chimeras without trigering them into their attack mode, which could also lead to one being pain shocked and thus capturable.&lt;br /&gt;
&lt;br /&gt;
Unlike manhunters, chimeras are not considered mentally broken and can be turned against each other with [[psychic insanity lance]]s or [[berserk (psycast)|berserk]] [[psycast]]s.{{RoyaltyIcon}} They are no longer affected by the [[manhunter pulse]] psycast{{RoyaltyIcon}}{{Check Tag|As of at least 1.6.4633}}, nor affected by the [[psychic animal pulser]].&lt;br /&gt;
&lt;br /&gt;
Some other strategies include:&lt;br /&gt;
* [[Mortar]]s can be used to trigger their rage ability early, so that it will be close to ending or on cooldown by the time they reach the base and susceptible to pain shock. &lt;br /&gt;
* Like many entities, [[fire]] can be effective against chimeras when fighting out in the open. Fire is not recommended in a melee blocking scenario as pawns lit on fire can run past the melee blockers.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Capturing chimeras is quite difficult due to their immunity to pain combined with their high speed and durability.  The most reliable method is generally to wound one severely, then retreat behind a door until it passes out from blood loss.  When using this strategy, keep in mind that they are extremely fast and may block a doorway before your colonist can close the door.  They are also susceptible to temperature traps, though their thick fur provides ample insulation against the elements in cold biomes. [[Psychic shock lance]]s are another option, if available. They are also bad for capture since, in case of escape, they never go down due to pain and will therefore often be killed unless the player uses (expensive) options like shock lances.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_A_east.png | Variant A facing east&lt;br /&gt;
File:Chimera_A_north.png| Variant A facing north&lt;br /&gt;
File:Chimera_A_south.png| Variant A facing south&lt;br /&gt;
File:DessicatedChimera_A_east.png | Dessicated variant A facing east&lt;br /&gt;
File:DessicatedChimera_A_north.png| Dessicated variant A facing north&lt;br /&gt;
File:DessicatedChimera_A_south.png| Dessicated variant A facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_B_east.png | Variant B facing east&lt;br /&gt;
File:Chimera_B_north.png| Variant B facing north&lt;br /&gt;
File:Chimera_B_south.png| Variant B facing south&lt;br /&gt;
File:DessicatedChimera_B_east.png | Dessicated variant B facing east&lt;br /&gt;
File:DessicatedChimera_B_north.png| Dessicated variant B facing north&lt;br /&gt;
File:DessicatedChimera_B_south.png| Dessicated variant B facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_C_east.png | Variant C facing east&lt;br /&gt;
File:Chimera_C_north.png| Variant C facing north&lt;br /&gt;
File:Chimera_C_south.png| Variant C facing south&lt;br /&gt;
File:DessicatedChimera_C_east.png | Dessicated variant C facing east&lt;br /&gt;
File:DessicatedChimera_C_north.png| Dessicated variant C facing north&lt;br /&gt;
File:DessicatedChimera_C_south.png| Dessicated variant C facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_D_east.png | Variant D facing east&lt;br /&gt;
File:Chimera_D_north.png| Variant D facing north&lt;br /&gt;
File:Chimera_D_south.png| Variant D facing south&lt;br /&gt;
File:DessicatedChimera_D_east.png | Dessicated variant D facing east&lt;br /&gt;
File:DessicatedChimera_D_north.png| Dessicated variant D facing north&lt;br /&gt;
File:DessicatedChimera_D_south.png| Dessicated variant D facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The chimeras are inspired by the bear creature in the 2018 film &amp;quot;[https://en.wikipedia.org/wiki/Annihilation_(film) Annihilation]&amp;quot;. &amp;lt;ref&amp;gt;&amp;quot;This creature was inspired by the bear from the film Annihilation. &amp;quot; - Tynan Sylvester, [https://www.reddit.com/r/RimWorld/comments/1jffcqs/comment/miwhpyi Reddit comment].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stone_tile&amp;diff=178982</id>
		<title>Stone tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stone_tile&amp;diff=178982"/>
		<updated>2026-04-04T20:45:32Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Compared to sculptures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|structure&lt;br /&gt;
| name = Stone tile&lt;br /&gt;
| image = StoneTile.png&lt;br /&gt;
| description = Carefully-cut and fit stone tiles for a castle feeling. They are pretty to look at, but they take a long time to lay.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| marketvalue = 8&lt;br /&gt;
| beauty = 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = True&lt;br /&gt;
| cleaning time factor = 0.8&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Stonecutting&lt;br /&gt;
| work to make = 1100&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 4&lt;br /&gt;
| stuff tags = Stony&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
'''Stone tile''' are one of the [[floors]] that can be constructed, with a choice of [[Granite Blocks|granite]], [[Limestone Blocks|limestone]], [[Marble Blocks|marble]], [[Sandstone Blocks|sandstone]], [[Slate Blocks|slate]] or [[Vacstone blocks|vacstone]].{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Stone tiles add {{+|1}} [[beauty]] per tile, and cleaning [[filth]] takes 80% the work. They are not [[flammable]] and do not penalize walk speed.&lt;br /&gt;
&lt;br /&gt;
All stone tiles have the same stats and differ only in name and color; even marble has the same beauty value, despite its higher beauty when used for other buildings.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Stone tiles share a similar role to [[concrete]], [[paved tile]]s, and [[flagstone]], as reasonably cheap and general use flooring. Compared to those floors, stone tile should be used if colonist time or stone blocks are at an excess.&lt;br /&gt;
&lt;br /&gt;
Stone is a reasonably common material, and stone tile only requires [[Research#Stonecutting|Stonecutting]]. Stone tiles are reasonably impressive flooring that can be constructed early in a colony's life, as opposed to more beautiful flooring like [[carpet]] and [[fine stone tile]]{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Compared to sculptures ===&lt;br /&gt;
Creating [[sculpture]]s can be more efficient for beauty, so long as they are being made by a competent artist.&lt;br /&gt;
&lt;br /&gt;
With 100 {{Icon Small|stuff}}, 25 stone tiles could be created for a total of {{+|25}} beauty ({{+|50}} relative to [[concrete]]). The same material can make a stone [[large sculpture]]; a normal [[quality]] sculpture is anywhere from {{+|100}} (granite, limestone) to {{+|170}} (marble) beauty. Even a poor quality sculpture, with half the beauty, can beat stone tiles. The sculpter would take more work: up to {{Ticks|30000*6}} work, but paving 100 stone tiles would cost {{Ticks|{{P|Work To Make}}*100}} of work (for Construction 8).&lt;br /&gt;
&lt;br /&gt;
Furthermore, sculptures can be made out of [[wood]], which is easier to work with (taking {{Ticks|30000*0.7}} of work for large sculpture), is a generally easier material to obtain, and has the same beauty as granite. Therefore, using wood is even better than stone for this purpose.&lt;br /&gt;
&lt;br /&gt;
However, stone tiles have a few key advantages. Sculptures take up a tile of space, while tiles can be used to improve beauty and wealth without taking space. This can be relevant for smaller rooms like bedrooms where space has a bigger impact on impressiveness. In addition, stone tiles cannot be attacked, so they are safer if placed in a combat zone. Finally, Construction is a broadly useful skill while Artistic is not. Therefore, stone tiles can be worth installing but sculptures are still more resource and [[wealth]] efficient overall.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - added&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stone_tile&amp;diff=178981</id>
		<title>Stone tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stone_tile&amp;diff=178981"/>
		<updated>2026-04-04T20:43:45Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|structure&lt;br /&gt;
| name = Stone tile&lt;br /&gt;
| image = StoneTile.png&lt;br /&gt;
| description = Carefully-cut and fit stone tiles for a castle feeling. They are pretty to look at, but they take a long time to lay.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| marketvalue = 8&lt;br /&gt;
| beauty = 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = True&lt;br /&gt;
| cleaning time factor = 0.8&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Stonecutting&lt;br /&gt;
| work to make = 1100&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 4&lt;br /&gt;
| stuff tags = Stony&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
'''Stone tile''' are one of the [[floors]] that can be constructed, with a choice of [[Granite Blocks|granite]], [[Limestone Blocks|limestone]], [[Marble Blocks|marble]], [[Sandstone Blocks|sandstone]], [[Slate Blocks|slate]] or [[Vacstone blocks|vacstone]].{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Stone tiles add {{+|1}} [[beauty]] per tile, and cleaning [[filth]] takes 80% the work. They are not [[flammable]] and do not penalize walk speed.&lt;br /&gt;
&lt;br /&gt;
All stone tiles have the same stats and differ only in name and color; even marble has the same beauty value, despite its higher beauty when used for other buildings.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Stone tiles share a similar role to [[concrete]], [[paved tile]]s, and [[flagstone]], as reasonably cheap and general use flooring. Compared to those floors, stone tile should be used if colonist time or stone blocks are at an excess.&lt;br /&gt;
&lt;br /&gt;
Stone is a reasonably common material, and stone tile only requires [[Research#Stonecutting|Stonecutting]]. Stone tiles are reasonably impressive flooring that can be constructed early in a colony's life, as opposed to more beautiful flooring like [[carpet]] and [[fine stone tile]]{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Compared to sculptures ===&lt;br /&gt;
Creating [[sculpture]]s can be more efficient for beauty, so long as they are being made by a competent artist.&lt;br /&gt;
&lt;br /&gt;
With 100 {{Icon Small|stuff}}, 25 stone tiles could be created for a total of {{+|25}} beauty ({{+|50}} relative to [[concrete]]). The same material can make a stone [[large sculpture]]; a normal [[quality]] sculpture is anywhere from {{+|100}} (granite, limestone) to {{+|170}} (marble) beauty. Even a poor quality sculpture, with half the beauty, can beat stone tiles. The sculpter would take more work: up to {{Ticks|30000*6}} work, but paving 100 stone tiles would cost {{Ticks|{{P|Work To Make}}*100}} of work (for Construction 8).&lt;br /&gt;
&lt;br /&gt;
Furthermore, sculptures can be made out of [[wood]], which is easier to work with (taking {{Ticks|30000*0.7}} of work for large sculpture), is a generally easier material to obtain, and has the same beauty as granite. Therefore, using wood is even better than stone for this purpose.&lt;br /&gt;
&lt;br /&gt;
However, stone tiles have a few key advantages. Sculptures take up a [[room]'s space, while tiles can be used to improve beauty and wealth without taking space. This can be relevant for smaller rooms like bedrooms. In addition, stone tiles cannot be attacked, so they are safer if placed in a combat zone. Finally, Construction is a broadly useful skill while Artistic is not. Therefore, stone tiles can be worth installing but sculptures are still more resource and [[wealth]] efficient overall.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - added&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=178980</id>
		<title>Noctolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=178980"/>
		<updated>2026-04-04T20:13:10Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Add more data}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Noctolith&lt;br /&gt;
| image = Noctolith.png&lt;br /&gt;
| description = A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core..&amp;lt;br/&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| glowradius = 11&lt;br /&gt;
| glowcolor = (74, 37, 2)&lt;br /&gt;
| destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''noctolith''' is a structure [[entity]] added by the [[Anomaly DLC]]. Three will spawn as the focal point of the [[unnatural darkness]] major threat.&lt;br /&gt;
&lt;br /&gt;
== Occurance ==&lt;br /&gt;
{{Main|Unnatural darkness}}&lt;br /&gt;
&lt;br /&gt;
Noctoliths will only spawn as part of the [[unnatural darkness]] event, which requires a level 2 [[void monolith]]. Note that they will not appear as part of the unnatural darkness caused by [[monolith]] awakening, as [[void structure]]s will appear instead.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Noctoliths do not take any direct action unless they are damaged. When damaged, they will trigger a wave of [[noctol]]s to attack the colony - this happens once per noctolith. The amount of damage needed to trigger the wave is anywhere from 0 to 99% HP of the noctolith's health. The first two waves triggered this way spawn at 35% [[raid point]]s and the final noctol wave spawns at 50% [[raid point]]s. The &amp;quot;base&amp;quot; raid point value is snapshotted when the unnatural darkness event is first started.&lt;br /&gt;
&lt;br /&gt;
Destroying all three noctoliths will immediately end the unnatural darkness game condition. In addition, noctoliths drop a [[shard]] and 32 [[bioferrite]] when destroyed.&lt;br /&gt;
&lt;br /&gt;
Noctoliths themselves generate a small amount of [[light]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Main|Unnatural darkness#Analysis}}&lt;br /&gt;
&lt;br /&gt;
Destroying the noctoliths is not essential to surviving the unnatural darkness event. Waiting the 6-8 days for the event to end is sufficient if the base is well-lit, can survive noctol raids, and has a decent food stockpile. Alternatviely, a [[sun lamp]] setup can enable crop growth during the unnatural darkness.&lt;br /&gt;
&lt;br /&gt;
Still, each noctolith rewards a shard when destroyed, and destroying all three ends the event early, so it is worth it if the extra danger can be handled. Sending out teams of builders to create a path of torches is sufficient to reach a noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]]{{RoyaltyIcon}} power to quickly create a path, or putting pawns in [[transport pod]]s or [[passenger shuttle]]s{{OdysseyIcon}} to launch them to the safety of the small amount of light given off by the noctolith itself. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the noctolith from a distance. Noctol raids will almost certainly occur during the travel, but a crew of well-armed pawns can easily shoot down single noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. &lt;br /&gt;
&lt;br /&gt;
A [[ghoul]] can walk through a small stretch of darkness, regenerate any damage, and melee a noctolith in relative safety. Alternately, a melee pawn with fast movement speed, the [[skip]] [[psycast]],{{RoyaltyIcon}} or a [[jump pack|means]] [[locust armor|of]] [[longjump legs|jumping]] can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a [[breach axe]] for the extra building damage. Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of [[noctol]]s. [[Friendly mechanoids]]{{BiotechIcon}} are immune to darkness damage entirely, although they are leashed to their [[mechanitor]] which won't be.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The noctolith name is likely a combination of the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night, and &amp;quot;lith&amp;quot; meaning stone.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=178979</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=178979"/>
		<updated>2026-04-04T19:00:22Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image = Revenant.png&lt;br /&gt;
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br/&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br/&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or fire.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 80&lt;br /&gt;
| anomaly knowledge = 3&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 45&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| healthscale = 10&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 1000&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 2&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| stagger duration factor = 0&lt;br /&gt;
| minimum comfortable temperature = -40&lt;br /&gt;
| maximum comfortable temperature = 60&lt;br /&gt;
| filth rate = &lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| destroyyield = {{Icon Small|Revenant spine|1}}&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 3&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Revenant&lt;br /&gt;
| label = revenant&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Revenants''' are an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Revenants may spawn as an entity event when a colony has at least five [[colonist]]s. Be warned: temporary pawns ''do'' count towards this total. They will not spawn until this threshold is reached, even if all other advanced entities are already discovered and [[void provocation]] is performed. A known entity will be summoned instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively, one can acquire a [[revenant spine]] from a Mysterious Cargo [[quest]] as a piece of cargo. The revenant will reform after some time, or when placed into [[containment]]. Note that immediately smashing the spine will not unlock the revenant's codex entry. This quest does not respect the population requirement.&lt;br /&gt;
&lt;br /&gt;
Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 1 for a revenant to appear.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The revenant is an advanced [[entity]] that hypnotizes humans. &lt;br /&gt;
&lt;br /&gt;
Like the [[sightstealer]], revenants enter the map [[invisible]] to both pawns and the player, and remain so until they get close to a target. The player is not notified of a revenant's arrival.&lt;br /&gt;
&lt;br /&gt;
Every {{ticks/gametime/days|108000}} to {{ticks/gametime/days|192000}}, a revenant will enter an attacking state in which it stalks the closest available pawn. It will open doors between itself and its target as it approaches.&lt;br /&gt;
&lt;br /&gt;
Revenants will typically prioritize the nearest available target during an attack - potentially switching mid-chase if a closer pawn becomes available - but are otherwise completely indiscriminate. They will target colonists, prisoners, visiting guests, traders, and even raiders. [[Ghoul]]s, however, will always be ignored. If a revenant would attack but can't reach any targetable pawns, it will wander at random until a valid target becomes available, at which point the revenant begins stalking them.&lt;br /&gt;
&lt;br /&gt;
If allowed to reach melee range, it will freeze the targeted pawn in place and begin hypnotizing them. The length of time it takes for a revenant to hypnotize a pawn starts at {{ticks|900}} and reaches a minimum of {{ticks|360}}, scaling with the number of colonists on the map according to the following chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Time required to hypnotize&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width = 300&lt;br /&gt;
 | height = 300&lt;br /&gt;
 | type = line&lt;br /&gt;
 | xAxisTitle = Number of colonists&lt;br /&gt;
 | yAxisTitle = Time in seconds&lt;br /&gt;
 | x = 0, 2, 4, 10, 15&lt;br /&gt;
 | y = 15, 15, 11, 6, 6&lt;br /&gt;
 | xGrid = 1&lt;br /&gt;
 | yGrid = 1&lt;br /&gt;
 | xAxisMin = 0&lt;br /&gt;
 | yAxisMin = 1&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once this process completes, the pawn will be subjected to ''revenant hypnosis'', which caps their [[consciousness]] at {{Bad|10%}} and leaves them [[downed]] indefinitely. The revenant will then attempt to flee and hide on a random tile far away from where it was revealed, where it will sleep until it is ready to attack again. The revenant will turn invisible {{ticks|140}} after it starts fleeing.&lt;br /&gt;
&lt;br /&gt;
The hypnosis condition is linked to the revenant itself - upon the revenant's death, any hypnotized pawns will immediately wake up and resume normal activity. Only the pawns hypnotized by that specific revenant will have the hypnosis removed. The condition can be ended prematurely with the [[unnatural healing]] ability or by administering a [[healer mech serum]]; otherwise, it lasts indefinitely as long as the revenant remains alive. Hypnosis will be broken when leaving the map via [[gravship]]{{OdysseyIcon}} leaving the revenant behind. &lt;br /&gt;
&lt;br /&gt;
Revenants have a slow default movement speed of 3.2 {{CS}} while invisible, but they quickly speed up whenever they are revealed. This takes the form of a hidden multiplier to their speed that starts at {{Good|×1}} and linearly scales up to {{Good|×2.8}} over {{ticks|1800}} of being visible, resulting in an extremely fast final speed of 8.96 {{CS}}. Coupled with their [[Stagger Time Multiplier]] of {{Good|×0%}}, this makes revenants relentless hunters that are practically impossible to escape directly.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Despite nominally having a melee attack, revenants will never fight, even when confronted directly. They will only ever attempt to hypnotize their current target - heedless of incoming attacks - and then flee by the easiest available route. If completely enclosed and unable to escape, it will attempt to mine through walls rather than bashing them down.&lt;br /&gt;
&lt;br /&gt;
Upon death, the revenant will not create a traditional [[corpse]] but will instead dissolve into an oily looking black stain and a [[revenant spine]]. The stain can be cleaned like normal [[filth]] and the spine can be hauled like an item, carried to a [[holding platform]] or [[holding spot]] to reform and resurrect the revenant for study, smashed to kill the revenant permanently and yielding a [[shard]] in the process, or crafted into a [[revenant vertebrae]] at a [[bioferrite shaper]]. If not promptly dealt with, the spine may reform into a revenant on its own; a warning [[letter]] will be provided 3-5 hours in advance before this happens.&lt;br /&gt;
&lt;br /&gt;
Revenants are stunned by [[EMP]] blasts, which are very effective at immobilizing them. Note that revenants will adapt to EMP stuns like most targets do, which will prevent them from being permanently stunned without the use of masterwork or legendary [[EMP launcher]]s.&lt;br /&gt;
&lt;br /&gt;
Revenants are immune to traps, such as [[spike trap]]s and [[IED]]s, and will never set them off even when passing directly over them.&lt;br /&gt;
&lt;br /&gt;
Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%. They do not bleed.&lt;br /&gt;
&lt;br /&gt;
Revenants are immune to [[psychic shock lance]]s and [[biomutation lance]]s. [[Psychic insanity lance]]s can target revenants, but the [[Mental_break#Berserk|berserk]] state does not change their behavior in any way.&lt;br /&gt;
&lt;br /&gt;
With a [[vacuum resistance]] of 100%, revenants are totally immune to [[vacuum exposure]] {{OdysseyIcon}}. &lt;br /&gt;
&lt;br /&gt;
=== Tracking ===&lt;br /&gt;
Revenants leave behind a distinct trail of smears as they move. These smears are left rarely while the revenant is wandering, and appear much more frequently during an attack or escape. They serve as the primary way of tracking down an invisible revenant.&lt;br /&gt;
&lt;br /&gt;
[[File:Revenant Smear.png|thumb|The smear left behind by a revenant that can be used to track it when it is invisible.]]&lt;br /&gt;
&lt;br /&gt;
If a revenant is damaged when it is actively hypnotizing a pawn, it'll drop a [[revenant flesh chunk]]. Only one chunk will drop during any given hypnosis. These chunks can be analyzed by a colonist to make it easier to track the revenant:&lt;br /&gt;
# The first analyzed flesh chunk will make the revenant's trail of smears much longer.&lt;br /&gt;
# The second analyzed flesh chunk will provide a warning when a pawn comes within 7.9 tiles of the revenant, indicated by an exclamation mark above the pawn's head and a visible message: (i.e. ''&amp;quot;Glasses can hear the revenant shivering nearby!&amp;quot;'')&lt;br /&gt;
# The third and final analyzed flesh chunk will reveal the revenant whenever a pawn comes within 8.9 tiles of its location.&lt;br /&gt;
&lt;br /&gt;
Note that every revenant has a unique biosignature, and analysis progress is tied to this biosignature. Each encountered revenant must be analyzed individually. A slain revenant will retain its biosignature if it reforms by being contained, but a revenant that reforms on its own will adopt a new biosignature and must be analyzed again from scratch.&lt;br /&gt;
&lt;br /&gt;
Invisible revenants are revealed upon taking any form of damage (including area effects such as [[fire]], [[EMP]], and [[Bomb|explosions]]), being within 7.9 tiles of a [[Disruptor flare pack|disruptor flare]] when it lands, and being covered in [[firefoam]]. Revenants that are forcibly revealed will immediately attempt to escape.&lt;br /&gt;
&lt;br /&gt;
During an attack, revenants reveal themselves when they come within a certain range of their current target. This distance starts at 26 cells and, like the required time to hypnotize, scales with the number of colonists on the map according to the following chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Minimum distance to reveal during attack&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width = 300&lt;br /&gt;
 | height = 300&lt;br /&gt;
 | type = line&lt;br /&gt;
 | xAxisTitle = Number of colonists&lt;br /&gt;
 | yAxisTitle = Distance in cells&lt;br /&gt;
 | x = 0, 2, 3, 8, 15, 20&lt;br /&gt;
 | y = 26, 26, 18, 16, 10, 10&lt;br /&gt;
 | xGrid = 1&lt;br /&gt;
 | yGrid = 1&lt;br /&gt;
 | xAxisMin = 0&lt;br /&gt;
 | yAxisMin = 1&lt;br /&gt;
 | yAxisMax = 30&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As long as they're not attacking, revenants that become visible by any means will turn invisible again after {{ticks|140}}. This is prevented as long as the revenant is stunned, covered in firefoam, or subjected to the ''disruptor flash'' effect from disruptor flares.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Revenants are extremely hard to kill. With their immunity to bleeding and very high maximum hit points, they are more durable than even a [[thrumbo]]; repeated volleys are required to bring one down. Catching them poses a significant challenge for unprepared settlements. Zoning, work assignments, and restricted doors can help to keep colonists together and prevent revenants from singling out and picking off isolated pawns one by one. When hunting a revenant, finding a way to stun it long enough for your colonists to inflict fatal damage is vital.&lt;br /&gt;
&lt;br /&gt;
There are many ways to make hunting down a revenant easier:&lt;br /&gt;
* Doors opening on their own is a telltale sign that a revenant is moving through them.&lt;br /&gt;
* [[Proximity detector]]s are capable of detecting a hidden revenant, but will not reveal it outright. They can still assist in pinning down where it is; reinstalling an activated detector in different spots or using an overlapping grid of detectors can be used to narrow down the potential range even further.&lt;br /&gt;
* [[EMP grenades]], [[EMP launcher]]s, and [[disruptor flare pack|disruptor flares]] are excellent for flushing out invisible revenants due to their wide area of effect, and will leave them stunned and vulnerable to attack. EMP weapons don't require refilling ammunition, but disruptor flares can be equipped alongside another weapon.&lt;br /&gt;
* Revenants that are driven [[Mental break#Berserk|berserk]] by any means do not behave any differently, but will emit faint red particles that can always be seen - even while the revenant is invisible. These particles can be used to track the revenant, although the effect tends to blend in with terrain and so is easy to lose sight of.&lt;br /&gt;
** [[Psychic insanity lance]]s cause revenants to become berserk for {{ticks|80000}}, although using them in this manner may be expensive for the proportional benefit.&lt;br /&gt;
* [[Psycasts]]{{RoyaltyIcon}} can be invaluable tools for dealing with a revenant, thanks to its high [[psychic sensitivity]]:&lt;br /&gt;
** [[Vertigo pulse]] reveals the revenant, disrupts its hypnosis, and forces it to wander aimlessly for {{ticks|2400}}.&lt;br /&gt;
** [[Stun (psycast)|Stun]] briefly stuns the revenant in place, but doesn't interrupt its hypnosis.&lt;br /&gt;
** [[Beckon]] and [[Skip]] can both be used to stop a revenant from escaping or to interrupt it from hypnotizing a pawn.&lt;br /&gt;
** [[Berserk (psycast)|Berserk]] and [[Berserk pulse]] will cause a revenant to become berserk for a total of {{ticks|1800}}, allowing it to be tracked for a short time.&lt;br /&gt;
** [[Waterskip]] can be used to reveal the revenant, although it will quickly fade away again - meaning that this psycast is best used to confirm that the revenant is actually in an area before deploying a stronger revealing effect such as firefoam or disruptor flares.&lt;br /&gt;
&lt;br /&gt;
Remember that revenants are at their most vulnerable while attempting to hypnotize a colonist. They are permanently revealed during this time and will not flee even if mortally wounded. If all else fails, choosing one fast pawn as bait to [[Kiting|kite]] the revenant for as long as possible will allow your other colonists to attack with impunity; [[longjump legs]] {{BiotechIcon}} and [[jump pack]]s {{RoyaltyIcon}} can assist with this, although care must be taken to ensure that the revenant doesn't simply choose a closer target. Dealing enough damage this way can render the revenant too wounded to flee effectively, allowing your colonists to chase it down with your preferred method of invisibility disruption and finish it off for good.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The revenant has a high minimum containment strength requirement, meaning that a [[holding platform]] and [[security door]] are required to comfortably contain it. Additionally, its immunity to traps and its unique ability to open doors can make catching an escaping revenant very difficult, as it can simply walk out of its containment chamber. Securing one in the long term is thus contingent upon a colony's ability to quickly and safely recapture it when it inevitably breaks free and begins hunting anew.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
{{Animal Health Table|Human}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4069]] - Revenant flammability reduced to 0%, effectively fireproof.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=178978</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=178978"/>
		<updated>2026-04-04T18:56:32Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image = Revenant.png&lt;br /&gt;
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br/&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br/&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or fire.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 80&lt;br /&gt;
| anomaly knowledge = 3&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 45&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| healthscale = 10&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 1000&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 2&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| stagger duration factor = 0&lt;br /&gt;
| minimum comfortable temperature = -40&lt;br /&gt;
| maximum comfortable temperature = 60&lt;br /&gt;
| filth rate = &lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| destroyyield = {{Icon Small|Revenant spine|1}}&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 3&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Revenant&lt;br /&gt;
| label = revenant&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Revenants''' are an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Revenants may spawn as an entity event when a colony has at least five [[colonist]]s. Be warned: temporary pawns ''do'' count towards this total. They will not spawn until this threshold is reached, even if all other advanced entities are already discovered and [[void provocation]] is performed. A known entity will be summoned instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively, one can acquire a [[revenant spine]] from a Mysterious Cargo [[quest]] as a piece of cargo. The revenant will reform after some time, or when placed into [[containment]]. Note that immediately smashing the spine will not unlock the revenant's codex entry. This quest does not respect the population requirement.&lt;br /&gt;
&lt;br /&gt;
Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 1 for a revenant to appear.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The revenant is an advanced [[entity]] that hypnotizes humans. &lt;br /&gt;
&lt;br /&gt;
Like the [[sightstealer]], revenants enter the map [[invisible]] to both pawns and the player, and remain so until they get close to a target. The player is not notified of a revenant's arrival.&lt;br /&gt;
&lt;br /&gt;
Every {{ticks/gametime/days|108000}} to {{ticks/gametime/days|192000}}, a revenant will enter an attacking state in which it stalks the closest available pawn. It will open doors between itself and its target as it approaches.&lt;br /&gt;
&lt;br /&gt;
Revenants will typically prioritize the nearest available target during an attack - potentially switching mid-chase if a closer pawn becomes available - but are otherwise completely indiscriminate. They will target colonists, prisoners, visiting guests, traders, and even raiders. [[Ghoul]]s, however, will always be ignored. If a revenant would attack but can't reach any targetable pawns, it will wander at random until a valid target becomes available, at which point the revenant begins stalking them.&lt;br /&gt;
&lt;br /&gt;
If allowed to reach melee range, it will freeze the targeted pawn in place and begin hypnotizing them. The length of time it takes for a revenant to hypnotize a pawn starts at {{ticks|900}} and reaches a minimum of {{ticks|360}}, scaling with the number of colonists on the map according to the following chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Time required to hypnotize&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width = 300&lt;br /&gt;
 | height = 300&lt;br /&gt;
 | type = line&lt;br /&gt;
 | xAxisTitle = Number of colonists&lt;br /&gt;
 | yAxisTitle = Time in seconds&lt;br /&gt;
 | x = 0, 2, 4, 10, 15&lt;br /&gt;
 | y = 15, 15, 11, 6, 6&lt;br /&gt;
 | xGrid = 1&lt;br /&gt;
 | yGrid = 1&lt;br /&gt;
 | xAxisMin = 0&lt;br /&gt;
 | yAxisMin = 1&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once this process completes, the pawn will be subjected to ''revenant hypnosis'', which caps their [[consciousness]] at {{Bad|10%}} and leaves them [[downed]] indefinitely. The revenant will then attempt to flee and hide on a random tile far away from where it was revealed, where it will sleep until it is ready to attack again. The revenant will turn invisible {{ticks|140}} after it starts fleeing.&lt;br /&gt;
&lt;br /&gt;
The hypnosis condition is linked to the revenant itself - upon the revenant's death, any hypnotized pawns will immediately wake up and resume normal activity. Only the pawns hypnotized by that specific revenant will have the hypnosis removed. The condition can be ended prematurely with the [[unnatural healing]] ability or by administering a [[healer mech serum]]; otherwise, it lasts indefinitely as long as the revenant remains alive. Hypnosis will be broken when leaving the map via [[gravship]]{{OdysseyIcon}} leaving the revenant behind. &lt;br /&gt;
&lt;br /&gt;
Revenants have a slow default movement speed of 3.2 {{CS}} while invisible, but they quickly speed up whenever they are revealed. This takes the form of a hidden multiplier to their speed that starts at {{Good|×1}} and linearly scales up to {{Good|×2.8}} over {{ticks|1800}} of being visible, resulting in an extremely fast final speed of 8.96 {{CS}}. Coupled with their [[Stagger Time Multiplier]] of {{Good|×0%}}, this makes revenants relentless hunters that are practically impossible to escape directly.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Despite nominally having a melee attack, revenants will never fight, even when confronted directly. They will only ever attempt to hypnotize their current target - heedless of incoming attacks - and then flee by the easiest available route. If completely enclosed and unable to escape, it will attempt to mine through walls rather than bashing them down.&lt;br /&gt;
&lt;br /&gt;
Upon death, the revenant will not create a traditional [[corpse]] but will instead dissolve into an oily looking black stain and a [[revenant spine]]. The stain can be cleaned like normal [[filth]] and the spine can be hauled like an item, carried to a [[holding platform]] or [[holding spot]] to reform and resurrect the revenant for study, smashed to kill the revenant permanently and yielding a [[shard]] in the process, or crafted into a [[revenant vertebrae]] at a [[bioferrite shaper]]. If not promptly dealt with, the spine may reform into a revenant on its own; a warning [[letter]] will be provided 3-5 hours in advance before this happens.&lt;br /&gt;
&lt;br /&gt;
Revenants are stunned by [[EMP]] blasts, which are very effective at immobilizing them. Note that revenants will adapt to EMP stuns like most targets do, which will prevent them from being permanently stunned without the use of masterwork or legendary [[EMP launcher]]s.&lt;br /&gt;
&lt;br /&gt;
Revenants are immune to traps, such as [[spike trap]]s and [[IED]]s, and will never set them off even when passing directly over them.&lt;br /&gt;
&lt;br /&gt;
Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%. They do not bleed.&lt;br /&gt;
&lt;br /&gt;
Revenants are immune to [[psychic shock lance]]s and [[biomutation lance]]s. [[Psychic insanity lance]]s can target revenants, but the [[Mental_break#Berserk|berserk]] state does not change their behavior in any way.&lt;br /&gt;
&lt;br /&gt;
With a [[vacuum resistance]] of 100%, revenants are totally immune to [[vacuum exposure]] {{OdysseyIcon}}. &lt;br /&gt;
&lt;br /&gt;
=== Tracking ===&lt;br /&gt;
Revenants leave behind a distinct trail of smears as they move. These smears are left rarely while the revenant is wandering, and appear much more frequently during an attack or escape. They serve as the primary way of tracking down an invisible revenant.&lt;br /&gt;
&lt;br /&gt;
[[File:Revenant Smear.png|thumb|The smear left behind by a revenant that can be used to track it when it is invisible.]]&lt;br /&gt;
&lt;br /&gt;
If a revenant is damaged when it is actively hypnotizing a pawn, it'll drop a [[revenant flesh chunk]]. Only one chunk will drop during any given hypnosis. These chunks can be analyzed by a colonist to make it easier to track the revenant:&lt;br /&gt;
# The first analyzed flesh chunk will make the revenant's trail of smears much longer.&lt;br /&gt;
# The second analyzed flesh chunk will provide a warning when a pawn comes within 7.9 tiles of the revenant, indicated by an exclamation mark above the pawn's head and a visible message: (i.e. ''&amp;quot;Glasses can hear the revenant shivering nearby!&amp;quot;'')&lt;br /&gt;
# The third and final analyzed flesh chunk will reveal the revenant whenever a pawn comes within 8.9 tiles of its location.&lt;br /&gt;
&lt;br /&gt;
Note that every revenant has a unique biosignature, and analysis progress is tied to this biosignature. Each encountered revenant must be analyzed individually. A slain revenant will retain its biosignature if it reforms by being contained, but a revenant that reforms on its own will adopt a new biosignature and must be analyzed again from scratch.&lt;br /&gt;
&lt;br /&gt;
Invisible revenants are revealed upon taking any form of damage (including area effects such as [[fire]], [[EMP]], and [[Bomb|explosions]]), being within 7.9 tiles of a [[Disruptor flare pack|disruptor flare]] when it lands, and being covered in [[firefoam]]. Revenants that are forcibly revealed will immediately attempt to escape.&lt;br /&gt;
&lt;br /&gt;
During an attack, revenants reveal themselves when they come within a certain range of their current target. This distance starts at 26 cells and, like the required time to hypnotize, scales with the number of colonists on the map according to the following chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Minimum distance to reveal during attack&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width = 300&lt;br /&gt;
 | height = 300&lt;br /&gt;
 | type = line&lt;br /&gt;
 | xAxisTitle = Number of colonists&lt;br /&gt;
 | yAxisTitle = Distance in cells&lt;br /&gt;
 | x = 0, 2, 3, 8, 15, 20&lt;br /&gt;
 | y = 26, 26, 18, 16, 10, 10&lt;br /&gt;
 | xGrid = 1&lt;br /&gt;
 | yGrid = 1&lt;br /&gt;
 | xAxisMin = 0&lt;br /&gt;
 | yAxisMin = 1&lt;br /&gt;
 | yAxisMax = 30&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As long as they're not attacking, revenants that become visible by any means will turn invisible again after {{ticks|140}}. This is prevented as long as the revenant is stunned, covered in firefoam, or subjected to the ''disruptor flash'' effect from disruptor flares.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Revenants are extremely hard to kill. With their immunity to bleeding and very high maximum hit points, they are more durable than even a [[thrumbo]]; repeated volleys are required to bring one down. Catching them poses a significant challenge for unprepared settlements. Zoning, work assignments, and restricted doors can help to keep colonists together and prevent revenants from singling out and picking off isolated pawns one by one. When hunting a revenant, finding a way to stun it long enough for your colonists to inflict fatal damage is vital.&lt;br /&gt;
&lt;br /&gt;
There are many ways to make hunting down a revenant easier:&lt;br /&gt;
* Doors opening on their own is a telltale sign that a revenant is moving through them.&lt;br /&gt;
* [[Proximity detector]]s are capable of detecting a hidden revenant, but will not reveal it outright. They can still assist in pinning down where it is; reinstalling an activated detector in different spots or using an overlapping grid of detectors can be used to narrow down the potential range even further.&lt;br /&gt;
* [[EMP grenades]], [[EMP launcehr]]s, and [[disruptor flare pack|disruptor flares]] are excellent for flushing out invisible revenants due to their wide area of effect, and will leave them stunned and vulnerable to attack. EMP weapons don't require refilling ammunition, but disruptor flares can be equipped alongside another weapon.&lt;br /&gt;
* Revenants that are driven [[Mental break#Berserk|berserk]] by any means do not behave any differently, but will emit faint red particles that can always be seen - even while the revenant is invisible. These particles can be used to track the revenant, although the effect tends to blend in with terrain and so is easy to lose sight of.&lt;br /&gt;
** [[Psychic insanity lance]]s cause revenants to become berserk for {{ticks|80000}}, although using them in this manner may be expensive for the proportional benefit.&lt;br /&gt;
* [[Psycasts]]{{RoyaltyIcon}} can be invaluable tools for dealing with a revenant, thanks to its high [[psychic sensitivity]]:&lt;br /&gt;
** [[Vertigo pulse]] reveals the revenant, disrupts its hypnosis, and forces it to wander aimlessly for {{ticks|2400}}.&lt;br /&gt;
** [[Stun (psycast)|Stun]] briefly stuns the revenant in place, but doesn't interrupt its hypnosis.&lt;br /&gt;
** [[Beckon]] and [[Skip]] can both be used to stop a revenant from escaping or to interrupt it from hypnotizing a pawn.&lt;br /&gt;
** [[Berserk (psycast)|Berserk]] and [[Berserk pulse]] will cause a revenant to become berserk for a total of {{ticks|1800}}, allowing it to be tracked for a short time.&lt;br /&gt;
** [[Waterskip]] can be used to reveal the revenant, although it will quickly fade away again - meaning that this psycast is best used to confirm that the revenant is actually in an area before deploying a stronger revealing effect such as firefoam or disruptor flares.&lt;br /&gt;
&lt;br /&gt;
Remember that revenants are at their most vulnerable while attempting to hypnotize a colonist. They are permanently revealed during this time and will not flee even if mortally wounded. If all else fails, choosing one fast pawn as bait to [[Kiting|kite]] the revenant for as long as possible will allow your other colonists to attack with impunity; [[longjump legs]] {{BiotechIcon}} and [[jump pack]]s {{RoyaltyIcon}} can assist with this, although care must be taken to ensure that the revenant doesn't simply choose a closer target. Dealing enough damage this way can render the revenant too wounded to flee effectively, allowing your colonists to chase it down with your preferred method of invisibility disruption and finish it off for good.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The revenant has a high minimum containment strength requirement, meaning that a [[holding platform]] and [[security door]] are required to comfortably contain it. Additionally, its immunity to traps and its unique ability to open doors can make catching an escaping revenant very difficult, as it can simply walk out of its containment chamber. Securing one in the long term is thus contingent upon a colony's ability to quickly and safely recapture it when it inevitably breaks free and begins hunting anew.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
{{Animal Health Table|Human}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4069]] - Revenant flammability reduced to 0%, effectively fireproof.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=178977</id>
		<title>Noctolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=178977"/>
		<updated>2026-04-04T18:50:04Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Add more data}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Noctolith&lt;br /&gt;
| image = Noctolith.png&lt;br /&gt;
| description = A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core..&amp;lt;br/&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| glowradius = 11&lt;br /&gt;
| glowcolor = (74, 37, 2)&lt;br /&gt;
| destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''noctolith''' is a structure [[entity]] added by the [[Anomaly DLC]]. Three will spawn as the focal point of the [[unnatural darkness]] major threat.&lt;br /&gt;
&lt;br /&gt;
== Occurance ==&lt;br /&gt;
{{Main|Unnatural darkness}}&lt;br /&gt;
&lt;br /&gt;
Noctoliths will only spawn as part of the [[unnatural darkness]] event, which requires a level 2 [[void monolith]]. Note that they will not appear as part of the unnatural darkness caused by [[monolith]] awakening, as [[void structure]]s will appear instead.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Noctoliths do not take any direct action unless they are damaged. When damaged, they will trigger a wave of [[noctol]]s to attack the colony - this happens once per noctolith. The amount of damage needed to trigger the wave is anywhere from 0 to 99% HP of the noctolith's health. The first two waves triggered this way spawn at 35% [[raid point]]s and the final noctol wave spawns at 50% [[raid point]]s. The &amp;quot;base&amp;quot; raid point value is snapshotted when the unnatural darkness event is first started.&lt;br /&gt;
&lt;br /&gt;
Destroying all three noctoliths will immediately end the unnatural darkness game condition. In addition, noctoliths drop a [[shard]] and 32 [[bioferrite]] when destroyed.&lt;br /&gt;
&lt;br /&gt;
Noctoliths themselves generate a small amount of [[light]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Main|Unnatural darkness#Analysis}}&lt;br /&gt;
&lt;br /&gt;
Destroying the noctoliths is not essential to surviving the unnatural darkness event. Waiting the 6-8 days for the event to end is sufficient if the base is well-lit, can survive noctol raids, and has a decent food stockpile. Alternatviely, a [[sun lamp]] setup can enable crop growth during the unnatural darkness.&lt;br /&gt;
&lt;br /&gt;
Still, each noctolith rewards a shard for their destruction, and destroying all three ends the event early, so it is worth it if the extra danger can be handled. Sending out teams of builders to create a path of torches is sufficient to reach a noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]]{{RoyaltyIcon}} power to quickly create a path, or putting pawns in [[transport pod]]s or [[passenger shuttle]]s{{OdysseyIcon}} to launch them to the safety of the small amount of light given off by the noctolith itself. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the noctolith from a distance. Noctol raids will almost certainly occur during the travel, but a crew of well-armed pawns can easily shoot down single noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. &lt;br /&gt;
&lt;br /&gt;
A [[ghoul]] can walk through a small stretch of darkness, regenerate any damage, and melee a noctolith in relative safety. Alternately, a melee pawn with fast movement speed, the [[skip]] [[psycast]],{{RoyaltyIcon}} or a [[jump pack|means]] [[locust armor|of]] [[longjump legs|jumping]] can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a [[breach axe]] for the extra building damage. Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of [[noctol]]s. [[Friendly mechanoids]]{{BiotechIcon}} are immune to darkness damage entirely, although they are leashed to their [[mechanitor]] which won't be.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The noctolith name is likely a combination of the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night, and &amp;quot;lith&amp;quot; meaning stone.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=178976</id>
		<title>Noctolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=178976"/>
		<updated>2026-04-04T18:47:34Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Add more data}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Noctolith&lt;br /&gt;
| image = Noctolith.png&lt;br /&gt;
| description = A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core..&amp;lt;br/&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| glowradius = 11&lt;br /&gt;
| glowcolor = (74, 37, 2)&lt;br /&gt;
| destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''noctolith''' is a structure [[entity]] added by the [[Anomaly DLC]]. Three will spawn as the focal point of the [[unnatural darkness]] major threat.&lt;br /&gt;
&lt;br /&gt;
== Occurance ==&lt;br /&gt;
{{Main|Unnatural darkness}}&lt;br /&gt;
&lt;br /&gt;
Noctoliths will only spawn as part of the [[unnatural darkness]] event, which requires a level 2 [[void monolith]]. Note that they will not appear as part of the unnatural darkness caused by [[monolith]] awakening, as [[void structure]]s will appear instead.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Noctoliths do not take any direct action unless they are damaged. When damaged, they will trigger a wave of [[noctol]]s to attack the colony. The amount of damage needed to trigger the wave is anywhere from 0 to 99% HP of the noctolith's health. The first two waves triggered this way spawn at 35% [[raid point]]s and the final noctol wave spawns at 50% [[raid point]]s. The &amp;quot;base&amp;quot; raid point value is snapshotted when the unnatural darkness event is first started.&lt;br /&gt;
&lt;br /&gt;
Destroying all three noctoliths will immediately end the unnatural darkness game condition. In addition, noctoliths drop a [[shard]] and 32 [[bioferrite]] when destroyed.&lt;br /&gt;
&lt;br /&gt;
Noctoliths themselves generate a small amount of [[light]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Main|Unnatural darkness#Analysis}}&lt;br /&gt;
&lt;br /&gt;
Destroying the noctoliths is not essential to surviving the unnatural darkness event. Waiting the 6-8 days for the event to end is sufficient if the base is well-lit, can survive noctol raids, and has a decent food stockpile. Alternatviely, a [[sun lamp]] setup can enable crop growth during the unnatural darkness.&lt;br /&gt;
&lt;br /&gt;
Still, each noctolith rewards a shard for their destruction, and destroying all three ends the event early, so it is worth it if the extra danger can be handled. Sending out teams of builders to create a path of torches is sufficient to reach a noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]]{{RoyaltyIcon}} power to quickly create a path, or putting pawns in [[transport pod]]s or [[passenger shuttle]]s{{OdysseyIcon}} to launch them to the safety of the small amount of light given off by the noctolith itself. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the noctolith from a distance. Noctol raids will almost certainly occur during the travel, but a crew of well-armed pawns can easily shoot down single noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. &lt;br /&gt;
&lt;br /&gt;
A [[ghoul]] can walk through a small stretch of darkness, regenerate any damage, and melee a noctolith in relative safety. Alternately, a melee pawn with fast movement speed, the [[skip]] [[psycast]],{{RoyaltyIcon}} or a [[jump pack|means]] [[locust armor|of]] [[longjump legs|jumping]] can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a [[breach axe]] for the extra building damage. Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of [[noctol]]s. [[Friendly mechanoids]]{{BiotechIcon}} are immune to darkness damage entirely, although they are leashed to their [[mechanitor]] which won't be.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The noctolith name is likely a combination of the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night, and &amp;quot;lith&amp;quot; meaning stone.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=178975</id>
		<title>Noctolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=178975"/>
		<updated>2026-04-04T18:46:15Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Add more data}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Noctolith&lt;br /&gt;
| image = Noctolith.png&lt;br /&gt;
| description = A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core..&amp;lt;br/&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| glowradius = 11&lt;br /&gt;
| glowcolor = (74, 37, 2)&lt;br /&gt;
| destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''noctolith''' is a structure [[entity]] added by the [[Anomaly DLC]]. Three will spawn as the focal point of the [[unnatural darkness]] major threat.&lt;br /&gt;
&lt;br /&gt;
== Occurance ==&lt;br /&gt;
{{Main|Unnatural darkness}}&lt;br /&gt;
&lt;br /&gt;
Noctoliths will only spawn as part of the [[unnatural darkness]] event, which requires a level 2 [[void monolith]]. Note that they will not appear as part of the unnatural darkness caused by [[monolith]] awakening, as [[void structure]]s will appear instead.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Noctoliths do not take any direct action unless they are damaged. When damaged, they will trigger a wave of [[noctol]]s to attack the colony. The amount of damage needed to trigger the wave is anywhere from 0 to 99% HP of the noctolith's health. The first two waves triggered this way spawn at 35% [[raid point]]s and the final noctol wave spawns at 50% [[raid point]]s. The &amp;quot;base&amp;quot; raid point value is snapshotted when the unnatural darkness event is first started.&lt;br /&gt;
&lt;br /&gt;
Destroying all three noctoliths will immediately end the unnatural darkness game condition. In addition, noctoliths drop a [[shard]] and 32 [[bioferrite]] when destroyed.&lt;br /&gt;
&lt;br /&gt;
Noctoliths themselves generate a small amount of [[light]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Main|Unnatural darkness#Analysis}}&lt;br /&gt;
&lt;br /&gt;
Destroying the noctoliths is not essential to surviving the unnatural darkness event. Waiting the 6-8 days for the event to end is sufficient if the base is well-lit, can survive noctol raids, and has a decent food stockpile. Alternatviely, a [[sun lamp]] setup can enable crop growth during the unnatural darkness.&lt;br /&gt;
&lt;br /&gt;
Still, each noctolith rewards a shard for their destruction, and destroying all three ends the event early, so it is worth it if the extra danger can be handled. Sending out teams of builders to create a path of torches is sufficient to reach a noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]]{{RoyaltyIcon}} power to quickly create a path, or putting pawns in [[transport pod]]s or [[passenger shuttle]]s{{OdysseyIcon}} to launch them to the safety of the small amount of light given off by the noctolith itself. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the noctolith from a distance. Noctol raids will almost certainly occur during the travel, but a crew of well-armed pawns can easily shoot down single noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. &lt;br /&gt;
&lt;br /&gt;
A [[ghoul]] can walk through a small stretch of darkness, regenerate any damage, and melee a noctolith in relative safety. Alternately, a melee pawn with fast movement speed, the [[skip]] [[psycast]],{{RoyaltyIcon}} or a [[jump pack|means]] [[locust armor|of]] [[longjump legs|jumping]] can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a breach axe for the extra building damage. Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of Noctols. [[Mechanoid]]s{{BiotechIcon}} are immune to darkness damage entirely, although they are leashed to their [[mechanitor]] which won't be.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The noctolith name is likely a combination of the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night, and &amp;quot;lith&amp;quot; meaning stone.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=178974</id>
		<title>Noctolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=178974"/>
		<updated>2026-04-04T18:45:17Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Add more data}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Noctolith&lt;br /&gt;
| image = Noctolith.png&lt;br /&gt;
| description = A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core..&amp;lt;br/&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| glowradius = 11&lt;br /&gt;
| glowcolor = (74, 37, 2)&lt;br /&gt;
| destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''noctolith''' is a structure [[entity]] added by the [[Anomaly DLC]]. Three will spawn as the focal point of the [[unnatural darkness]] major threat.&lt;br /&gt;
&lt;br /&gt;
== Occurance ==&lt;br /&gt;
{{Main|Unnatural darkness}}&lt;br /&gt;
&lt;br /&gt;
Noctoliths will only spawn as part of the [[unnatural darkness]] event, which requires a level 2 [[void monolith]]. Note that they will not appear as part of the unnatural darkness caused by [[monolith]] awakening, as [[void structure]]s will appear instead.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Noctoliths do not take any direct action unless they are damaged. When damaged, they will trigger a wave of [[noctol]]s to attack the colony. The amount of damage needed to trigger the wave is anywhere from 0 to 99% HP of the noctolith's health. The first two waves triggered this way spawn at 35% [[raid point]]s and the final noctol wave spawns at 50% [[raid point]]s. The &amp;quot;base&amp;quot; raid point value is snapshotted when the unnatural darkness event is first started.&lt;br /&gt;
&lt;br /&gt;
Destroying all three noctoliths will immediately end the unnatural darkness game condition. In addition, noctoliths drop a [[shard]] and 32 [[bioferrite]] when destroyed.&lt;br /&gt;
&lt;br /&gt;
Noctoliths themselves generate a small amount of [[light]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Main|Unnatural darkness#Analysis}}&lt;br /&gt;
&lt;br /&gt;
Destroying the noctoliths is not essential to surviving the unnatural darkness event. Waiting the 6-8 days for the event to end is sufficient if the base is well-lit, can survive noctol raids, and has a decent food stockpile. Alternatviely, a [[sun lamp]] setup can enable crop growth during the unnatural darkness).&lt;br /&gt;
&lt;br /&gt;
Still, each noctolith rewards a shard for their destruction, and destroying all three ends the event early, so it is worth it if the extra danger can be handled. Sending out teams of builders to create a path of torches is sufficient to reach a noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]]{{RoyaltyIcon}} power to quickly create a path, or putting pawns in [[transport pod]]s or [[passenger shuttle]]s{{OdysseyIcon}} to launch them to the safety of the small amount of light given off by the noctolith itself. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the noctolith from a distance. Noctol raids will almost certainly occur during the travel, but a crew of well-armed pawns can easily shoot down single noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. &lt;br /&gt;
&lt;br /&gt;
A [[ghoul]] can walk through a small stretch of darkness, regenerate any damage, and melee a noctolith in relative safety. Alternately, a melee pawn with fast movement speed, the [[skip]] [[psycast]],{{RoyaltyIcon}} or a [[jump pack|means]] [[locust armor|of]] [[longjump legs|jumping]] can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a breach axe for the extra building damage. Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of Noctols. [[Mechanoid]]s{{BiotechIcon}} are immune to darkness damage entirely, although they are leashed to their [[mechanitor]] which won't be.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The noctolith name is likely a combination of the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night, and &amp;quot;lith&amp;quot; meaning stone.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=178973</id>
		<title>Noctolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=178973"/>
		<updated>2026-04-04T18:44:00Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Add more data}}&lt;br /&gt;
{{Split|destination=Unnatural darkness|reason=Partial split/merge. Strip noctolith of details about UD amd have that be primary page with this page being about mechanics specific to the structures themselves. Link to UD for other mechanics}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Noctolith&lt;br /&gt;
| image = Noctolith.png&lt;br /&gt;
| description = A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core..&amp;lt;br/&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| glowradius = 11&lt;br /&gt;
| glowcolor = (74, 37, 2)&lt;br /&gt;
| destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''noctolith''' is a structure [[entity]] added by the [[Anomaly DLC]]. Three will spawn as the focal point of the [[unnatural darkness]] major threat.&lt;br /&gt;
&lt;br /&gt;
== Occurance ==&lt;br /&gt;
{{Main|Unnatural darkness}}&lt;br /&gt;
&lt;br /&gt;
Noctoliths will only spawn as part of the [[unnatural darkness]] event, which requires a level 2 [[void monolith]]. Note that they will not appear as part of the unnatural darkness caused by [[monolith]] awakening, as [[void structure]]s will appear instead.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Noctoliths do not take any direct action unless they are damaged. When damaged, they will trigger a wave of [[noctol]]s to attack the colony. The amount of damage needed to trigger the wave is anywhere from 0 to 99% HP of the noctolith's health. The first two waves spawn at 35% [[raid point]]s and the final Noctol wave spawns at 50% [[raid point]]s.&lt;br /&gt;
&lt;br /&gt;
Destroying all three noctoliths will immediately end the unnatural darkness game condition. In addition, noctoliths drop a [[shard]] and 32 [[bioferrite]] when destroyed.&lt;br /&gt;
&lt;br /&gt;
Noctoliths themselves generate a small amount of [[light]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Main|Unnatural darkness#Analysis}}&lt;br /&gt;
&lt;br /&gt;
Destroying the noctoliths is not essential to surviving the unnatural darkness event. Waiting the 6-8 days for the event to end is sufficient if the base is well-lit, can survive noctol raids, and has a decent food stockpile. Alternatviely, a [[sun lamp]] setup can enable crop growth during the unnatural darkness).&lt;br /&gt;
&lt;br /&gt;
Still, each noctolith rewards a shard for their destruction, and destroying all three ends the event early, so it is worth it if the extra danger can be handled. Sending out teams of builders to create a path of torches is sufficient to reach a noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]]{{RoyaltyIcon}} power to quickly create a path, or putting pawns in [[transport pod]]s or [[passenger shuttle]]s{{OdysseyIcon}} to launch them to the safety of the small amount of light given off by the noctolith itself. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the noctolith from a distance. Noctol raids will almost certainly occur during the travel, but a crew of well-armed pawns can easily shoot down single noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. &lt;br /&gt;
&lt;br /&gt;
A [[ghoul]] can walk through a small stretch of darkness, regenerate any damage, and melee a noctolith in relative safety. Alternately, a melee pawn with fast movement speed, the [[skip]] [[psycast]],{{RoyaltyIcon}} or a [[jump pack|means]] [[locust armor|of]] [[longjump legs|jumping]] can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a breach axe for the extra building damage. Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of Noctols. [[Mechanoid]]s{{BiotechIcon}} are immune to darkness damage entirely, although they are leashed to their [[mechanitor]] which won't be.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The noctolith name is likely a combination of the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night, and &amp;quot;lith&amp;quot; meaning stone.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=178972</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=178972"/>
		<updated>2026-04-04T18:29:29Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Darklight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stub|reason= Missing new Odyssey terrain and weather mechanics}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{Stub|section=1|reason=1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties}}&lt;br /&gt;
{{For|the furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - Most plants have light requirements to grow.&lt;br /&gt;
:*  0% only: {{DLC Icons|Nutrifungus}}&lt;br /&gt;
:*  0%+: {{#Ask: [[Min Grow Light::0]] [[Name::!Nutrifungus]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 30%+: {{#Ask: [[Min Grow Light::0.3]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 51%+: ''All other plants''&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This affects:&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced [[move speed]], scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Darklight ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General also two way links}}&lt;br /&gt;
&lt;br /&gt;
Darklight is a specific range of light colors. Areas lit with darklight are considered dark for the purposes of [[precept]]s: it pleases [[ideoligion]]s with the [[Ideoligion#Lighting|Lighting: Darklights Preferred]] precept, giving those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, and is counted as dark if placed indoors for the [[combat in darkness]] precept. It is considered regular light in every other way, including for the purposes of work speed and [[unnatural darkness]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
* [[Darktorch]]&lt;br /&gt;
* [[Fungus darktorch]]&lt;br /&gt;
* [[Standing lamp]] (configured correctly)&lt;br /&gt;
* [[Flood light]] (configured correctly)&lt;br /&gt;
* [[Darklight brazier]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Standing lamps and flood lights can be set to enable darklight, even without the [[Research#Advanced lights|Advanced lights]] research.&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_11 text-center}}&lt;br /&gt;
! Name !! &amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Light Radius::+]]&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Ask Table Formatter&lt;br /&gt;
  | ?Light Radius&lt;br /&gt;
  | sort = From DLC, Name&lt;br /&gt;
  | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
{{rwbox&lt;br /&gt;
| nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = &amp;lt;span style=&amp;quot;color:#FF3333&amp;quot;;&amp;gt;'''Warning!''' Trigonometry ahead!&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;This section gets into complicated mathematical detail. Proceed at own risk&lt;br /&gt;
}}&lt;br /&gt;
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).&lt;br /&gt;
&lt;br /&gt;
If you only care about the final formula, go to &amp;quot;Final formula&amp;quot; below. Otherwise, carry on.&lt;br /&gt;
&lt;br /&gt;
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:&lt;br /&gt;
&lt;br /&gt;
:1. Obtain the factor &amp;quot;u&amp;quot; for the given latitude&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75|| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:2. Obtain Sun Position Vector SP = &amp;lt;code&amp;gt;{SPx, SPy, SPz}&amp;lt;/code&amp;gt;. Do note these formulas are not in degrees, but radians.&lt;br /&gt;
:* SPx = -cos(Hour * π / 12)&lt;br /&gt;
:* SPy = -cos(π * Day/30)  * u&lt;br /&gt;
:* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]&lt;br /&gt;
&lt;br /&gt;
:3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299 - 4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:4. Calculate the angle (Δ) between the vector Latitude (L) y SP.&lt;br /&gt;
:*   Δ = arc cos [ ( cos(Latitude) * SPx  + sen(Latitude) * SPy ) /  &amp;lt;span style=&amp;quot;white-space: nowrap&amp;quot;&amp;gt;&amp;amp;radic;&amp;lt;span style=&amp;quot;text-decoration:overline;&amp;quot;&amp;gt;&amp;amp;nbsp;1 + SPy&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; ] &amp;lt;!-- I would prefer a math method, but I got a headache trying to make it work right.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:5. '''Sunlight''' = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).&lt;br /&gt;
&lt;br /&gt;
Do note that the creation of the vector Latitude : &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt; was omitted for simplicity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-MathDetails&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Final Formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-MathDetails&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sunlight formula 5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I would like to put this outside a image, but there are formatting issues with {{Math}}. Also, there is no template for roots (square or otherwise) and I had issues creating one.&lt;br /&gt;
cos (arccos [ - ( cos(Latitude) * cos(Hour*PI/12)  + sen(Latitude) * cos(PI * Day/30) * u ) /  root( 1 + (cos(PI * Day/30) * u)^2 ) ] - θ ) / 0.7 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299-4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.&lt;br /&gt;
&lt;br /&gt;
Getting useful data from this formula is inconvenient. You can use [https://docs.google.com/spreadsheets/d/1dI8CoR9OMk679Gyvr8lXrKUNtfNdCQPp/edit?usp=sharing&amp;amp;ouid=114344865191558455918&amp;amp;rtpof=true&amp;amp;sd=true this google doc] to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{stub|section=1|reason=Anomaly terrains - Flesh and Gray surface, odyssey terrains}}&lt;br /&gt;
{{Split|section=1|reason=Individual pages for each terrain. Then make and distribute nav template}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table once all pages created}}&lt;br /&gt;
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}}&lt;br /&gt;
While most terrain properties are self-explanatory, some require special attention.&lt;br /&gt;
* '''Path cost''' determines how difficult is to travers a given terrain. &lt;br /&gt;
* '''Move Speed Modifier''' is the net effect of said cost, and is obtained with the formula &amp;lt;code&amp;gt;13/(13 + Path cost)&amp;lt;/code&amp;gt; rounded.&lt;br /&gt;
* '''Terrain Support''' determines what kind of structures can be build on a given terrain. If a given structure has a '''Terrain Affordance''' not listed for a given terrain, then said terrain is not a valid construction site. The types used are:&lt;br /&gt;
**'''Light''': Supports light structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Medium''': Supports medium structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Heavy''': Supports heavy structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''ShallowWater''': Can be built on with things that are waterproof.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''MovingFluid''' (moving water): Contains power usable for hydroelectrics.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Bridgeable''': [[Bridge]] can be built over this terrain.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''GrowSoil''' (growable): Things can grow here. Unsure if is does anything or if merely indicative.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Diggable''': Able to build [[grave]]s.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''SmoothableStone''' (smoothable): Can be ground and smoothed into smooth stone.&amp;lt;br/&amp;gt;&lt;br /&gt;
*'''Filth Mask''' determines what kind of [[filth]] can be applied on this terrain. Most natural floors only accept '''Unnatural''' filth, if any at all, but there are exceptions. &lt;br /&gt;
*'''Tag''' use is unclear. It may be used on map generation.&lt;br /&gt;
&lt;br /&gt;
As of [[Version/1.5.4104]], all terrains with Heavy '''Terrain Support''' also support both Medium and Light. To help the readability of this table, only the '''Heavy''' tag will be used in those cases.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center mw-collapsible}}&lt;br /&gt;
! Type !! Move Speed &amp;lt;br/&amp;gt;Modifier !! [[Plants#Fertility|Fertility]] !! Terrain&amp;lt;br/&amp;gt;Support !! [[Bridge]]able !! [[Grave|Diggable]] !! Terrain&amp;lt;br/&amp;gt;Type !! Beauty&amp;lt;br&amp;gt;Indoors/&amp;lt;br/&amp;gt;Outdoors !! [[Cleanliness]] !! Filth&amp;lt;br/&amp;gt;mask{{ref label|Fmask|1}} !! Dries&amp;lt;br/&amp;gt; To{{ref label|DriesTo|2}} !! Tags !! [[Path cost|Path&amp;lt;br/&amp;gt;cost]] !! [[Filth#Generation|Generates&amp;lt;br/&amp;gt;Filth]] !! Allows&amp;lt;br/&amp;gt;Special&amp;lt;br/&amp;gt;Attack{{ref label|ASA|3}} !! Others&lt;br /&gt;
|- id=&amp;quot;Broken asphalt&amp;quot;&lt;br /&gt;
! [[Broken asphalt]]&lt;br /&gt;
| 100% || 0% || Heavy || {{Cross}} || {{Cross}} || - || -1 || -2 || {{Check}} || - || Road || 0 || {{Cross}} || {{Cross}} || 0{{Icon Small|silver}}. Removable&lt;br /&gt;
|- id=&amp;quot;Packed dirt&amp;quot;&lt;br /&gt;
! [[Packed dirt]]&lt;br /&gt;
| 93% || 0% || Heavy || {{Cross}} || {{Check}} || Soil || -1 || -1 || {{Check}} || - || Road || 1 || [[Filth#Dirt|Dirt]] || {{Cross}} ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chest-deep moving water&amp;quot;&lt;br /&gt;
! [[Chest-deep moving water]]&lt;br /&gt;
| 24% || 0% || - || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|1}} || 42 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Deep ocean water&amp;quot;&lt;br /&gt;
! [[Deep ocean water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|2}}&amp;lt;br/&amp;gt; ocean || 300{{ref label|Impassable|5|1}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire&lt;br /&gt;
|- id=&amp;quot;Deep water&amp;quot;&lt;br /&gt;
! [[Deep water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|3}} || 300{{ref label|Impassable|5|2}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shallow ocean water&amp;quot;&lt;br /&gt;
! [[Shallow ocean water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|4}}&amp;lt;br/&amp;gt; ocean || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Shallow moving water&amp;quot;&lt;br /&gt;
! [[Shallow moving water]]&lt;br /&gt;
| 30% || 0% || ShallowWater&amp;lt;br/&amp;gt; MovingFluid || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|5}}&amp;lt;br/&amp;gt; River || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Shallow water&amp;quot;&lt;br /&gt;
! [[Shallow water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|6}} || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Marsh&amp;quot;&lt;br /&gt;
! [[Marsh]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || -3/0 || -2 || {{Cross}} || [[#Soil|Soil]] || - || 30 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Soil&amp;quot;&lt;br /&gt;
! [[Soil]]&lt;br /&gt;
| 87% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Lichen-covered soil&amp;quot;&lt;br /&gt;
! [[Lichen-covered soil]]&lt;br /&gt;
| 81% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 3 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Marshy soil&amp;quot;&lt;br /&gt;
! [[Marshy soil]]&lt;br /&gt;
| 48% || 100% || Light&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || Soil || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Rich soil&amp;quot;&lt;br /&gt;
! [[Rich soil]]&lt;br /&gt;
| 87% || 140% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || [[#Soil|Soil]] || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stony soil&amp;quot;&lt;br /&gt;
! [[Stony soil]]&lt;br /&gt;
| 87% || 70% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || - || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Gravel|Gravel]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sand&amp;quot;&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
| 76% || 10% || Heavy || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || - || Sand || 4 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
|- id=&amp;quot;Soft sand&amp;quot;&lt;br /&gt;
! [[Soft sand]]&lt;br /&gt;
| 48% || 0% || Light || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || [[#Sand|Sand]] || Sand || 14 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mud&amp;quot;&lt;br /&gt;
! [[Mud]]&lt;br /&gt;
| 48% || 0% || - || {{Check}} || {{Cross}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || - || 14 || [[Filth#Dirt|Dirt]] ||  [[Hediffs#Mud|Mud]] ||&lt;br /&gt;
|- id=&amp;quot;Ice&amp;quot;&lt;br /&gt;
! [[Ice]]&lt;br /&gt;
| 48% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Polluted&amp;quot;&lt;br /&gt;
! [[Pollution|Polluted terrain]]{{BiotechIcon}}&lt;br /&gt;
| - || 0-50%{{ref label|Polluted_F|6}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Overlay: Applies stats over existing terrain (additive)&amp;lt;br/&amp;gt;Overlay: Changes graphics of affected terrain.&amp;lt;br/&amp;gt;Can be removed.&amp;lt;br/&amp;gt;Allows growth of [[Toxipotato plant|Toxipotato]], [[Gray pine tree|Gray pine]], [[Pebble cactus]], [[Rat palm tree|Rat palm]]&amp;lt;br/&amp;gt;Prevents growth of most other plants.&amp;lt;br/&amp;gt;Colonist receive [[toxic buildup]] from waking here.&lt;br /&gt;
|- id=&amp;quot;Rough stone&amp;quot;&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy || {{Cross}} || {{Cross}}  || Stone || -1 || 0 || {{Check}}{{ref label|RStone|7}} || - || - || 2 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Rough-hewn stone&amp;quot;&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || All || - || - || 1 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Smooth stone&amp;quot;&lt;br /&gt;
! [[Smooth stone]]&lt;br /&gt;
| {{%|{{Q|Smooth stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || 2 || 0 || All  || - || - || 0 || {{Cross}} || {{Cross}} || 5{{Icon Small|silver}}.&amp;lt;br/&amp;gt;Natural, non-generated floor/terrain hybrid.&amp;lt;br/&amp;gt;Paintable&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
&amp;lt;!--|- id=&amp;quot;Fungal Gravel&amp;quot;&lt;br /&gt;
! [[Fungal gravel]]{{IdeologyIcon}}&lt;br /&gt;
| 87% || 70% || Floor base || {{Cross}} || {{Cross}} || - || -1 || -1 || All? || - || - || 2 || || {{Cross}} || WorkToBuild 1000.&amp;lt;br/&amp;gt;Requires [[overhead mountain]]&amp;lt;br/&amp;gt;Only generated for colonies with the [[Ideoligion#Tunneler|Tunneler]] meme.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Gray Surface&amp;quot;&lt;br /&gt;
! [[Gray surface]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Check}}?  || - || Floor || 2 || {{Cross}} || {{Cross}} || Only present on the Labyrinth. &lt;br /&gt;
|- id=&amp;quot;Flesh Floor&amp;quot;&lt;br /&gt;
! [[Flesh]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Check}} || - || -10/-5 || -3 || {{Check}}? || - || Floor || 2 || ? || {{Cross}} || Behaves like a natural Floor.&amp;lt;br/&amp;gt;Cleaning time Mult 150%&amp;lt;br/&amp;gt;Removable.&amp;lt;br/&amp;gt;Inflammable 32%&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Fmask|1}}The kind of Filth accepted by this terrain. {{Check}} denotes terrains that accept '''Unnatural''' filth, {{Cross}} those that accept none. Special cases are denoted as such.&lt;br /&gt;
:{{note label|DriesTo|2}}As Stony soil doesn't exist in [[Sea ice]] nor [[Ice sheet]], it dries to Ice instead.&lt;br /&gt;
:{{note label|ASA|3}}All of these attacks have a cooldown of 1.5 seconds, require the '''KickMaterialInEyes''' capacity, and apply a Hediff of the same name.&lt;br /&gt;
:4{{note label|water||1}}{{note label|water||2}}{{note label|water||3}}{{note label|water||4}}{{note label|water||5}}{{note label|water||6}} All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when [[draft]]ed&lt;br /&gt;
:5{{note label|Impossible||1}}{{note label|Impossible||2}}Redundant due to being Impassable. It would result in a 4.2% '''Move Speed Modifier''' otherwise.&lt;br /&gt;
:{{note label|Polluted_F|6}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.&lt;br /&gt;
:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just '''Unnatural''' filth.&lt;br /&gt;
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. &lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here.  [[Odyssey DLC]] weathers need notes as they have additional effects, e.g. torrential rain causing flooding. All sources kf forced weather (Check: Death pall Gray pall, blood rain, and sandstorm}}&lt;br /&gt;
&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. &lt;br /&gt;
&lt;br /&gt;
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a [[wind turbine]]'s nominal power output of {{Q|Wind turbine|Power Consumption #}}W. At 50% wind speed a wind turbine produces {{#expr:0.5*{{Q|Wind turbine|Power Consumption #}}}}W up to a maximum of {{#expr:1.5*{{Q|Wind turbine|Power Consumption #}}}}W at 150%. Note that the &amp;quot;max power output&amp;quot; listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under &amp;quot;ideal conditions&amp;quot; - this is incorrect. &lt;br /&gt;
&lt;br /&gt;
The [[Weather controller]]s {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
[[Fire#Rain event|Large fires]] can also influence the weather cycle, and can encourage rainy weather to arrive faster than it would otherwise for the duration of the fire.&lt;br /&gt;
&lt;br /&gt;
=== Firewatcher ===&lt;br /&gt;
{{Stub|section=1|reason=Conflicting information from merge. [[Fire]] version alleges:&lt;br /&gt;
&lt;br /&gt;
This happens once the map's &amp;quot;Fire Danger&amp;quot; rises above 90 points, which is calculated as 0.5 points for every fire on the map, plus 1 point for each size a fire has increased. At this point, the duration of any current non-forced weather will be shortened by 75%, and the chances for the next weather to be any weather with more than 10% [[weather|rainfall]] will be increased by 1500% }}&lt;br /&gt;
&lt;br /&gt;
Colloquially referred to as a &amp;quot;rain event&amp;quot; or the &amp;quot;firewatcher&amp;quot; after the name of the process in the game code, sufficiently large [[fire]]s on a map increase the chance for rain to occur. The resultant rain will gradually extinguish [[roof|unroofed]] fires, and may eventually control large wildfires.&lt;br /&gt;
&lt;br /&gt;
The '''firewatcher''' process checks every {{ticks|426}} for fires on the map. If there are any, it sets the variable '''firedanger''' to 0.5 + the size of the fire (usually 0.1) for every fire on the map. A large fire is declared once '''firedanger''' reaches 90, resulting on the progress towards any weather with a rain rate above 0.1 (any weather with rain, in practice) increasing 15 times faster than normal. This effect will remain in place for as long as '''firedanger''' remains above 90.&lt;br /&gt;
&lt;br /&gt;
It's important to note that rainfall is not guaranteed, only drastically encouraged by speeding up the weather cycle and increasing bias towards rainy weathers. It is possible for rainfall to not occur even during the most extreme fires.&lt;br /&gt;
&lt;br /&gt;
Forced weather, such as from [[weather controller]]s{{RoyaltyIcon}} or certain weather events such as [[drought]]s{{OdysseyIcon}} or [[Environment#Weather|Flashstorms]] will disable rain entirely, preventing it from appearing during accelerated weather. [[Unnatural darkness]]{{AnomalyIcon}} also forces the weather to clear.&lt;br /&gt;
&lt;br /&gt;
=== Weather types ===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Label&lt;br /&gt;
! Time of year&lt;br /&gt;
! Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! AM&amp;lt;ref&amp;gt;[[Weapons#Accuracy|Accuracy modifier]]&amp;lt;/ref&amp;gt; !! MSM &amp;lt;ref&amp;gt;Movement speed modifier&amp;lt;/ref&amp;gt;!! Wind speed !! WSM&amp;lt;ref&amp;gt;Wind speed modifier&amp;lt;/ref&amp;gt; !! EF&amp;lt;ref&amp;gt;Does extinguish fire? This only applies to fires that aren't under a roof, for obvious reasons.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! SR&amp;lt;ref&amp;gt;Snowing rate&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fog&lt;br /&gt;
| Any&lt;br /&gt;
|Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Suppresses firewatcher if forced {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Rain&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| Calm to Moderate&lt;br /&gt;
| 80%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to [[short circuit]].&lt;br /&gt;
|-&lt;br /&gt;
| Dry Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora.&lt;br /&gt;
|-&lt;br /&gt;
| Rainy Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Lightning strikes combined with rain, massively mitigating the fire hazards from the falling bolts. &lt;br /&gt;
|-&lt;br /&gt;
| Foggy rain&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hard snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 120%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
| Soft snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 80%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood rain]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 50% || 90% || None to Moderate || 100% || {{Check}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, in addition to either the [[Blood rain]] incident or [[Blood rain (ritual)|ritual]].&lt;br /&gt;
The '''blood rage''' hediff and subsequent [[berserk]]/[[manhunter]] mental breaks are part of the event itself, rather than the weather. See that page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen. &lt;br /&gt;
Colonists inside during gray pall will receive {{Thought| desc=It feels like the world is sick and dying.| label=Gray pall| value=-3| stack=1}} while pawns outside will receive {{Thought| desc=It feels like the world is sick and dying. The putrid air makes me want to vomit.| label=Gray pall exposure| value=-6| stack=1}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Death pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, and the [[Death pall]] event/entity.&lt;br /&gt;
Mechanically identical to the '''Gray pall''' weather. Corpses will raise as [[shambler]]s due to the associated event. See the [[Death pall]] page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Windy{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 90%&lt;br /&gt;
| 150-300%&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tox rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Creates Toxic Buildup on pawns exposed to rain, and -8 thought &amp;quot;Toxic Water&amp;quot;. Does not kill plants like Toxic Fallout.&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|10|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Shuttle]]s can not launch during a sandstorm.&lt;br /&gt;
|-&lt;br /&gt;
| Blind fog{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Reduces maximum range of ALL weapons to 23, everywhere on the map, except for [[Unique weapons]] with the Aim Assistance trait. Also applies to many line-of-sight abilities like [[jump pack]]s and skip [[psycast]]s{{RoyaltyIcon}}. Shuttles can not launch during blind fog.&lt;br /&gt;
|-&lt;br /&gt;
| Overcast{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 150%&lt;br /&gt;
| Shuttles can not launch during blizzard. &lt;br /&gt;
|-&lt;br /&gt;
| Torrential rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that causes flooding in already wet areas ie. rivers, marches, etc. flooding can be contained by placing walls or bridges along wet areas.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunder and flashstorms, or artificially with the [[Flashstorm (psycast)|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s to objects in the area of effect that are not under a roof. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -&amp;gt; 22. Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Wind turbines register no wind during windy storm.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Rain sometimes appears pixelated.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=178971</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=178971"/>
		<updated>2026-04-04T18:27:06Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Darklight */ flood light&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stub|reason= Missing new Odyssey terrain and weather mechanics}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{Stub|section=1|reason=1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties}}&lt;br /&gt;
{{For|the furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - Most plants have light requirements to grow.&lt;br /&gt;
:*  0% only: {{DLC Icons|Nutrifungus}}&lt;br /&gt;
:*  0%+: {{#Ask: [[Min Grow Light::0]] [[Name::!Nutrifungus]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 30%+: {{#Ask: [[Min Grow Light::0.3]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 51%+: ''All other plants''&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This affects:&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced [[move speed]], scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Darklight ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General also two way links}}&lt;br /&gt;
&lt;br /&gt;
Darklight is a specific range of light colors. Areas lit with darklight are considered dark for the purposes of [[precept]]s: it pleases [[ideoligion]]s with the [[Ideoligion#Lighting|Lighting: Darklights Preferred]] precept, giving those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, and is counted as dark if placed indoors for the [[combat in darkness]] precept. It is considered regular light in every other way, including for the purposes of work speed and [[unnatural darkness]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
* [[Darktorch]]&lt;br /&gt;
* [[Fungus darktorch]]&lt;br /&gt;
* [[Standing lamp]] (configured correctly)&lt;br /&gt;
* [[Flood light]] (configured correctly)&lt;br /&gt;
* [[Darklight brazier]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_11 text-center}}&lt;br /&gt;
! Name !! &amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Light Radius::+]]&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Ask Table Formatter&lt;br /&gt;
  | ?Light Radius&lt;br /&gt;
  | sort = From DLC, Name&lt;br /&gt;
  | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
{{rwbox&lt;br /&gt;
| nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = &amp;lt;span style=&amp;quot;color:#FF3333&amp;quot;;&amp;gt;'''Warning!''' Trigonometry ahead!&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;This section gets into complicated mathematical detail. Proceed at own risk&lt;br /&gt;
}}&lt;br /&gt;
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).&lt;br /&gt;
&lt;br /&gt;
If you only care about the final formula, go to &amp;quot;Final formula&amp;quot; below. Otherwise, carry on.&lt;br /&gt;
&lt;br /&gt;
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:&lt;br /&gt;
&lt;br /&gt;
:1. Obtain the factor &amp;quot;u&amp;quot; for the given latitude&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75|| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:2. Obtain Sun Position Vector SP = &amp;lt;code&amp;gt;{SPx, SPy, SPz}&amp;lt;/code&amp;gt;. Do note these formulas are not in degrees, but radians.&lt;br /&gt;
:* SPx = -cos(Hour * π / 12)&lt;br /&gt;
:* SPy = -cos(π * Day/30)  * u&lt;br /&gt;
:* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]&lt;br /&gt;
&lt;br /&gt;
:3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299 - 4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:4. Calculate the angle (Δ) between the vector Latitude (L) y SP.&lt;br /&gt;
:*   Δ = arc cos [ ( cos(Latitude) * SPx  + sen(Latitude) * SPy ) /  &amp;lt;span style=&amp;quot;white-space: nowrap&amp;quot;&amp;gt;&amp;amp;radic;&amp;lt;span style=&amp;quot;text-decoration:overline;&amp;quot;&amp;gt;&amp;amp;nbsp;1 + SPy&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; ] &amp;lt;!-- I would prefer a math method, but I got a headache trying to make it work right.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:5. '''Sunlight''' = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).&lt;br /&gt;
&lt;br /&gt;
Do note that the creation of the vector Latitude : &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt; was omitted for simplicity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-MathDetails&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Final Formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-MathDetails&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sunlight formula 5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I would like to put this outside a image, but there are formatting issues with {{Math}}. Also, there is no template for roots (square or otherwise) and I had issues creating one.&lt;br /&gt;
cos (arccos [ - ( cos(Latitude) * cos(Hour*PI/12)  + sen(Latitude) * cos(PI * Day/30) * u ) /  root( 1 + (cos(PI * Day/30) * u)^2 ) ] - θ ) / 0.7 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299-4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.&lt;br /&gt;
&lt;br /&gt;
Getting useful data from this formula is inconvenient. You can use [https://docs.google.com/spreadsheets/d/1dI8CoR9OMk679Gyvr8lXrKUNtfNdCQPp/edit?usp=sharing&amp;amp;ouid=114344865191558455918&amp;amp;rtpof=true&amp;amp;sd=true this google doc] to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{stub|section=1|reason=Anomaly terrains - Flesh and Gray surface, odyssey terrains}}&lt;br /&gt;
{{Split|section=1|reason=Individual pages for each terrain. Then make and distribute nav template}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table once all pages created}}&lt;br /&gt;
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}}&lt;br /&gt;
While most terrain properties are self-explanatory, some require special attention.&lt;br /&gt;
* '''Path cost''' determines how difficult is to travers a given terrain. &lt;br /&gt;
* '''Move Speed Modifier''' is the net effect of said cost, and is obtained with the formula &amp;lt;code&amp;gt;13/(13 + Path cost)&amp;lt;/code&amp;gt; rounded.&lt;br /&gt;
* '''Terrain Support''' determines what kind of structures can be build on a given terrain. If a given structure has a '''Terrain Affordance''' not listed for a given terrain, then said terrain is not a valid construction site. The types used are:&lt;br /&gt;
**'''Light''': Supports light structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Medium''': Supports medium structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Heavy''': Supports heavy structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''ShallowWater''': Can be built on with things that are waterproof.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''MovingFluid''' (moving water): Contains power usable for hydroelectrics.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Bridgeable''': [[Bridge]] can be built over this terrain.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''GrowSoil''' (growable): Things can grow here. Unsure if is does anything or if merely indicative.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Diggable''': Able to build [[grave]]s.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''SmoothableStone''' (smoothable): Can be ground and smoothed into smooth stone.&amp;lt;br/&amp;gt;&lt;br /&gt;
*'''Filth Mask''' determines what kind of [[filth]] can be applied on this terrain. Most natural floors only accept '''Unnatural''' filth, if any at all, but there are exceptions. &lt;br /&gt;
*'''Tag''' use is unclear. It may be used on map generation.&lt;br /&gt;
&lt;br /&gt;
As of [[Version/1.5.4104]], all terrains with Heavy '''Terrain Support''' also support both Medium and Light. To help the readability of this table, only the '''Heavy''' tag will be used in those cases.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center mw-collapsible}}&lt;br /&gt;
! Type !! Move Speed &amp;lt;br/&amp;gt;Modifier !! [[Plants#Fertility|Fertility]] !! Terrain&amp;lt;br/&amp;gt;Support !! [[Bridge]]able !! [[Grave|Diggable]] !! Terrain&amp;lt;br/&amp;gt;Type !! Beauty&amp;lt;br&amp;gt;Indoors/&amp;lt;br/&amp;gt;Outdoors !! [[Cleanliness]] !! Filth&amp;lt;br/&amp;gt;mask{{ref label|Fmask|1}} !! Dries&amp;lt;br/&amp;gt; To{{ref label|DriesTo|2}} !! Tags !! [[Path cost|Path&amp;lt;br/&amp;gt;cost]] !! [[Filth#Generation|Generates&amp;lt;br/&amp;gt;Filth]] !! Allows&amp;lt;br/&amp;gt;Special&amp;lt;br/&amp;gt;Attack{{ref label|ASA|3}} !! Others&lt;br /&gt;
|- id=&amp;quot;Broken asphalt&amp;quot;&lt;br /&gt;
! [[Broken asphalt]]&lt;br /&gt;
| 100% || 0% || Heavy || {{Cross}} || {{Cross}} || - || -1 || -2 || {{Check}} || - || Road || 0 || {{Cross}} || {{Cross}} || 0{{Icon Small|silver}}. Removable&lt;br /&gt;
|- id=&amp;quot;Packed dirt&amp;quot;&lt;br /&gt;
! [[Packed dirt]]&lt;br /&gt;
| 93% || 0% || Heavy || {{Cross}} || {{Check}} || Soil || -1 || -1 || {{Check}} || - || Road || 1 || [[Filth#Dirt|Dirt]] || {{Cross}} ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chest-deep moving water&amp;quot;&lt;br /&gt;
! [[Chest-deep moving water]]&lt;br /&gt;
| 24% || 0% || - || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|1}} || 42 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Deep ocean water&amp;quot;&lt;br /&gt;
! [[Deep ocean water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|2}}&amp;lt;br/&amp;gt; ocean || 300{{ref label|Impassable|5|1}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire&lt;br /&gt;
|- id=&amp;quot;Deep water&amp;quot;&lt;br /&gt;
! [[Deep water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|3}} || 300{{ref label|Impassable|5|2}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shallow ocean water&amp;quot;&lt;br /&gt;
! [[Shallow ocean water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|4}}&amp;lt;br/&amp;gt; ocean || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Shallow moving water&amp;quot;&lt;br /&gt;
! [[Shallow moving water]]&lt;br /&gt;
| 30% || 0% || ShallowWater&amp;lt;br/&amp;gt; MovingFluid || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|5}}&amp;lt;br/&amp;gt; River || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Shallow water&amp;quot;&lt;br /&gt;
! [[Shallow water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|6}} || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Marsh&amp;quot;&lt;br /&gt;
! [[Marsh]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || -3/0 || -2 || {{Cross}} || [[#Soil|Soil]] || - || 30 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Soil&amp;quot;&lt;br /&gt;
! [[Soil]]&lt;br /&gt;
| 87% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Lichen-covered soil&amp;quot;&lt;br /&gt;
! [[Lichen-covered soil]]&lt;br /&gt;
| 81% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 3 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Marshy soil&amp;quot;&lt;br /&gt;
! [[Marshy soil]]&lt;br /&gt;
| 48% || 100% || Light&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || Soil || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Rich soil&amp;quot;&lt;br /&gt;
! [[Rich soil]]&lt;br /&gt;
| 87% || 140% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || [[#Soil|Soil]] || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stony soil&amp;quot;&lt;br /&gt;
! [[Stony soil]]&lt;br /&gt;
| 87% || 70% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || - || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Gravel|Gravel]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sand&amp;quot;&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
| 76% || 10% || Heavy || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || - || Sand || 4 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
|- id=&amp;quot;Soft sand&amp;quot;&lt;br /&gt;
! [[Soft sand]]&lt;br /&gt;
| 48% || 0% || Light || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || [[#Sand|Sand]] || Sand || 14 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mud&amp;quot;&lt;br /&gt;
! [[Mud]]&lt;br /&gt;
| 48% || 0% || - || {{Check}} || {{Cross}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || - || 14 || [[Filth#Dirt|Dirt]] ||  [[Hediffs#Mud|Mud]] ||&lt;br /&gt;
|- id=&amp;quot;Ice&amp;quot;&lt;br /&gt;
! [[Ice]]&lt;br /&gt;
| 48% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Polluted&amp;quot;&lt;br /&gt;
! [[Pollution|Polluted terrain]]{{BiotechIcon}}&lt;br /&gt;
| - || 0-50%{{ref label|Polluted_F|6}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Overlay: Applies stats over existing terrain (additive)&amp;lt;br/&amp;gt;Overlay: Changes graphics of affected terrain.&amp;lt;br/&amp;gt;Can be removed.&amp;lt;br/&amp;gt;Allows growth of [[Toxipotato plant|Toxipotato]], [[Gray pine tree|Gray pine]], [[Pebble cactus]], [[Rat palm tree|Rat palm]]&amp;lt;br/&amp;gt;Prevents growth of most other plants.&amp;lt;br/&amp;gt;Colonist receive [[toxic buildup]] from waking here.&lt;br /&gt;
|- id=&amp;quot;Rough stone&amp;quot;&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy || {{Cross}} || {{Cross}}  || Stone || -1 || 0 || {{Check}}{{ref label|RStone|7}} || - || - || 2 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Rough-hewn stone&amp;quot;&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || All || - || - || 1 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Smooth stone&amp;quot;&lt;br /&gt;
! [[Smooth stone]]&lt;br /&gt;
| {{%|{{Q|Smooth stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || 2 || 0 || All  || - || - || 0 || {{Cross}} || {{Cross}} || 5{{Icon Small|silver}}.&amp;lt;br/&amp;gt;Natural, non-generated floor/terrain hybrid.&amp;lt;br/&amp;gt;Paintable&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
&amp;lt;!--|- id=&amp;quot;Fungal Gravel&amp;quot;&lt;br /&gt;
! [[Fungal gravel]]{{IdeologyIcon}}&lt;br /&gt;
| 87% || 70% || Floor base || {{Cross}} || {{Cross}} || - || -1 || -1 || All? || - || - || 2 || || {{Cross}} || WorkToBuild 1000.&amp;lt;br/&amp;gt;Requires [[overhead mountain]]&amp;lt;br/&amp;gt;Only generated for colonies with the [[Ideoligion#Tunneler|Tunneler]] meme.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Gray Surface&amp;quot;&lt;br /&gt;
! [[Gray surface]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Check}}?  || - || Floor || 2 || {{Cross}} || {{Cross}} || Only present on the Labyrinth. &lt;br /&gt;
|- id=&amp;quot;Flesh Floor&amp;quot;&lt;br /&gt;
! [[Flesh]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Check}} || - || -10/-5 || -3 || {{Check}}? || - || Floor || 2 || ? || {{Cross}} || Behaves like a natural Floor.&amp;lt;br/&amp;gt;Cleaning time Mult 150%&amp;lt;br/&amp;gt;Removable.&amp;lt;br/&amp;gt;Inflammable 32%&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Fmask|1}}The kind of Filth accepted by this terrain. {{Check}} denotes terrains that accept '''Unnatural''' filth, {{Cross}} those that accept none. Special cases are denoted as such.&lt;br /&gt;
:{{note label|DriesTo|2}}As Stony soil doesn't exist in [[Sea ice]] nor [[Ice sheet]], it dries to Ice instead.&lt;br /&gt;
:{{note label|ASA|3}}All of these attacks have a cooldown of 1.5 seconds, require the '''KickMaterialInEyes''' capacity, and apply a Hediff of the same name.&lt;br /&gt;
:4{{note label|water||1}}{{note label|water||2}}{{note label|water||3}}{{note label|water||4}}{{note label|water||5}}{{note label|water||6}} All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when [[draft]]ed&lt;br /&gt;
:5{{note label|Impossible||1}}{{note label|Impossible||2}}Redundant due to being Impassable. It would result in a 4.2% '''Move Speed Modifier''' otherwise.&lt;br /&gt;
:{{note label|Polluted_F|6}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.&lt;br /&gt;
:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just '''Unnatural''' filth.&lt;br /&gt;
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. &lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here.  [[Odyssey DLC]] weathers need notes as they have additional effects, e.g. torrential rain causing flooding. All sources kf forced weather (Check: Death pall Gray pall, blood rain, and sandstorm}}&lt;br /&gt;
&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. &lt;br /&gt;
&lt;br /&gt;
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a [[wind turbine]]'s nominal power output of {{Q|Wind turbine|Power Consumption #}}W. At 50% wind speed a wind turbine produces {{#expr:0.5*{{Q|Wind turbine|Power Consumption #}}}}W up to a maximum of {{#expr:1.5*{{Q|Wind turbine|Power Consumption #}}}}W at 150%. Note that the &amp;quot;max power output&amp;quot; listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under &amp;quot;ideal conditions&amp;quot; - this is incorrect. &lt;br /&gt;
&lt;br /&gt;
The [[Weather controller]]s {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
[[Fire#Rain event|Large fires]] can also influence the weather cycle, and can encourage rainy weather to arrive faster than it would otherwise for the duration of the fire.&lt;br /&gt;
&lt;br /&gt;
=== Firewatcher ===&lt;br /&gt;
{{Stub|section=1|reason=Conflicting information from merge. [[Fire]] version alleges:&lt;br /&gt;
&lt;br /&gt;
This happens once the map's &amp;quot;Fire Danger&amp;quot; rises above 90 points, which is calculated as 0.5 points for every fire on the map, plus 1 point for each size a fire has increased. At this point, the duration of any current non-forced weather will be shortened by 75%, and the chances for the next weather to be any weather with more than 10% [[weather|rainfall]] will be increased by 1500% }}&lt;br /&gt;
&lt;br /&gt;
Colloquially referred to as a &amp;quot;rain event&amp;quot; or the &amp;quot;firewatcher&amp;quot; after the name of the process in the game code, sufficiently large [[fire]]s on a map increase the chance for rain to occur. The resultant rain will gradually extinguish [[roof|unroofed]] fires, and may eventually control large wildfires.&lt;br /&gt;
&lt;br /&gt;
The '''firewatcher''' process checks every {{ticks|426}} for fires on the map. If there are any, it sets the variable '''firedanger''' to 0.5 + the size of the fire (usually 0.1) for every fire on the map. A large fire is declared once '''firedanger''' reaches 90, resulting on the progress towards any weather with a rain rate above 0.1 (any weather with rain, in practice) increasing 15 times faster than normal. This effect will remain in place for as long as '''firedanger''' remains above 90.&lt;br /&gt;
&lt;br /&gt;
It's important to note that rainfall is not guaranteed, only drastically encouraged by speeding up the weather cycle and increasing bias towards rainy weathers. It is possible for rainfall to not occur even during the most extreme fires.&lt;br /&gt;
&lt;br /&gt;
Forced weather, such as from [[weather controller]]s{{RoyaltyIcon}} or certain weather events such as [[drought]]s{{OdysseyIcon}} or [[Environment#Weather|Flashstorms]] will disable rain entirely, preventing it from appearing during accelerated weather. [[Unnatural darkness]]{{AnomalyIcon}} also forces the weather to clear.&lt;br /&gt;
&lt;br /&gt;
=== Weather types ===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Label&lt;br /&gt;
! Time of year&lt;br /&gt;
! Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! AM&amp;lt;ref&amp;gt;[[Weapons#Accuracy|Accuracy modifier]]&amp;lt;/ref&amp;gt; !! MSM &amp;lt;ref&amp;gt;Movement speed modifier&amp;lt;/ref&amp;gt;!! Wind speed !! WSM&amp;lt;ref&amp;gt;Wind speed modifier&amp;lt;/ref&amp;gt; !! EF&amp;lt;ref&amp;gt;Does extinguish fire? This only applies to fires that aren't under a roof, for obvious reasons.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! SR&amp;lt;ref&amp;gt;Snowing rate&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fog&lt;br /&gt;
| Any&lt;br /&gt;
|Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Suppresses firewatcher if forced {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Rain&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| Calm to Moderate&lt;br /&gt;
| 80%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to [[short circuit]].&lt;br /&gt;
|-&lt;br /&gt;
| Dry Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora.&lt;br /&gt;
|-&lt;br /&gt;
| Rainy Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Lightning strikes combined with rain, massively mitigating the fire hazards from the falling bolts. &lt;br /&gt;
|-&lt;br /&gt;
| Foggy rain&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hard snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 120%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
| Soft snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 80%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood rain]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 50% || 90% || None to Moderate || 100% || {{Check}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, in addition to either the [[Blood rain]] incident or [[Blood rain (ritual)|ritual]].&lt;br /&gt;
The '''blood rage''' hediff and subsequent [[berserk]]/[[manhunter]] mental breaks are part of the event itself, rather than the weather. See that page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen. &lt;br /&gt;
Colonists inside during gray pall will receive {{Thought| desc=It feels like the world is sick and dying.| label=Gray pall| value=-3| stack=1}} while pawns outside will receive {{Thought| desc=It feels like the world is sick and dying. The putrid air makes me want to vomit.| label=Gray pall exposure| value=-6| stack=1}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Death pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, and the [[Death pall]] event/entity.&lt;br /&gt;
Mechanically identical to the '''Gray pall''' weather. Corpses will raise as [[shambler]]s due to the associated event. See the [[Death pall]] page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Windy{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 90%&lt;br /&gt;
| 150-300%&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tox rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Creates Toxic Buildup on pawns exposed to rain, and -8 thought &amp;quot;Toxic Water&amp;quot;. Does not kill plants like Toxic Fallout.&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|10|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Shuttle]]s can not launch during a sandstorm.&lt;br /&gt;
|-&lt;br /&gt;
| Blind fog{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Reduces maximum range of ALL weapons to 23, everywhere on the map, except for [[Unique weapons]] with the Aim Assistance trait. Also applies to many line-of-sight abilities like [[jump pack]]s and skip [[psycast]]s{{RoyaltyIcon}}. Shuttles can not launch during blind fog.&lt;br /&gt;
|-&lt;br /&gt;
| Overcast{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 150%&lt;br /&gt;
| Shuttles can not launch during blizzard. &lt;br /&gt;
|-&lt;br /&gt;
| Torrential rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that causes flooding in already wet areas ie. rivers, marches, etc. flooding can be contained by placing walls or bridges along wet areas.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunder and flashstorms, or artificially with the [[Flashstorm (psycast)|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s to objects in the area of effect that are not under a roof. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -&amp;gt; 22. Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Wind turbines register no wind during windy storm.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Rain sometimes appears pixelated.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=178970</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=178970"/>
		<updated>2026-04-04T18:26:25Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Darklight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stub|reason= Missing new Odyssey terrain and weather mechanics}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{Stub|section=1|reason=1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties}}&lt;br /&gt;
{{For|the furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - Most plants have light requirements to grow.&lt;br /&gt;
:*  0% only: {{DLC Icons|Nutrifungus}}&lt;br /&gt;
:*  0%+: {{#Ask: [[Min Grow Light::0]] [[Name::!Nutrifungus]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 30%+: {{#Ask: [[Min Grow Light::0.3]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 51%+: ''All other plants''&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This affects:&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced [[move speed]], scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Darklight ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General also two way links}}&lt;br /&gt;
&lt;br /&gt;
Darklight is a specific range of light colors. Areas lit with darklight are considered dark for the purposes of [[precept]]s: it pleases [[ideoligion]]s with the [[Ideoligion#Lighting|Lighting: Darklights Preferred]] precept, giving those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, and is counted as dark if placed indoors for the [[combat in darkness]] precept. It is considered regular light in every other way, including for the purposes of work speed and [[unnatural darkness]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
* [[Darktorch]]&lt;br /&gt;
* [[Fungus darktorch]]&lt;br /&gt;
* [[Standing lamp]] (configured correctly)&lt;br /&gt;
* [[Darklight brazier]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_11 text-center}}&lt;br /&gt;
! Name !! &amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Light Radius::+]]&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Ask Table Formatter&lt;br /&gt;
  | ?Light Radius&lt;br /&gt;
  | sort = From DLC, Name&lt;br /&gt;
  | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
{{rwbox&lt;br /&gt;
| nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = &amp;lt;span style=&amp;quot;color:#FF3333&amp;quot;;&amp;gt;'''Warning!''' Trigonometry ahead!&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;This section gets into complicated mathematical detail. Proceed at own risk&lt;br /&gt;
}}&lt;br /&gt;
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).&lt;br /&gt;
&lt;br /&gt;
If you only care about the final formula, go to &amp;quot;Final formula&amp;quot; below. Otherwise, carry on.&lt;br /&gt;
&lt;br /&gt;
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:&lt;br /&gt;
&lt;br /&gt;
:1. Obtain the factor &amp;quot;u&amp;quot; for the given latitude&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75|| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:2. Obtain Sun Position Vector SP = &amp;lt;code&amp;gt;{SPx, SPy, SPz}&amp;lt;/code&amp;gt;. Do note these formulas are not in degrees, but radians.&lt;br /&gt;
:* SPx = -cos(Hour * π / 12)&lt;br /&gt;
:* SPy = -cos(π * Day/30)  * u&lt;br /&gt;
:* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]&lt;br /&gt;
&lt;br /&gt;
:3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299 - 4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:4. Calculate the angle (Δ) between the vector Latitude (L) y SP.&lt;br /&gt;
:*   Δ = arc cos [ ( cos(Latitude) * SPx  + sen(Latitude) * SPy ) /  &amp;lt;span style=&amp;quot;white-space: nowrap&amp;quot;&amp;gt;&amp;amp;radic;&amp;lt;span style=&amp;quot;text-decoration:overline;&amp;quot;&amp;gt;&amp;amp;nbsp;1 + SPy&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; ] &amp;lt;!-- I would prefer a math method, but I got a headache trying to make it work right.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:5. '''Sunlight''' = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).&lt;br /&gt;
&lt;br /&gt;
Do note that the creation of the vector Latitude : &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt; was omitted for simplicity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-MathDetails&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Final Formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-MathDetails&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sunlight formula 5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I would like to put this outside a image, but there are formatting issues with {{Math}}. Also, there is no template for roots (square or otherwise) and I had issues creating one.&lt;br /&gt;
cos (arccos [ - ( cos(Latitude) * cos(Hour*PI/12)  + sen(Latitude) * cos(PI * Day/30) * u ) /  root( 1 + (cos(PI * Day/30) * u)^2 ) ] - θ ) / 0.7 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299-4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.&lt;br /&gt;
&lt;br /&gt;
Getting useful data from this formula is inconvenient. You can use [https://docs.google.com/spreadsheets/d/1dI8CoR9OMk679Gyvr8lXrKUNtfNdCQPp/edit?usp=sharing&amp;amp;ouid=114344865191558455918&amp;amp;rtpof=true&amp;amp;sd=true this google doc] to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{stub|section=1|reason=Anomaly terrains - Flesh and Gray surface, odyssey terrains}}&lt;br /&gt;
{{Split|section=1|reason=Individual pages for each terrain. Then make and distribute nav template}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table once all pages created}}&lt;br /&gt;
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}}&lt;br /&gt;
While most terrain properties are self-explanatory, some require special attention.&lt;br /&gt;
* '''Path cost''' determines how difficult is to travers a given terrain. &lt;br /&gt;
* '''Move Speed Modifier''' is the net effect of said cost, and is obtained with the formula &amp;lt;code&amp;gt;13/(13 + Path cost)&amp;lt;/code&amp;gt; rounded.&lt;br /&gt;
* '''Terrain Support''' determines what kind of structures can be build on a given terrain. If a given structure has a '''Terrain Affordance''' not listed for a given terrain, then said terrain is not a valid construction site. The types used are:&lt;br /&gt;
**'''Light''': Supports light structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Medium''': Supports medium structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Heavy''': Supports heavy structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''ShallowWater''': Can be built on with things that are waterproof.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''MovingFluid''' (moving water): Contains power usable for hydroelectrics.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Bridgeable''': [[Bridge]] can be built over this terrain.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''GrowSoil''' (growable): Things can grow here. Unsure if is does anything or if merely indicative.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Diggable''': Able to build [[grave]]s.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''SmoothableStone''' (smoothable): Can be ground and smoothed into smooth stone.&amp;lt;br/&amp;gt;&lt;br /&gt;
*'''Filth Mask''' determines what kind of [[filth]] can be applied on this terrain. Most natural floors only accept '''Unnatural''' filth, if any at all, but there are exceptions. &lt;br /&gt;
*'''Tag''' use is unclear. It may be used on map generation.&lt;br /&gt;
&lt;br /&gt;
As of [[Version/1.5.4104]], all terrains with Heavy '''Terrain Support''' also support both Medium and Light. To help the readability of this table, only the '''Heavy''' tag will be used in those cases.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center mw-collapsible}}&lt;br /&gt;
! Type !! Move Speed &amp;lt;br/&amp;gt;Modifier !! [[Plants#Fertility|Fertility]] !! Terrain&amp;lt;br/&amp;gt;Support !! [[Bridge]]able !! [[Grave|Diggable]] !! Terrain&amp;lt;br/&amp;gt;Type !! Beauty&amp;lt;br&amp;gt;Indoors/&amp;lt;br/&amp;gt;Outdoors !! [[Cleanliness]] !! Filth&amp;lt;br/&amp;gt;mask{{ref label|Fmask|1}} !! Dries&amp;lt;br/&amp;gt; To{{ref label|DriesTo|2}} !! Tags !! [[Path cost|Path&amp;lt;br/&amp;gt;cost]] !! [[Filth#Generation|Generates&amp;lt;br/&amp;gt;Filth]] !! Allows&amp;lt;br/&amp;gt;Special&amp;lt;br/&amp;gt;Attack{{ref label|ASA|3}} !! Others&lt;br /&gt;
|- id=&amp;quot;Broken asphalt&amp;quot;&lt;br /&gt;
! [[Broken asphalt]]&lt;br /&gt;
| 100% || 0% || Heavy || {{Cross}} || {{Cross}} || - || -1 || -2 || {{Check}} || - || Road || 0 || {{Cross}} || {{Cross}} || 0{{Icon Small|silver}}. Removable&lt;br /&gt;
|- id=&amp;quot;Packed dirt&amp;quot;&lt;br /&gt;
! [[Packed dirt]]&lt;br /&gt;
| 93% || 0% || Heavy || {{Cross}} || {{Check}} || Soil || -1 || -1 || {{Check}} || - || Road || 1 || [[Filth#Dirt|Dirt]] || {{Cross}} ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chest-deep moving water&amp;quot;&lt;br /&gt;
! [[Chest-deep moving water]]&lt;br /&gt;
| 24% || 0% || - || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|1}} || 42 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Deep ocean water&amp;quot;&lt;br /&gt;
! [[Deep ocean water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|2}}&amp;lt;br/&amp;gt; ocean || 300{{ref label|Impassable|5|1}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire&lt;br /&gt;
|- id=&amp;quot;Deep water&amp;quot;&lt;br /&gt;
! [[Deep water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|3}} || 300{{ref label|Impassable|5|2}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shallow ocean water&amp;quot;&lt;br /&gt;
! [[Shallow ocean water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|4}}&amp;lt;br/&amp;gt; ocean || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Shallow moving water&amp;quot;&lt;br /&gt;
! [[Shallow moving water]]&lt;br /&gt;
| 30% || 0% || ShallowWater&amp;lt;br/&amp;gt; MovingFluid || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|5}}&amp;lt;br/&amp;gt; River || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Shallow water&amp;quot;&lt;br /&gt;
! [[Shallow water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|6}} || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Marsh&amp;quot;&lt;br /&gt;
! [[Marsh]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || -3/0 || -2 || {{Cross}} || [[#Soil|Soil]] || - || 30 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Soil&amp;quot;&lt;br /&gt;
! [[Soil]]&lt;br /&gt;
| 87% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Lichen-covered soil&amp;quot;&lt;br /&gt;
! [[Lichen-covered soil]]&lt;br /&gt;
| 81% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 3 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Marshy soil&amp;quot;&lt;br /&gt;
! [[Marshy soil]]&lt;br /&gt;
| 48% || 100% || Light&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || Soil || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Rich soil&amp;quot;&lt;br /&gt;
! [[Rich soil]]&lt;br /&gt;
| 87% || 140% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || [[#Soil|Soil]] || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stony soil&amp;quot;&lt;br /&gt;
! [[Stony soil]]&lt;br /&gt;
| 87% || 70% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || - || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Gravel|Gravel]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sand&amp;quot;&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
| 76% || 10% || Heavy || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || - || Sand || 4 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
|- id=&amp;quot;Soft sand&amp;quot;&lt;br /&gt;
! [[Soft sand]]&lt;br /&gt;
| 48% || 0% || Light || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || [[#Sand|Sand]] || Sand || 14 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mud&amp;quot;&lt;br /&gt;
! [[Mud]]&lt;br /&gt;
| 48% || 0% || - || {{Check}} || {{Cross}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || - || 14 || [[Filth#Dirt|Dirt]] ||  [[Hediffs#Mud|Mud]] ||&lt;br /&gt;
|- id=&amp;quot;Ice&amp;quot;&lt;br /&gt;
! [[Ice]]&lt;br /&gt;
| 48% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Polluted&amp;quot;&lt;br /&gt;
! [[Pollution|Polluted terrain]]{{BiotechIcon}}&lt;br /&gt;
| - || 0-50%{{ref label|Polluted_F|6}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Overlay: Applies stats over existing terrain (additive)&amp;lt;br/&amp;gt;Overlay: Changes graphics of affected terrain.&amp;lt;br/&amp;gt;Can be removed.&amp;lt;br/&amp;gt;Allows growth of [[Toxipotato plant|Toxipotato]], [[Gray pine tree|Gray pine]], [[Pebble cactus]], [[Rat palm tree|Rat palm]]&amp;lt;br/&amp;gt;Prevents growth of most other plants.&amp;lt;br/&amp;gt;Colonist receive [[toxic buildup]] from waking here.&lt;br /&gt;
|- id=&amp;quot;Rough stone&amp;quot;&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy || {{Cross}} || {{Cross}}  || Stone || -1 || 0 || {{Check}}{{ref label|RStone|7}} || - || - || 2 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Rough-hewn stone&amp;quot;&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || All || - || - || 1 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Smooth stone&amp;quot;&lt;br /&gt;
! [[Smooth stone]]&lt;br /&gt;
| {{%|{{Q|Smooth stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || 2 || 0 || All  || - || - || 0 || {{Cross}} || {{Cross}} || 5{{Icon Small|silver}}.&amp;lt;br/&amp;gt;Natural, non-generated floor/terrain hybrid.&amp;lt;br/&amp;gt;Paintable&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
&amp;lt;!--|- id=&amp;quot;Fungal Gravel&amp;quot;&lt;br /&gt;
! [[Fungal gravel]]{{IdeologyIcon}}&lt;br /&gt;
| 87% || 70% || Floor base || {{Cross}} || {{Cross}} || - || -1 || -1 || All? || - || - || 2 || || {{Cross}} || WorkToBuild 1000.&amp;lt;br/&amp;gt;Requires [[overhead mountain]]&amp;lt;br/&amp;gt;Only generated for colonies with the [[Ideoligion#Tunneler|Tunneler]] meme.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Gray Surface&amp;quot;&lt;br /&gt;
! [[Gray surface]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Check}}?  || - || Floor || 2 || {{Cross}} || {{Cross}} || Only present on the Labyrinth. &lt;br /&gt;
|- id=&amp;quot;Flesh Floor&amp;quot;&lt;br /&gt;
! [[Flesh]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Check}} || - || -10/-5 || -3 || {{Check}}? || - || Floor || 2 || ? || {{Cross}} || Behaves like a natural Floor.&amp;lt;br/&amp;gt;Cleaning time Mult 150%&amp;lt;br/&amp;gt;Removable.&amp;lt;br/&amp;gt;Inflammable 32%&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Fmask|1}}The kind of Filth accepted by this terrain. {{Check}} denotes terrains that accept '''Unnatural''' filth, {{Cross}} those that accept none. Special cases are denoted as such.&lt;br /&gt;
:{{note label|DriesTo|2}}As Stony soil doesn't exist in [[Sea ice]] nor [[Ice sheet]], it dries to Ice instead.&lt;br /&gt;
:{{note label|ASA|3}}All of these attacks have a cooldown of 1.5 seconds, require the '''KickMaterialInEyes''' capacity, and apply a Hediff of the same name.&lt;br /&gt;
:4{{note label|water||1}}{{note label|water||2}}{{note label|water||3}}{{note label|water||4}}{{note label|water||5}}{{note label|water||6}} All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when [[draft]]ed&lt;br /&gt;
:5{{note label|Impossible||1}}{{note label|Impossible||2}}Redundant due to being Impassable. It would result in a 4.2% '''Move Speed Modifier''' otherwise.&lt;br /&gt;
:{{note label|Polluted_F|6}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.&lt;br /&gt;
:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just '''Unnatural''' filth.&lt;br /&gt;
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. &lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here.  [[Odyssey DLC]] weathers need notes as they have additional effects, e.g. torrential rain causing flooding. All sources kf forced weather (Check: Death pall Gray pall, blood rain, and sandstorm}}&lt;br /&gt;
&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. &lt;br /&gt;
&lt;br /&gt;
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a [[wind turbine]]'s nominal power output of {{Q|Wind turbine|Power Consumption #}}W. At 50% wind speed a wind turbine produces {{#expr:0.5*{{Q|Wind turbine|Power Consumption #}}}}W up to a maximum of {{#expr:1.5*{{Q|Wind turbine|Power Consumption #}}}}W at 150%. Note that the &amp;quot;max power output&amp;quot; listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under &amp;quot;ideal conditions&amp;quot; - this is incorrect. &lt;br /&gt;
&lt;br /&gt;
The [[Weather controller]]s {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
[[Fire#Rain event|Large fires]] can also influence the weather cycle, and can encourage rainy weather to arrive faster than it would otherwise for the duration of the fire.&lt;br /&gt;
&lt;br /&gt;
=== Firewatcher ===&lt;br /&gt;
{{Stub|section=1|reason=Conflicting information from merge. [[Fire]] version alleges:&lt;br /&gt;
&lt;br /&gt;
This happens once the map's &amp;quot;Fire Danger&amp;quot; rises above 90 points, which is calculated as 0.5 points for every fire on the map, plus 1 point for each size a fire has increased. At this point, the duration of any current non-forced weather will be shortened by 75%, and the chances for the next weather to be any weather with more than 10% [[weather|rainfall]] will be increased by 1500% }}&lt;br /&gt;
&lt;br /&gt;
Colloquially referred to as a &amp;quot;rain event&amp;quot; or the &amp;quot;firewatcher&amp;quot; after the name of the process in the game code, sufficiently large [[fire]]s on a map increase the chance for rain to occur. The resultant rain will gradually extinguish [[roof|unroofed]] fires, and may eventually control large wildfires.&lt;br /&gt;
&lt;br /&gt;
The '''firewatcher''' process checks every {{ticks|426}} for fires on the map. If there are any, it sets the variable '''firedanger''' to 0.5 + the size of the fire (usually 0.1) for every fire on the map. A large fire is declared once '''firedanger''' reaches 90, resulting on the progress towards any weather with a rain rate above 0.1 (any weather with rain, in practice) increasing 15 times faster than normal. This effect will remain in place for as long as '''firedanger''' remains above 90.&lt;br /&gt;
&lt;br /&gt;
It's important to note that rainfall is not guaranteed, only drastically encouraged by speeding up the weather cycle and increasing bias towards rainy weathers. It is possible for rainfall to not occur even during the most extreme fires.&lt;br /&gt;
&lt;br /&gt;
Forced weather, such as from [[weather controller]]s{{RoyaltyIcon}} or certain weather events such as [[drought]]s{{OdysseyIcon}} or [[Environment#Weather|Flashstorms]] will disable rain entirely, preventing it from appearing during accelerated weather. [[Unnatural darkness]]{{AnomalyIcon}} also forces the weather to clear.&lt;br /&gt;
&lt;br /&gt;
=== Weather types ===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Label&lt;br /&gt;
! Time of year&lt;br /&gt;
! Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! AM&amp;lt;ref&amp;gt;[[Weapons#Accuracy|Accuracy modifier]]&amp;lt;/ref&amp;gt; !! MSM &amp;lt;ref&amp;gt;Movement speed modifier&amp;lt;/ref&amp;gt;!! Wind speed !! WSM&amp;lt;ref&amp;gt;Wind speed modifier&amp;lt;/ref&amp;gt; !! EF&amp;lt;ref&amp;gt;Does extinguish fire? This only applies to fires that aren't under a roof, for obvious reasons.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! SR&amp;lt;ref&amp;gt;Snowing rate&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fog&lt;br /&gt;
| Any&lt;br /&gt;
|Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Suppresses firewatcher if forced {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Rain&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| Calm to Moderate&lt;br /&gt;
| 80%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to [[short circuit]].&lt;br /&gt;
|-&lt;br /&gt;
| Dry Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora.&lt;br /&gt;
|-&lt;br /&gt;
| Rainy Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Lightning strikes combined with rain, massively mitigating the fire hazards from the falling bolts. &lt;br /&gt;
|-&lt;br /&gt;
| Foggy rain&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hard snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 120%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
| Soft snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 80%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood rain]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 50% || 90% || None to Moderate || 100% || {{Check}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, in addition to either the [[Blood rain]] incident or [[Blood rain (ritual)|ritual]].&lt;br /&gt;
The '''blood rage''' hediff and subsequent [[berserk]]/[[manhunter]] mental breaks are part of the event itself, rather than the weather. See that page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen. &lt;br /&gt;
Colonists inside during gray pall will receive {{Thought| desc=It feels like the world is sick and dying.| label=Gray pall| value=-3| stack=1}} while pawns outside will receive {{Thought| desc=It feels like the world is sick and dying. The putrid air makes me want to vomit.| label=Gray pall exposure| value=-6| stack=1}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Death pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, and the [[Death pall]] event/entity.&lt;br /&gt;
Mechanically identical to the '''Gray pall''' weather. Corpses will raise as [[shambler]]s due to the associated event. See the [[Death pall]] page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Windy{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 90%&lt;br /&gt;
| 150-300%&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tox rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Creates Toxic Buildup on pawns exposed to rain, and -8 thought &amp;quot;Toxic Water&amp;quot;. Does not kill plants like Toxic Fallout.&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|10|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Shuttle]]s can not launch during a sandstorm.&lt;br /&gt;
|-&lt;br /&gt;
| Blind fog{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Reduces maximum range of ALL weapons to 23, everywhere on the map, except for [[Unique weapons]] with the Aim Assistance trait. Also applies to many line-of-sight abilities like [[jump pack]]s and skip [[psycast]]s{{RoyaltyIcon}}. Shuttles can not launch during blind fog.&lt;br /&gt;
|-&lt;br /&gt;
| Overcast{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 150%&lt;br /&gt;
| Shuttles can not launch during blizzard. &lt;br /&gt;
|-&lt;br /&gt;
| Torrential rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that causes flooding in already wet areas ie. rivers, marches, etc. flooding can be contained by placing walls or bridges along wet areas.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunder and flashstorms, or artificially with the [[Flashstorm (psycast)|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s to objects in the area of effect that are not under a roof. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -&amp;gt; 22. Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Wind turbines register no wind during windy storm.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Rain sometimes appears pixelated.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unnatural_darkness&amp;diff=178968</id>
		<title>Unnatural darkness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unnatural_darkness&amp;diff=178968"/>
		<updated>2026-04-04T17:00:35Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Dark areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=needs more exact information, page mostly copied from [[Noctolith]]. Letters should probably move to text in the summary and those images removed.}}&lt;br /&gt;
&lt;br /&gt;
'''Unnatural darkness''' is an event added by the [[Anomaly DLC]]. After a short warning, all unlit tiles in the map will become shrouded in near-total darkness and lingering within it will cause damage to human pawns. This damage can occur indoors and under roofs.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When the event begins, the map will gradually grow dark no matter the time of day. However, this is only the first phase. Several hours after it reaches the equivalent of standard nightfall, after two warnings, the following will happen:&lt;br /&gt;
&lt;br /&gt;
* Several [[noctolith]]s will appear at random, unlit locations.&lt;br /&gt;
* The map will be rapidly be covered in pitch black darkness, making unlit areas difficult to see. In addition, unlit pawns won't be highlighted when zooming out.&lt;br /&gt;
* All colonists in lit areas without [[inhumanized]] will receive a {{Thought|desc=I am suffocated under a blanket of darkness.|label=Unnatural Darkness|value=-5|stack=1}} penalty, while those that are get a {{Thought|desc=The truth finally comes and swallows this false world.|label=Unnatural Sky|value=+5|stack=1}} buff.{{Check Tag|NPCS?|Do NPCS get the mood penalty?}}&lt;br /&gt;
* All human pawns in unlit areas (0% light) will suffer a mood debuff and take damage - see below for details.&lt;br /&gt;
* [[Noctol]] raids are periodically spawned in unlit areas.&lt;br /&gt;
&lt;br /&gt;
The unnatural darkness will end once all [[noctolith]]s are destroyed or after 6-8 days have passed.&lt;br /&gt;
&lt;br /&gt;
=== Dark areas ===&lt;br /&gt;
Any pawn that spends time within a 0% light area will have a {{Thought|desc=The darkness is suffocating. I can't see or think!|label=Swallowed by darkness|value=-10|stack=1}}, even if inhumanized.&lt;br /&gt;
&lt;br /&gt;
In addition, colony-affiliated humans in an unlit area will be randomly injured by an unspecified claw attack, inflicting sharp damage and bleeding. These attacks do not originate from any particular entity, and are instead inflicted by the darkness itself. Colonists undergoing a [[mental break]] are immune while the mental break lasts, but are immediately vulnerable once the break ends. [[Downed]] colonists will not get hurt by darkness while downed (but are still liable to bleed out). [[Animal]]s, [[shambler]]s, [[friendly mechanoids]]{{BiotechIcon}} are not hurt, but [[ghoul]]s will be. Humans from other factions are not hurt; [[raider]]s and hostile [[entities]] are not hurt either.&lt;br /&gt;
&lt;br /&gt;
A light level of at least 1% is sufficient for preventing both effects. The damage and mood penalty the darkness inflicts is entirely unaffected by [[ideoligion]],{{IdeologyIcon}} [[Dark vision|genes]],{{BiotechIcon}} or [[traits]].&lt;br /&gt;
&lt;br /&gt;
=== Noctoliths ===&lt;br /&gt;
The [[noctolith]]s that spawn do not take any direct action against you, but the only way to end the darkness early is to destroy them all. When attacked, a noctolith will summon a group of [[noctol]]s to defend itself. These noctols can spawn in the light but they will prefer to spawn in the dark. A spot is selected that is the darkest and they will spawn in a large circle around that point. Doors tend to attract spawns as they have a lower light level than the rooms surrounding them.&lt;br /&gt;
&lt;br /&gt;
=== Other impacts ===&lt;br /&gt;
[[Solar flare]]s specifically are disallowed from occurring during the unnatural darkness.&amp;lt;ref&amp;gt;[https://discord.com/channels/684960023020961812/1237171445394706463/1237172553467039806 Dev comment on a bug report] &amp;quot;Cynapse — 05/06/2024 3:42 PM&lt;br /&gt;
Unnatural darkness overrides a solar flare&amp;quot;&amp;lt;/ref&amp;gt; {{Check Tag|Others?|Are any other events disallowed during UD?}}&lt;br /&gt;
&lt;br /&gt;
The weather is forced to clear. This disables the game's [[firewatcher]], so wildfires are prone to spreading.&lt;br /&gt;
&lt;br /&gt;
[[Lightning]] and [[Orbital power beam targeter|orbital power beams]] can still light the entire map for the duration they exist.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Unnatural darkness can be an enormous pain if encourtered in the early game, or if otherwise unprepared. The random damage can be debilitating or even deadly if endured long enough, and the noctols which periodically raid the player pose a significant threat. In addition, it will shut off [[solar generator]]s and prevent crops from growing using outdoor light. [[Sun lamp]]s can overcome this limitation. Alternatively, [[nutrifungus]]{{IdeologyIcon}} can still grow and requires less power, but it is only safe to farm with [[agrihand]]s.{{BiotechIcon}} In any case, it would be ideal to have several days' worth of food stocked. It is important to note that most other events may still occur during this time: for example, there is nothing stopping a pit gate from spawning during a noctol raid.&lt;br /&gt;
&lt;br /&gt;
Keeping the base well-lit ''in all areas'' is the most obvious safety measure, as it prevents the random damage and heavily weakens the [[noctol]]s. It is ideal to set up lights before unnatural darkness is triggered - if one is suprised by unnatural darkness, it is likely too late to light up the entire base. It could be theoretically advantageous for a noctolith to spawn within one's base as it drastically shortens the journey required to reach and destroy it, but because the spawn locations are unpredictable, this strategy is not recommended.&lt;br /&gt;
&lt;br /&gt;
Keeping pawns from wandering is crucial if you want to avoid needless deaths. [[Allowed area]]s are great for forcing undrafted pawns to stay in a lit area. Also, consider adjusting work priorities to keep your pawns inside, researching and cleaning rather than going outdoors. They might not enjoy these tasks, but it's far safer. [[Mood]] management is important, too, as pawns under a [[mental break]] will be vulnerable as soon as &lt;br /&gt;
&lt;br /&gt;
=== Attacking nocoliths ===&lt;br /&gt;
There are two options for ending unnatural darkness: waiting it out or destroying the noctoliths. Destroying the noctoliths is risky, but can significantly hasten the end of the event and rewards you with [[shard]]s.&lt;br /&gt;
&lt;br /&gt;
[[Flood light]]s are a powerful tool to deal with this event. They illuminate a large area, slowing the noctols and intensifying their light exposure before they reach your pawns. They can also be used with batteries to create a path to the Noctoliths; you can reinstall the light from the back of your path to the front to reduce the number of lights needed. It's also useful to have a flood light at the noctolith to expose attacking noctols when you damage it.&lt;br /&gt;
&lt;br /&gt;
Alternatively, sending out teams of builders to create a path of torches is sufficient to reach a noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]] psycast{{RoyaltyIcon}} to quickly create a path. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the Noctolith from a distance. Noctol raids will almost certainly occur while you travel, but a crew of well-armed pawns can easily shoot down single Noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per Noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. In addition, as the Noctoliths themselves generate several tiles of light, a [[ghoul]] can be sent through moderate stretches of darkness to deal with it in melee. It can regenerate the damage from any hits the darkness delivers, and once it arrives at the Noctolith, it can gradually punch the structure to rubble in relative safety. Alternately, a melee pawn with fast movement speed, the skip psycast, or a jetpack can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a breach axe for the extra building damage.  Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of Noctols.&lt;br /&gt;
&lt;br /&gt;
If you lit up the entire map except for one tile, the noctols are guaranteed to spawn on it which you can take advantage.&lt;br /&gt;
&lt;br /&gt;
In [[glowforest]]s,{{OdysseyIcon}} unnatural darkness's tedium is effectively nullified due to the large amount of natural light sources creating a path to most noctoliths.&lt;br /&gt;
&lt;br /&gt;
== Anomaly Endgame ==&lt;br /&gt;
In addition to spawning as a unique event, unnatural darkness will also occur once the [[Void monolith]] is awakened. In this case, the darkness requires defeating two waves of [[Void structure]]s rather than Noctoliths, but the darkness' damage mechanics remain the same.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Unnatural darkness message 1.png|The first message that appears once the Unnatural darkness incident has occurred, advising the use of light sources &lt;br /&gt;
Unnatural darkness message 2.png|The second unnatural darkness message warning of the impending danger&lt;br /&gt;
Unnatural darkness message 3.png|The third unnatural darkness message marking the appearance of noctoliths&lt;br /&gt;
Unnatural darkness message 5.png|This message preempts a noctol raid. It will be triggered either naturally by time progressing or if a noctolith is severely damaged (under 25% hp)&lt;br /&gt;
Unnatural darkness message 6.png|Message received after the first noctolith is destroyed during an unnatural darkness&lt;br /&gt;
Unnatural darkness message 7.png|The message received when the final noctolith is destroyed and the unnatural darkness incident is over &lt;br /&gt;
Unnatural darkness message 8.png|The message received when the unnatural darkness incident naturally runs it's course and ends (i.e the noctolith aren't destroyed)&lt;br /&gt;
Unnatural darkness message 4.png|The message which appears when a colonist takes damage by being outside in Unnatural darkness&lt;br /&gt;
Unnatural darkness starting.png|The beginnings of the unnatural darkness. At this early stage the darkness is unremarkable and typical of night&lt;br /&gt;
Unnatural darkness fully dark.png|Unnatural darkness which has progressed to it's final state of darkness. It is much darker than a standard night and there are black particles falling&lt;br /&gt;
Unnatural darkness particles.png|Close of up the falling particles &lt;br /&gt;
Unnatural darkness damage.png|Example of ambient damage taken by standing in unnatural darkness. This is the cumulative damage of three separate &amp;quot;attacks&amp;quot;&lt;br /&gt;
Unnatural darkness noctolith all.png|All three noctoliths during an unnatural darkness. Note that they provide a small amount of light as does the anima tree&lt;br /&gt;
Unnatural darkness noctolith.png|Example of the faint light given off by a noctolith during an unnatural darkness&lt;br /&gt;
Unnatural darkness noctolith torches.png|Using a chain of torches to provide a lit path to a noctolith during an unnatural darkness&lt;br /&gt;
Unnatural darkness noctol attack eyes.png|Noctol eyes glowing in the dark as it approaches a colonist&lt;br /&gt;
Unnatural darkness noctol pet.png|Noctol attacking an unzoned pet during an unnatural darkness raid. In this instance, the dog was able to down the noctol in a single scratch to it's left leg&lt;br /&gt;
Unnatural darkness noctol raid.png|Noctol raid during unnatural darkness breaching the wall after having destroyed all the torches outside. The torches are destroyed not because they generate light but because they are furniture that the noctol can immediately path to upon spawning&lt;br /&gt;
Unnatural darkness gone.png|Example of light levels after the unnatural darkness has lifted by destroying all three noctoliths&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unnatural_darkness&amp;diff=178967</id>
		<title>Unnatural darkness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unnatural_darkness&amp;diff=178967"/>
		<updated>2026-04-04T16:59:51Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Dark areas */ clarify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=needs more exact information, page mostly copied from [[Noctolith]]. Letters should probably move to text in the summary and those images removed.}}&lt;br /&gt;
&lt;br /&gt;
'''Unnatural darkness''' is an event added by the [[Anomaly DLC]]. After a short warning, all unlit tiles in the map will become shrouded in near-total darkness and lingering within it will cause damage to human pawns. This damage can occur indoors and under roofs.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When the event begins, the map will gradually grow dark no matter the time of day. However, this is only the first phase. Several hours after it reaches the equivalent of standard nightfall, after two warnings, the following will happen:&lt;br /&gt;
&lt;br /&gt;
* Several [[noctolith]]s will appear at random, unlit locations.&lt;br /&gt;
* The map will be rapidly be covered in pitch black darkness, making unlit areas difficult to see. In addition, unlit pawns won't be highlighted when zooming out.&lt;br /&gt;
* All colonists in lit areas without [[inhumanized]] will receive a {{Thought|desc=I am suffocated under a blanket of darkness.|label=Unnatural Darkness|value=-5|stack=1}} penalty, while those that are get a {{Thought|desc=The truth finally comes and swallows this false world.|label=Unnatural Sky|value=+5|stack=1}} buff.{{Check Tag|NPCS?|Do NPCS get the mood penalty?}}&lt;br /&gt;
* All human pawns in unlit areas (0% light) will suffer a mood debuff and take damage - see below for details.&lt;br /&gt;
* [[Noctol]] raids are periodically spawned in unlit areas.&lt;br /&gt;
&lt;br /&gt;
The unnatural darkness will end once all [[noctolith]]s are destroyed or after 6-8 days have passed.&lt;br /&gt;
&lt;br /&gt;
=== Dark areas ===&lt;br /&gt;
Any pawn that spends time within a 0% light area will have a {{Thought|desc=The darkness is suffocating. I can't see or think!|label=Swallowed by darkness|value=-10|stack=1}}, even if inhumanized.&lt;br /&gt;
&lt;br /&gt;
In addition, colony-affiliated humans in an unlit area will be randomly injured by an unspecified claw attack, inflicting sharp damage and bleeding. These attacks do not originate from any particular entity, and are instead inflicted by the darkness itself. Colonists undergoing a [[mental break]] are immune while the mental break lasts, but are immediately vulnerable once the break ends. [[Downed]]colonists will not get hurt by darkness (but are still liable to bleed out). [[Animal]]s, [[shambler]]s, [[friendly mechanoids]]{{BiotechIcon}} are not hurt, but [[ghoul]]s will be. Humans from other factions are not hurt; [[raider]]s and hostile [[entities]] are not hurt either.&lt;br /&gt;
&lt;br /&gt;
A light level of at least 1% is sufficient for preventing both effects. The damage and mood penalty the darkness inflicts is entirely unaffected by [[ideoligion]],{{IdeologyIcon}} [[Dark vision|genes]],{{BiotechIcon}} or [[traits]].&lt;br /&gt;
&lt;br /&gt;
=== Noctoliths ===&lt;br /&gt;
The [[noctolith]]s that spawn do not take any direct action against you, but the only way to end the darkness early is to destroy them all. When attacked, a noctolith will summon a group of [[noctol]]s to defend itself. These noctols can spawn in the light but they will prefer to spawn in the dark. A spot is selected that is the darkest and they will spawn in a large circle around that point. Doors tend to attract spawns as they have a lower light level than the rooms surrounding them.&lt;br /&gt;
&lt;br /&gt;
=== Other impacts ===&lt;br /&gt;
[[Solar flare]]s specifically are disallowed from occurring during the unnatural darkness.&amp;lt;ref&amp;gt;[https://discord.com/channels/684960023020961812/1237171445394706463/1237172553467039806 Dev comment on a bug report] &amp;quot;Cynapse — 05/06/2024 3:42 PM&lt;br /&gt;
Unnatural darkness overrides a solar flare&amp;quot;&amp;lt;/ref&amp;gt; {{Check Tag|Others?|Are any other events disallowed during UD?}}&lt;br /&gt;
&lt;br /&gt;
The weather is forced to clear. This disables the game's [[firewatcher]], so wildfires are prone to spreading.&lt;br /&gt;
&lt;br /&gt;
[[Lightning]] and [[Orbital power beam targeter|orbital power beams]] can still light the entire map for the duration they exist.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Unnatural darkness can be an enormous pain if encourtered in the early game, or if otherwise unprepared. The random damage can be debilitating or even deadly if endured long enough, and the noctols which periodically raid the player pose a significant threat. In addition, it will shut off [[solar generator]]s and prevent crops from growing using outdoor light. [[Sun lamp]]s can overcome this limitation. Alternatively, [[nutrifungus]]{{IdeologyIcon}} can still grow and requires less power, but it is only safe to farm with [[agrihand]]s.{{BiotechIcon}} In any case, it would be ideal to have several days' worth of food stocked. It is important to note that most other events may still occur during this time: for example, there is nothing stopping a pit gate from spawning during a noctol raid.&lt;br /&gt;
&lt;br /&gt;
Keeping the base well-lit ''in all areas'' is the most obvious safety measure, as it prevents the random damage and heavily weakens the [[noctol]]s. It is ideal to set up lights before unnatural darkness is triggered - if one is suprised by unnatural darkness, it is likely too late to light up the entire base. It could be theoretically advantageous for a noctolith to spawn within one's base as it drastically shortens the journey required to reach and destroy it, but because the spawn locations are unpredictable, this strategy is not recommended.&lt;br /&gt;
&lt;br /&gt;
Keeping pawns from wandering is crucial if you want to avoid needless deaths. [[Allowed area]]s are great for forcing undrafted pawns to stay in a lit area. Also, consider adjusting work priorities to keep your pawns inside, researching and cleaning rather than going outdoors. They might not enjoy these tasks, but it's far safer. [[Mood]] management is important, too, as pawns under a [[mental break]] will be vulnerable as soon as &lt;br /&gt;
&lt;br /&gt;
=== Attacking nocoliths ===&lt;br /&gt;
There are two options for ending unnatural darkness: waiting it out or destroying the noctoliths. Destroying the noctoliths is risky, but can significantly hasten the end of the event and rewards you with [[shard]]s.&lt;br /&gt;
&lt;br /&gt;
[[Flood light]]s are a powerful tool to deal with this event. They illuminate a large area, slowing the noctols and intensifying their light exposure before they reach your pawns. They can also be used with batteries to create a path to the Noctoliths; you can reinstall the light from the back of your path to the front to reduce the number of lights needed. It's also useful to have a flood light at the noctolith to expose attacking noctols when you damage it.&lt;br /&gt;
&lt;br /&gt;
Alternatively, sending out teams of builders to create a path of torches is sufficient to reach a noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]] psycast{{RoyaltyIcon}} to quickly create a path. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the Noctolith from a distance. Noctol raids will almost certainly occur while you travel, but a crew of well-armed pawns can easily shoot down single Noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per Noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. In addition, as the Noctoliths themselves generate several tiles of light, a [[ghoul]] can be sent through moderate stretches of darkness to deal with it in melee. It can regenerate the damage from any hits the darkness delivers, and once it arrives at the Noctolith, it can gradually punch the structure to rubble in relative safety. Alternately, a melee pawn with fast movement speed, the skip psycast, or a jetpack can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a breach axe for the extra building damage.  Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of Noctols.&lt;br /&gt;
&lt;br /&gt;
If you lit up the entire map except for one tile, the noctols are guaranteed to spawn on it which you can take advantage.&lt;br /&gt;
&lt;br /&gt;
In [[glowforest]]s,{{OdysseyIcon}} unnatural darkness's tedium is effectively nullified due to the large amount of natural light sources creating a path to most noctoliths.&lt;br /&gt;
&lt;br /&gt;
== Anomaly Endgame ==&lt;br /&gt;
In addition to spawning as a unique event, unnatural darkness will also occur once the [[Void monolith]] is awakened. In this case, the darkness requires defeating two waves of [[Void structure]]s rather than Noctoliths, but the darkness' damage mechanics remain the same.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Unnatural darkness message 1.png|The first message that appears once the Unnatural darkness incident has occurred, advising the use of light sources &lt;br /&gt;
Unnatural darkness message 2.png|The second unnatural darkness message warning of the impending danger&lt;br /&gt;
Unnatural darkness message 3.png|The third unnatural darkness message marking the appearance of noctoliths&lt;br /&gt;
Unnatural darkness message 5.png|This message preempts a noctol raid. It will be triggered either naturally by time progressing or if a noctolith is severely damaged (under 25% hp)&lt;br /&gt;
Unnatural darkness message 6.png|Message received after the first noctolith is destroyed during an unnatural darkness&lt;br /&gt;
Unnatural darkness message 7.png|The message received when the final noctolith is destroyed and the unnatural darkness incident is over &lt;br /&gt;
Unnatural darkness message 8.png|The message received when the unnatural darkness incident naturally runs it's course and ends (i.e the noctolith aren't destroyed)&lt;br /&gt;
Unnatural darkness message 4.png|The message which appears when a colonist takes damage by being outside in Unnatural darkness&lt;br /&gt;
Unnatural darkness starting.png|The beginnings of the unnatural darkness. At this early stage the darkness is unremarkable and typical of night&lt;br /&gt;
Unnatural darkness fully dark.png|Unnatural darkness which has progressed to it's final state of darkness. It is much darker than a standard night and there are black particles falling&lt;br /&gt;
Unnatural darkness particles.png|Close of up the falling particles &lt;br /&gt;
Unnatural darkness damage.png|Example of ambient damage taken by standing in unnatural darkness. This is the cumulative damage of three separate &amp;quot;attacks&amp;quot;&lt;br /&gt;
Unnatural darkness noctolith all.png|All three noctoliths during an unnatural darkness. Note that they provide a small amount of light as does the anima tree&lt;br /&gt;
Unnatural darkness noctolith.png|Example of the faint light given off by a noctolith during an unnatural darkness&lt;br /&gt;
Unnatural darkness noctolith torches.png|Using a chain of torches to provide a lit path to a noctolith during an unnatural darkness&lt;br /&gt;
Unnatural darkness noctol attack eyes.png|Noctol eyes glowing in the dark as it approaches a colonist&lt;br /&gt;
Unnatural darkness noctol pet.png|Noctol attacking an unzoned pet during an unnatural darkness raid. In this instance, the dog was able to down the noctol in a single scratch to it's left leg&lt;br /&gt;
Unnatural darkness noctol raid.png|Noctol raid during unnatural darkness breaching the wall after having destroyed all the torches outside. The torches are destroyed not because they generate light but because they are furniture that the noctol can immediately path to upon spawning&lt;br /&gt;
Unnatural darkness gone.png|Example of light levels after the unnatural darkness has lifted by destroying all three noctoliths&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
</feed>