<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hordes</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hordes"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Hordes"/>
	<updated>2026-06-07T19:46:35Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Obsidian&amp;diff=180662</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Obsidian&amp;diff=180662"/>
		<updated>2026-05-31T18:00:40Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Obsidian&lt;br /&gt;
| image = Obsidian c.png&lt;br /&gt;
| description = A dark, glossy volcanic rock. Brittle but sharp, it makes for intimidating decor or vicious blades&lt;br /&gt;
| type = Material&lt;br /&gt;
| stuff category = Stony, Metallic&lt;br /&gt;
| marketvalue = 5&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 2&lt;br /&gt;
| beauty offset = 8&lt;br /&gt;
| work to make factor = 1.5&lt;br /&gt;
| work to build factor = 5.5&lt;br /&gt;
| max hit points factor = 0.5&lt;br /&gt;
| flammability factor = 0&lt;br /&gt;
| armor - sharp factor = 0.85&lt;br /&gt;
| armor - blunt factor = 0.40&lt;br /&gt;
| armor - heat factor =  0.70&lt;br /&gt;
| insulation - cold factor = 3.0&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 1&lt;br /&gt;
| melee sharp damage factor = 1.4&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 0.9&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Obsidian&lt;br /&gt;
| thingCategories = ResourcesRaw&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (50,50,50)&lt;br /&gt;
}}&lt;br /&gt;
'''Obsidian''' is a [[stony]] and [[metallic]] [[material]] added by the [[Odyssey DLC]]. It is [[beauty|beautiful]] and offers tremendous sharp damage, but is fragile.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Obsidian veins occur on some lava field maps, and must be mined before they can be used. It is common on maps with the obsidian deposits features. On maps with obsidian deposits veins can contain up to 35 tiles of obsidian ore.{{Check Tag|Verify amount|Per ore}}{{Check Tag|Vein size?}}&lt;br /&gt;
&lt;br /&gt;
It can also be [[Trade|purchased]] from [[faction base]]s and [[caravan]]s.{{Check Tag|Which?}}&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
Obsidian tiles have 1,200 health each, making them one of the faster ores to mine. They can be found in large veins, similar in size to [[compacted steel]] veins, ranging from ? to ? tiles in size.{{Check Tag|Detail needed|Exact size range}} Each mined block has a base yield of 40 obsidian, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Obsidian can be used as a material for [[stuff]]able items with the [[Stony]] and [[Metallic]] stuff tags.&lt;br /&gt;
&lt;br /&gt;
Obsidian can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Thanks to its melee sharp damage factor, obsidian makes the highest {{DPS}} craftable melee sharp weapon in the game. Obsidian [[longsword]]s generally have comparable base {{DPS}} but inferior {{AP}} to [[monosword]]s{{RoyaltyIcon}} of similar quality, with the exception of the legendary obsidian longswords which are superior in base {{DPS}} to all monoswords and to all but masterwork and legendary [[persona monosword]]s due to the melee verb system neglecting handle attacks at that quality. Note that it still remains inferior in {{AP}} to all but a normal monosword and [[Melee Damage Factor]]s can change verb selection significantly.&lt;br /&gt;
&lt;br /&gt;
While not as beautiful as jade, obsidian can be found in large quantity in volcanic biomes. It can be used for walls and furniture to improve the beauty of your base. However, obsidian's x.50 multiplier to max HP means that obsidian walls and furniture will be weak and easy to destroy; obsidian is tied with jade as the weakest building material in the game in terms of structure HP. If obsidian is in short supply, it is generally better to use it to create sharp weapons or sculptures over furniture and other structures.&lt;br /&gt;
&lt;br /&gt;
Obsidian has the exact same market value, stack size, and weight as jade.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Obsidian a.png|One obsidian&lt;br /&gt;
Obsidian b.png|Partial stack&lt;br /&gt;
Obsidian c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Stone]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=180661</id>
		<title>Corrupted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=180661"/>
		<updated>2026-05-31T17:57:33Z</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;
{{Image wanted|reason=Gizmos}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Corrupted obelisk&lt;br /&gt;
| image = Corrupted obelisk.png&lt;br /&gt;
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;br /&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;br /&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| hp = 3000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.24&lt;br /&gt;
| focus type = Void&lt;br /&gt;
&amp;lt;!-- Activity --&amp;gt;&lt;br /&gt;
| starting range = 0.2~0.4&lt;br /&gt;
| change per day base = 0.2&lt;br /&gt;
| change per damage = 0.001&lt;br /&gt;
| warning = 0.9&lt;br /&gt;
| activity worker class = ObeliskActivityWorker&lt;br /&gt;
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| can be activity deactivated = true&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| paintable = false&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| claimable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Shard|24|1}}&lt;br /&gt;
| cover = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WarpedObelisk_Duplicator&lt;br /&gt;
| label = corrupted obelisk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''corrupted obelisk''' is one of three [[obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to clone your colonists.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary}}&lt;br /&gt;
An obelisk can {{Check Tag|Spawn Chance}} spawn in the map as a [[major threat]] event sometime after day 50 when the [[void monolith]] is 1 or greater. An obelisk has a chance to spawn 120 days after the last of any type.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Missing detail and numbers}}&lt;br /&gt;
&lt;br /&gt;
=== Obelisk mechanics ===&lt;br /&gt;
Like the other [[obelisk]]s, the corrupted obelisk has an activity level, which can be suppressed as wardening work. Reaching 100% activation will cause a special, dangerous event and cause the obelisk to be destroyed afterwards. At full HP, an obelisk gains +20% activity per day, but damaging it will raise activity, and once it falls below 80% HP, the daily rate will rapidly increase.&lt;br /&gt;
&lt;br /&gt;
Obelisks can be studied for advanced anomaly research, with the rate of study increasing with activity level.&lt;br /&gt;
&lt;br /&gt;
=== Duplicates ===&lt;br /&gt;
When suppressing or studying the corrupted obelisk, there is a chance of a duplicate of the interacting pawn appearing, occurring on average every 24 hours of interaction.&lt;br /&gt;
&lt;br /&gt;
Alternatively, after gaining 10 anomaly research, duplication can be manually triggered by a pawn with a 30 day cooldown. This can even include temporary [[guest]]s, but the pawn must be conscious and able to reach the obelisk.&lt;br /&gt;
:''&amp;quot;You've learned more about the obelisk. The device has the power to duplicate intelligent creatures. In theory, it can produce duplicates without limit. The obelisk appears damaged and unstable, so its energy level rises unless suppressed. If it were to fully activate, it would go into a duplication loop, chaotically pumping out a large number of flawed human duplicates. {PAWN_nameDef} thinks that it may be possible to safely shut down the obelisk but this will need significantly more study. You can now intentionally provoke a response from the corrupted obelisk.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s cannot be duplicated and will generate a duplication failure message from the obelisk. This will happen even if they are converted into [[Ghoul]]s.&lt;br /&gt;
&lt;br /&gt;
==== Duplicate downsides ====&lt;br /&gt;
When a duplicate is formed, there are four possible downsides, selected randomly:&lt;br /&gt;
* '''Hostile duplicate:''' The duplicate is hostile and will immediately attack. They can be [[downed]] and recruited as normal.&lt;br /&gt;
* Cloned colonist with '''multiple [[organ decay]]:''' Several of the duplicate's vital organs have organ decay, which causes increasing pain and reduced efficiency and will eventually kill the pawn. For further detail and treatment options, see [[Organ decay]]. &lt;br /&gt;
* Cloned colonist with '''[[duplicate sickness]]:''' While both are alive, both the original and the duplicate suffer from lowered [[consciousness]], which gradually worsens over the course of a few days, with the final stage being {{Bad|Max 10%}} consciousness, rendering them both comatose but alive. For further detail and treatment options, see [[Duplicate sickness]]. &lt;br /&gt;
* Cloned colonist with '''[[crumbling mind]]:''' The duplicate's [[consciousness]] will gradually decrease. After 2-3 days the condition becomes permanent and nominally incurable, and they will be [[incapable]] of certain work types. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. For further detail and treatment options, see [[Crumbling mind]].&lt;br /&gt;
&lt;br /&gt;
Note that organ decay, duplicate sickness, and curmbling mind are initially hidden, but can be revealed via surgical inspection.&lt;br /&gt;
&lt;br /&gt;
==== What is duplicated ====&lt;br /&gt;
The duplicated colonist will have identical mood thoughts, [[ideoligion]],{{IdeologyIcon}} [[xenotype]],{{BiotechIcon}} injuries, known [[psycasts]]{{RoyaltyIcon}} and [[psylink]]{{RoyaltyIcon}} level, [[void touched]] status, [[death refusal]] (although max. 1 charge), and any ongoing illnesses or drug effects (including [[pregnancy]]{{BiotechIcon}} and [[luciferium]] addiction). &lt;br /&gt;
&lt;br /&gt;
The duplicate will have no equipment and no artificial body parts except for psylinks and fleshmass organs (such as those granted by a [[twisted obelisk]]). Any artificial body parts will be replaced with the healthy, natural form, including all subparts that may be removed by the artificial part (e.g. a [[prosthetic arm]] will be replaced with an organic arm, including the hand and fingers). &lt;br /&gt;
&lt;br /&gt;
Notably, no social opinions are copied to the duplicate, including spouses, imperial [[title]]s,{{RoyaltyIcon}} or even familial relations.{{Check Tag|Confirmation needed|A duplicate was observed with a &amp;quot;Got some lovin'&amp;quot; social opinion carrying over associated with the original pawn's lover|Editor Note 4/6/2026, by Starcalled: I would be more than happy to provide image confirmation, however I am unable to upload images.}} There is also no special relationship between the original and duplicate. Unique connections, such as to a [[gauranlen tree]],{{IdeologyIcon}} are not duplicated. If the original colonist married and took the last name of another pawn prior to being duplicated, the duplicate will also share that last name (despite not being married).&lt;br /&gt;
&lt;br /&gt;
Additionally, duplicated colonists do not have the original's [[metalhorror]] infection pathways, and they can never gain the pre-arrival infection pathway through resurrection, either.&lt;br /&gt;
&lt;br /&gt;
=== Full activation ===&lt;br /&gt;
If the activity level of the corrupted obelisk reaches 100% it will explode, dropping a [[shard]] and causing hostile duplicates to spawn all around your colonists. Duplicate spawn randomly in proximity to any colonist. This process will not duplicate children unless child raiders are enabled in storyteller settings, in which case a minimum age of 10 still applies.&lt;br /&gt;
&lt;br /&gt;
The amount of duplicates that spawn is based on raid points. The obelisk has a budget equal to 0.6 times the colony's total raid points. The cost of each duplicate is calculated as follows from the colony's total raid points (without the 0.6 multiplier).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Raid points || Cost of each duplicate&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Raid points (100's) |yAxisTitle=Unit cost|type=line|x= 0, 5, 10, 50, 100 |y1=50, 50, 100, 200, 200}} || style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,000 || style=&amp;quot;text-align:right&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Raid points || Total duplicates&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 167 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1000 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2000 || style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5000 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 9667 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
After obtaining 30 anomaly research, the obelisk can be safely deactivated at the cost of 2 [[shard]]s. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.&lt;br /&gt;
:''&amp;quot;{PAWN_nameDef} has completed {PAWN_possessive} investigation of the corrupted obelisk. {PAWN_pronoun} has discovered a method for safely deactivating the obelisk using shards of archotechnology. You can no longer study the obelisk after deactivating it.&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
In addition, dealing enough damage instantly, e.g., with a [[diabolus]]' cannon, will allow destruction of the obelisk without triggering the full activation. [[#Brute-force destruction|See below for more detail]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A colony's pawns can be some of the most powerful assets, and one that rewards large amounts of investment. The ability to multiply these assets makes the corrupted obelisk the most desirable of the three obelisks for most colonies. &lt;br /&gt;
&lt;br /&gt;
The side effects must be accounted for pawns that are to retained, but all of them can be cured. See the relevant pages for further details.&lt;br /&gt;
&lt;br /&gt;
=== Duplication candidates ===&lt;br /&gt;
Generally speaking, how powerful the obelisk is will depend on the pawns you can feed into it and what they are used for.&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s: The corrupted obelisk is ideal for duplicating ghouls or candidates for converting into ghouls. Ghouls strongly benefit from particular [[trait]] combinations, [[genes]],{{BiotechIcon}} and a high base melee skill which can be difficult to source en masse. Note that [[artificial body parts]] won't be duplicated, but these are often simpler to source. Hostile duplicates can be captured and turned into allied ghouls without bothering with the standard recruitment process. &lt;br /&gt;
* [[Psycast]]ers:{{RoyaltyIcon}} Psycasters are some of the most powerful pawns in the game and psylink is replicated. Accruing psylink is often slow, even for new tribes, and as with ghouls, valuable traits such as [[psychically hypersensitive]] and [[trigger happy]] are rare in combination but make for significantly better psycasters. &lt;br /&gt;
* [[Void touched]]: While this does require completing the DLC and choosing the appropriate [[Endings#Ending_-_Embrace_the_Void|ending]], a void touched pawn is very powerful by themselves and their ability stacks with both ghouls and psycasters.&lt;br /&gt;
&lt;br /&gt;
[[Death refusal]] and [[philophagy]] can make a suitable duplicate candidate even better. Philophagy in particular allows a pawn to be decent (or better) at all skills, even if they don't have a passion, although it is expensive in terms of [[shard]]s and requires [[prisoner]]s good at skills.&lt;br /&gt;
&lt;br /&gt;
=== Side effect mitigation ===&lt;br /&gt;
[[Death refusal]] can be copied by the duplicate and will mitigate three of the four downsides. Duplicate sickness can be immediately cured by killing either pawn and reviving. Crumbling mind can be cured by destroying the colonist's brain (before or after death). This can be done via extracting the corpse's [[skull]],{{IdeologyIcon}} using a [[subcore ripscanner]],{{BiotechIcon}} [[luciferium]] withdrawal, or more riskily by eating the corpse until the head is gone. It is usually better to cure organ decay via transplants than death refusal, but destroyed organs will be replaced when reviving.&lt;br /&gt;
&lt;br /&gt;
Similarly, [[unnatural healing]] can cure duplicate sickness, crumbling mind, and decaying organs.&lt;br /&gt;
&lt;br /&gt;
In case of a hostile duplicate, a [[Psychic shock lance|psychic]] or [[shard shock lance]] can be used to avoid accidentally killing them. Alternatively, you can make the duplicator wear a [[war mask]] and damage them beyond what their pain shock threshold was before wearing it. As the duplicate has no mask, they would be immediately downed.&lt;br /&gt;
&lt;br /&gt;
=== Obelisk activation capturing ===&lt;br /&gt;
If you attack the obelisk, its activity level will rise. When it reaches full, it will duplicate up to 30 of your colonists depending on raid points, all of them being hostile to you. However, this can be abused to mass clone a single target pawn by following the method below:&lt;br /&gt;
* Build a prison capable of holding up to 30 prisoners.&lt;br /&gt;
* [[Anesthetic|Anesthetize]] your target pawn via the operation tab.&lt;br /&gt;
* Send all other pawns (except ghouls and prisoners) on a [[caravan]] resting right outside your colony. The caravan can wait on the colony's tile so long as they don't actually enter.&lt;br /&gt;
* Have a ghoul attack the obelisk, or wait for it to reach 100% to trigger the duplication.&lt;br /&gt;
* Since the only valid target duplication on the map is anesthetized, all clones will be unconscious upon creation.&lt;br /&gt;
* Have your caravan enter the tile and capture all the unconscious duplicates.&lt;br /&gt;
&lt;br /&gt;
=== Obelisks in general ===&lt;br /&gt;
{{Obelisk Analysis|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
{{Obelisk Destruction|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fuel_optimizer&amp;diff=180592</id>
		<title>Fuel optimizer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fuel_optimizer&amp;diff=180592"/>
		<updated>2026-05-24T05:14:07Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Missing analysis and formatting/cleanup}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Fuel optimizer&lt;br /&gt;
| image = FuelOptimizer_north.png&lt;br /&gt;
| description = A gravtech unit that allows grav engine lift to coordinate more efficiently with traditional thrusters. It reduces the fuel needed for gravship flight. A gravship can support two fuel optimizers.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = &lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = 150&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| flammability = 0.3&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2 * 2&lt;br /&gt;
| placeable = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| cleaning time factor = &lt;br /&gt;
| filth multiplier = &lt;br /&gt;
| speed = &lt;br /&gt;
&amp;lt;!-- Creation &lt;br /&gt;
Not created, but used for the deconstruct/destruction yield.&lt;br /&gt;
&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Gravlite panel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tags = &lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}} &lt;br /&gt;
The '''fuel optimizer''' is a [[building]] added by the [[Odyssey DLC]] that reduces the amount of [[chemfuel]] consumed per world tile travelled by a [[gravship]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Fuel optimizers cannot be built. They can only be acquired through Odyssey-related [[quests]] and locations discovered with the [[orbital scanner]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Fuel optimizers can be placed anywhere within on the [[gravship]]. Each fuel optimiser reduces the [[chemfuel]] required per tile traveled by the gravship by {{Icon Small|Chemfuel}} {{---|3}}. Up to two optimizers can affect a gravship at one time, reducing the chemfuel cost per tile from {{Icon Small|Chemfuel||10}} to {{Icon Small|Chemfuel||4}}. Note that this does not affect the minimum take off cost of {{Icon Small|Chemfuel||50}}. In other words, the fuel consumption of a gravship can be stated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gravship base&lt;br /&gt;
| {{Icon Small|Chemfuel||50}} or {{Icon Small|Chemfuel}} (World Tiles Traveled × 10), whichever is greater.&lt;br /&gt;
|-&lt;br /&gt;
! Gravship + 1× Fuel optimizer&lt;br /&gt;
| {{Icon Small|Chemfuel||50}} or {{Icon Small|Chemfuel}} (World Tiles Traveled × 7), whichever is greater. &lt;br /&gt;
|-&lt;br /&gt;
! Gravship + 2× Fuel optimizer&lt;br /&gt;
| {{Icon Small|Chemfuel||50}} or {{Icon Small|Chemfuel}} (World Tiles Traveled × 4), whichever is greater. &lt;br /&gt;
|-&lt;br /&gt;
! [[Passenger shuttle]]&lt;br /&gt;
| {{Icon Small|Chemfuel||50}} or {{Icon Small|Chemfuel}} (World Tiles Traveled × 3), whichever is greater. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Fuel by Distance Traveled&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=400&lt;br /&gt;
|xAxisTitle=World Tiles Traveled &lt;br /&gt;
|yAxisTitle= Chemfuel consumed&lt;br /&gt;
|legend=Legend&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.9999,  1,  5,  7,  8, 12, 13, 16, 17, 62,136&lt;br /&gt;
|y1=0, 0     , 50, 50, 70, 80,120,130,160,170,620,1360&amp;lt;!--Max(50,10xDistance)--&amp;gt;&lt;br /&gt;
|y2=0, 0     , 50, 50, 50, 56, 84, 91,112,119,434,952&amp;lt;!--Max(50, 7xDistance)--&amp;gt;&lt;br /&gt;
|y3=0, 0     , 50, 50, 50, 50, 50, 52, 64, 68,248,544&amp;lt;!--Max(50, 4xDistance)--&amp;gt;&lt;br /&gt;
|y4=0, 0     , 50, 50, 50, 50, 50, 50, 50, 51,186&amp;lt;!--Max(50, 3xDistance)--&amp;gt;&lt;br /&gt;
|y1Title = Gravship Base&lt;br /&gt;
|y2Title = Gravship + 1x Fuel optimizer&lt;br /&gt;
|y3Title = Gravship + 2x Fuel optimizer&lt;br /&gt;
|y4Title = Passenger shuttle&lt;br /&gt;
|colors=skyblue, blue, black, red, green}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Thrusters !! Max World Tiles Traveled ||  Gravship base || 1× Fuel optimizer || 2× Fuel optimizer&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||1}} &lt;br /&gt;
| 10 || 100 || 70 || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||2}} &lt;br /&gt;
| 20 || 200 || 140 || 80&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||3}} &lt;br /&gt;
| 30 || 300 || 210 || 120&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||4}} &lt;br /&gt;
| 40 || 400 || 280 || 160&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||4}} + {{Icon Small|Large thruster||1}} &lt;br /&gt;
| 56 || 560 || 392 || 224&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||4}} + {{Icon Small|Large thruster||2}} &lt;br /&gt;
| 72 || 720 || 504 || 288&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||4}} + {{Icon Small|Large thruster||3}} &lt;br /&gt;
| 88 || 880 || 616 || 352&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||4}} + {{Icon Small|Large thruster||4}} &lt;br /&gt;
| 104 || 1040 || 728 || 416&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||4}} + {{Icon Small|Large thruster||5}} &lt;br /&gt;
| 120 || 1200 || 840 || 480&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||4}} + {{Icon Small|Large thruster||6}} &lt;br /&gt;
| 136 || 1360 || 952 || 544&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
While fuel optimizers are not strictly necessary, as [[chemfuel]] is renewable and not difficult to farm, they can save significant amounts of chemfuel and thus colonist time. They primarily appear in &amp;quot;gravship upgrade&amp;quot; loot piles, so it is likely that fuel optimizers will be obtained if looking for gravship upgrades in general.&lt;br /&gt;
&lt;br /&gt;
Two fuel optimizers is enough to reduce the fuel cost to the point that a single [[large chemfuel tank]] can support the maximum possible travel distance.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:FuelOptimizer east.png|Facing east &lt;br /&gt;
File:FuelOptimizer_north.png|Facing north &lt;br /&gt;
File:FuelOptimizer south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE.&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Passenger_shuttle&amp;diff=180551</id>
		<title>Passenger shuttle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Passenger_shuttle&amp;diff=180551"/>
		<updated>2026-05-19T16:07:09Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */ technically 500 / 60 = 8.33&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{About|the player-built vehicle|the NPC-faction vehicle|imperial shuttle}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Passenger shuttle&lt;br /&gt;
| image = PassengerShuttle_east.png&lt;br /&gt;
| description = A chemfuel-powered shuttle designed for long-distance travel. It is capable of reaching orbital locations.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = &lt;br /&gt;
| hp = 600&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| rotatable = yes&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| mass base = 125&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 ˣ 5&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| comfort = 0.65&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| paintable = true&lt;br /&gt;
| deconstruct yield = {{Icon Small|Steel||125}} + {{Icon Small|Plasteel||75}} + {{Icon Small|Component||3}} + {{Icon Small|Shuttle engine||1}}&lt;br /&gt;
| destroyyield = {{Icon Small|Steel slag chunk||4}} + {{Icon Small|Steel||50}} + {{Icon Small|Plasteel||50}} + {{Icon Small|Component||3}} + {{Icon Small|Shuttle engine||1}}&lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 400.0&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Shuttle&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 36000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 250&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 150&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| resource 4 = Shuttle engine&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName PassengerShuttle&lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
'''Passenger shuttles''' are reusable transportation vehicles used to carry [[pawn]]s and/or items across the world map, and to locations in [[orbit]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image Wanted|section=1|reason=Gizmos}}&lt;br /&gt;
&lt;br /&gt;
Passenger shuttles can be launched to transport all of its contents to a different location on its current map, or on a different world tile up to 62 tiles away. This can be done by selecting the Launch gizmo on the shuttle building itself or on a [[caravan]] containing a shuttle, provided nothing is restricting it.&lt;br /&gt;
&lt;br /&gt;
=== Launch requirements ===&lt;br /&gt;
Each passenger shuttle can hold 500 kg of items or pawns. Items equipped and carried by pawns count towards this weight. For comparison, an adult [[human]] weighs {{Q|Human|Mass - Adult}} kg before equipment.&lt;br /&gt;
&lt;br /&gt;
Passenger shuttles can travel up to 62 tiles away. A launch consumes {{Icon Small|Chemfuel||3}} [[chemfuel]] per tile with a minimum of {{Icon Small|Chemfuel||50}} [[chemfuel]] for flights of 16 tiles or less.{{Check Tag|Orbit?|Are there extra fuel costs for traveling from surfance to orbit}} A shuttle can be refueled with {{Icon Small|Chemfuel}} [[chemfuel]] stored in its cargo hold, increasing its effective range with sequential launches.&lt;br /&gt;
&lt;br /&gt;
A passenger shuttle requires a conscious pilot with a minimum [[piloting ability]] of 10%, which is easily achieved by any pawn that isn't missing their eyes and is capable of intellectual.{{Check Tag|Detail needed|Does piloting ability affect anything else besides needing to pass the 10% number? If yes, specify. If not, explicitly state that it affects nothing else}}&lt;br /&gt;
&lt;br /&gt;
Shuttles cannot be launched during a blizzard, blind fog, or sandstorm.{{Check Tag|Other weather?|Does any other weather affect take off?}} Shuttles also cannot launch during a [[solar flare]], however they are not affected by [[EMI dynamo|EMI fields]]{{RoyaltyIcon}}. Shuttles cannot be launched with a roof built above them.&lt;br /&gt;
&lt;br /&gt;
After landing, the shuttle requires a {{Ticks|3750}} cooldown before it can be launched again.&lt;br /&gt;
&lt;br /&gt;
=== Launch targets ===&lt;br /&gt;
If the selected tile's map is currently loaded, the player will be prompted to choose the exact location of where the passenger shuttle lands. It is possible to land on [[roof]]ed tiles, but this will cause a roof collapse, damaging things underneath. It cannot land on [[rock roof (thin)]] or [[overhead mountain]], on unwalkable terrain, or on furniture that would block its landing.&lt;br /&gt;
&lt;br /&gt;
If landing on a non-hostile [[faction base]], it is possible to choose to trade or attack it. Hostile faction bases can only be attacked; gifts cannot be offered directly via shuttle. If landing on an unloaded quest tile, there is the option to land on edge or center, similar to [[transport pod]]s.&lt;br /&gt;
&lt;br /&gt;
Landing on an empty tile will create a [[caravan]], but caravans containing a shuttle will be unable to move by foot even if there is enough carrying capacity. Landing on a tile containing a caravan will not automatically merge the two, but merging can be done after the shuttle lands.&lt;br /&gt;
&lt;br /&gt;
=== Loading ===&lt;br /&gt;
The Set to Load gizmo will allow the player to designate which items and pawns will be loaded onto the shuttle. When items are selected, haulers will immediately proceed to load the pods. If a colonist is part of the load, that colonist will prioritize loading the pod, even if they are otherwise incapable of hauling, identically to a [[transport pod]]. Pawns can be manually selected to enter the shuttle by selecting the colonist, right clicking the shuttle, and selecting &amp;quot;Get in shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If automatic refuel is turned on, chemfuel will automatically be loaded onto the passenger shuttle as [[Hauling]] work.&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
A shuttle can't be carried around as an item, with one exception: the [[Farskip]] [[psycast]]{{RoyaltyIcon}} can teleport a shuttle-equipped caravan if the pawns present can support the 125-kg weight of the shuttle plus any other items. The shuttle will be unloaded at the destination like any other item brought in by a caravan, it can also be manually dropped at a desired location from a drafted pawn's inventory.&lt;br /&gt;
&lt;br /&gt;
A caravan cannot contain two shuttles. If two caravans both have shuttles and attempt to merge, one shuttle will be lost.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Passenger shuttles are a fast, flexible, and powerful late-game transportation option that can completely negate the need to form traditional caravans. With a 500kg weight limit a shuttle is generally limited to carrying six human pawns at a time after considering equipment.&lt;br /&gt;
&lt;br /&gt;
=== Compared to transport pods ===&lt;br /&gt;
Unlike [[transport pod]]s, shuttles are reusable, avoiding the {{Required Resources|Transport pod}} per trip cost, carry 500kg of weight instead of 150kg per pod, and are capable of making round trips. Shuttles do cost more chemfuel and have a minimum chemfuel cost of 50, but the chemfuel will most likely be easier to acquire/make than steel and components. Also, for heavy loads, one shuttle will carry more weight and use less fuel than three transport pods. Shuttles require more research and resources (including a [[shuttle engine]], uncommon without [[Royalty]] or [[Biotech]]), but are more efficient for most purposes once built.&lt;br /&gt;
&lt;br /&gt;
Transport pods do have a niche for &amp;quot;doom dropping&amp;quot; - i.e., dropping pods on your own tile - as the shuttle is likely to be destroyed when landing near enemies. Pods also has a niche for gifting items to other factions, as the shuttle's chemfuel cost is effectively doubled for that purpose. In addition, shuttles cannot be used to gift items to hostile factions while pods can.&lt;br /&gt;
&lt;br /&gt;
=== Compared to imperial shuttles ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Imperial shuttles are only available to [[noble]]s of Knight rank or higher with the appropriate [[permit]]. Passenger shuttles only carry a quarter (500 kg) of the weight of an imperial shuttle&lt;br /&gt;
(2,000 kg), but an imperial shuttle can only be used for one trip per permit holder before requiring either a 40-day cooldown or spending 8 [[honor]], making rapid round trips require either two nobles or spending honor worth {{Icon Small|Gold||{{#expr:8/0.015 round 0}}}} [[gold]]. Imperial shuttles can be launched up to 70 tiles away compared to the 62 tiles of the passenger shuttle. The permit also cannot be used while hostile to the [[Empire]].&lt;br /&gt;
&lt;br /&gt;
Typically this places the imperial shuttle as an incredibly useful option in the early game if nobles can be ranked up quickly while the passenger shuttle cannot be produced, but one that significantly decreases in utility once the competition is available. This also means the opportunity cost of spending a permit point of the shuttle versus the other permit options must also be considered. However, unlike transport pods which are often entirely replaced, the shuttle permit offers flexibility that is often useful unless a tremendous fleet of shuttles is available. &lt;br /&gt;
&lt;br /&gt;
=== Maximum carry amounts ===&lt;br /&gt;
In practice these amounts don't account for the weight of a pilot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cargo !! Maximum Amount Carried&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || 62,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]], [[Smokeleaf joint]]s, and [[Flake]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || 1,250&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 2,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PassengerShuttle_east.png|Facing east&lt;br /&gt;
File:PassengerShuttle_north.png|Facing north&lt;br /&gt;
File:PassengerShuttle_south.png|Facing south&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/1.6.4535|1.6.4535]] - Fix: Player shuttles could be lost in water when landing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Shuttles are no longer blocked from landing on items and no longer destroy more roof than they need to when landing. &lt;br /&gt;
** Fix: Player shuttle could be lost if settling/camping on map with not much land.&lt;br /&gt;
** Fix: Out of bounds error trying to determine shuttle landing position when few options are possible.&lt;br /&gt;
** Fix: Shuttle load list getting reset after launching.&lt;br /&gt;
** Fix: Several issues with shuttle and transport pod range calculations.&lt;br /&gt;
** Fix: Was possible for shuttles to get lost in specific set ups when merging two caravans.&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Autobong&amp;diff=180547</id>
		<title>Autobong</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Autobong&amp;diff=180547"/>
		<updated>2026-05-18T15:50:03Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Autobong&lt;br /&gt;
| image = Autobong.png&lt;br /&gt;
| description = An automatic smokeleaf-burning device which generates a smoke cloud around itself. Anyone in the cloud will become high on smokeleaf over time.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.2&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 80&lt;br /&gt;
| power = -150&lt;br /&gt;
| glowradius = 10&lt;br /&gt;
| glowcolor = (252, 187, 113)&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Microelectronics&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Smokeleaf leaves&lt;br /&gt;
| resource 2 amount = 25&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| fuel filter = Smokeleaf leaves&lt;br /&gt;
| fuel capacity = 25.0&lt;br /&gt;
| fuel consumption rate = 1.66&lt;br /&gt;
| initial fuel percent = 1 &amp;lt;!-- 100% --&amp;gt;&lt;br /&gt;
| page verified for version = 1.3.3072&lt;br /&gt;
}}&lt;br /&gt;
An '''autobong''' is a building added by the [[Ideology DLC]]. It creates a smoke cloud with a radius of 5 tiles, and anyone in the cloud will become high on [[smokeleaf]] over time.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
Autobongs can only be built by pawns that follow a [[high life]] ideoligion, by a [[constructoid]]{{BiotechIcon}} (if there is at least 1 controllable pawn with high life in the colony to place a blueprint), or if the ideoligion system is disabled.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= Tolerance?}}&lt;br /&gt;
The autobong consumes {{Icon Small|smokeleaf leaves}} 1.66 [[smokeleaf leaves]] per day as long as it is lit. It can hold up to 25 leaves at a time, for a maximum run time of {{#expr:25/1.66 round 2}} [[Time|days]]. Any non-[[mechanoid]] pawn inside that cloud will become [[Smokeleaf joint#Stone on smokeleaf|Stoned on smokeleaf]], with severity increasing by 0.5% per second. This smoke cloud does not affect shooting accuracy, unlike [[blind smoke]].&lt;br /&gt;
&lt;br /&gt;
It outputs [[light]] in a 10-tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit.&lt;br /&gt;
&lt;br /&gt;
While running, it produces a smoke cloud in a radius of 5 tiles around itself. All open cells that are pathable from the Autobong within a radius of 5 cells are affected. The smoke cannot travel through open doors, nor through vents, but can appear on the other side of very long walls as long as those walls do have one single pathable opening. [[Roof]]ing is not relevant. &lt;br /&gt;
[[File:Smokebong.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== As a drug ===&lt;br /&gt;
The autobong causes a [[smokeleaf]] high, providing {{+|13}} mood for {{--|30%}} [[Consciousness]], a further {{--|10%}} [[Moving]] (for -40% total), and a few other downsides. Consciousness, in turn, impacts almost everything a colonist can do. The smokeleaf high lasts for as long as the pawn stays in the cloud, and once leaving, the high persists for ~5x the length stayed, to a maximum of 24 hours once the pawn reaches 100% smokeleaf high severity after 4.8 hours in the cloud. This is before considering the effects of drug [[tolerance]]. '''Be careful, as if a pawn with a Consciousness of 30% or below passes through a smoke cloud for an extended period of time, they will die from a lack of consciousness.'''&lt;br /&gt;
&lt;br /&gt;
The Consciousness and Moving debuffs severely inhibit a colonist's ability to do work. &amp;quot;Therapy bedrooms&amp;quot; can be created by placing an autobong in a room and unhappy pawns can be swapped in and out when needed. &lt;br /&gt;
&lt;br /&gt;
Compared to actual [[smokeleaf joint]]s, each joint costs {{Required Resources|Smokeleaf joint}} and lasts for up to 12 hours. The autobong consumes {{Icon Small|smokeleaf leaves}} 1.66 [[smokeleaf leaves]] per day, and lasts for x6 the duration you stay in the cloud. It can also affect multiple pawns at once. Therefore, pawns using the autobong for at least {{#expr: (1.66 / 4) * 12 / 6 round 1}} combined hours per day running is more efficient than actual smokeleaf joints for high duration. Note that joints give a burst of chemical Recreation, which can equate to more mood faster.&lt;br /&gt;
&lt;br /&gt;
Smokeleaf joints have to be made for {{Ticks|{{Q|Smokeleaf joint|Work To Make}}}}, while autobongs just need to be hauled to. In contrast, autobongs are stationary, which can make a single autobong inconvenient.&lt;br /&gt;
&lt;br /&gt;
Autobongs bypass &amp;quot;no drug use&amp;quot; precepts, and thus are useful for keeping guests happy.&lt;br /&gt;
&lt;br /&gt;
=== As a weapon ===&lt;br /&gt;
It can be used offensively to provide a consciousness penalty to raiders, providing a modest penalty to their aiming and movement.  Care should be taken to put it within range of the entrance while still putting it as far out of harm's way as possible.  Be careful not to let your pawns restock it while a raid is in progress. Long hallways can be used so the Autobong can affect enemies while not being easily reachable by those enemies. &lt;br /&gt;
&lt;br /&gt;
[[File:BongKillbox.png|thumb|Basics of how to use Autobong in a Killbox]]&lt;br /&gt;
&lt;br /&gt;
=== Prisoner control ===&lt;br /&gt;
Given the radius can effect a large number of pawns at once, the autobong can also be used to manage the risks of large prison breaks at the cost of {{Icon Small|Smokeleaf leaves||1.66}} per day. Smokeleaf reduces [[consciousness]] and [[moving]]. Moving is one of the factors in the mean time between [[prison break]]s. And since the prisoners are stoned, if they do have a [[mental break]] or try to break out, they are far easier to down and much less dangerous to others. Note however that this sort of extreme measure is typically only necessary and only cost effective when dealing with large numbers of prisoners, such as when employing a bleedbox, when the [[AI Storytellers#Enemy death on downed|Enemy death on downed]] is reduced, or collecting them for [[human resources]]. &lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Now satisfies smokeleaf dependency. Mechanoids are no longer affected by the smoke cloud.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Selecting autobong blueprint causes NullReferenceException.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Autobong&amp;diff=180546</id>
		<title>Autobong</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Autobong&amp;diff=180546"/>
		<updated>2026-05-18T15:46:41Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* As a drug */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Autobong&lt;br /&gt;
| image = Autobong.png&lt;br /&gt;
| description = An automatic smokeleaf-burning device which generates a smoke cloud around itself. Anyone in the cloud will become high on smokeleaf over time.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.2&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 80&lt;br /&gt;
| power = -150&lt;br /&gt;
| glowradius = 10&lt;br /&gt;
| glowcolor = (252, 187, 113)&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Microelectronics&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Smokeleaf leaves&lt;br /&gt;
| resource 2 amount = 25&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| fuel filter = Smokeleaf leaves&lt;br /&gt;
| fuel capacity = 25.0&lt;br /&gt;
| fuel consumption rate = 1.66&lt;br /&gt;
| initial fuel percent = 1 &amp;lt;!-- 100% --&amp;gt;&lt;br /&gt;
| page verified for version = 1.3.3072&lt;br /&gt;
}}&lt;br /&gt;
An '''autobong''' is a building added by the [[Ideology DLC]]. It creates a smoke cloud with a radius of 5 tiles, and anyone in the cloud will become high on [[smokeleaf]] over time.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= Tolerance?}}&lt;br /&gt;
The autobong consumes {{Icon Small|smokeleaf leaves}} 1.66 [[smokeleaf leaves]] per day as long as it is lit. It can hold up to 25 leaves at a time, for a maximum run time of {{#expr:25/1.66 round 2}} [[Time|days]]. Any non-[[mechanoid]] pawn inside that cloud will become [[Smokeleaf joint#Stone on smokeleaf|Stoned on smokeleaf]], with severity increasing by 0.5% per second. This smoke cloud does not affect shooting accuracy, unlike [[blind smoke]].&lt;br /&gt;
&lt;br /&gt;
It outputs [[light]] in a 10-tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit.&lt;br /&gt;
&lt;br /&gt;
While running, it produces a smoke cloud in a radius of 5 tiles around itself. All open cells that are pathable from the Autobong within a radius of 5 cells are affected. The smoke cannot travel through open doors, nor through vents, but can appear on the other side of very long walls as long as those walls do have one single pathable opening. [[Roof]]ing is not relevant. &lt;br /&gt;
[[File:Smokebong.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== As a drug ===&lt;br /&gt;
The autobong causes a [[smokeleaf]] high, providing {{+|13}} mood for {{--|30%}} [[Consciousness]], a further {{--|10%}} [[Moving]] (for -40% total), and a few other downsides. Consciousness, in turn, impacts almost everything a colonist can do. The smokeleaf high lasts for as long as the pawn stays in the cloud, and once leaving, the high persists for ~5x the length stayed, to a maximum of 24 hours once the pawn reaches 100% smokeleaf high severity after 4.8 hours in the cloud. This is before considering the effects of drug [[tolerance]]. '''Be careful, as if a pawn with a Consciousness of 30% or below passes through a smoke cloud for an extended period of time, they will die from a lack of consciousness.'''&lt;br /&gt;
&lt;br /&gt;
The Consciousness and Moving debuffs severely inhibit a colonist's ability to do work. &amp;quot;Therapy bedrooms&amp;quot; can be created by placing an autobong in a room and unhappy pawns can be swapped in and out when needed. &lt;br /&gt;
&lt;br /&gt;
Compared to actual [[smokeleaf joint]]s, each joint costs {{Required Resources|Smokeleaf joint}} and lasts for up to 12 hours. The autobong consumes {{Icon Small|smokeleaf leaves}} 1.66 [[smokeleaf leaves]] per day, and lasts for x6 the duration you stay in the cloud. It can also affect multiple pawns at once. Therefore, pawns using the autobong for at least {{#expr: (1.66 / 4) * 12 / 6 round 1}} combined hours per day running is more efficient than actual smokeleaf joints for high duration. Note that joints give a burst of chemical Recreation, which can equate to more mood faster.&lt;br /&gt;
&lt;br /&gt;
Smokeleaf joints have to be made for {{Ticks|{{Q|Smokeleaf joint|Work To Make}}}}, while autobongs just need to be hauled to. In contrast, autobongs are stationary, which can make a single autobong inconvenient.&lt;br /&gt;
&lt;br /&gt;
Autobongs bypass &amp;quot;no drug use&amp;quot; precepts, and thus are useful for keeping guests happy.&lt;br /&gt;
&lt;br /&gt;
=== As a weapon ===&lt;br /&gt;
It can be used offensively to provide a consciousness penalty to raiders, providing a modest penalty to their aiming and movement.  Care should be taken to put it within range of the entrance while still putting it as far out of harm's way as possible.  Be careful not to let your pawns restock it while a raid is in progress. Long hallways can be used so the Autobong can affect enemies while not being easily reachable by those enemies. &lt;br /&gt;
&lt;br /&gt;
[[File:BongKillbox.png|thumb|Basics of how to use Autobong in a Killbox]]&lt;br /&gt;
&lt;br /&gt;
=== Prisoner control ===&lt;br /&gt;
Given the radius can effect a large number of pawns at once, the autobong can also be used to manage the risks of large prison breaks at the cost of {{Icon Small|Smokeleaf leaves||1.66}} per day. Smokeleaf reduces [[consciousness]] and [[moving]]. Moving is one of the factors in the mean time between [[prison break]]s. And since the prisoners are stoned, if they do have a [[mental break]] or try to break out, they are far easier to down and much less dangerous to others. Note however that this sort of extreme measure is typically only necessary and only cost effective when dealing with large numbers of prisoners, such as when employing a bleedbox, when the [[AI Storytellers#Enemy death on downed|Enemy death on downed]] is reduced, or collecting them for [[human resources]]. &lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Now satisfies smokeleaf dependency. Mechanoids are no longer affected by the smoke cloud.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Selecting autobong blueprint causes NullReferenceException.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=180545</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=180545"/>
		<updated>2026-05-18T15:42:29Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Type of ideoligion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=Add Nomadic. Shipborn meme requirements/associated not implemented. traders guild}}&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Type of ideoligion ==&lt;br /&gt;
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.&lt;br /&gt;
&lt;br /&gt;
* '''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. All buildings that would be restricted to certain ideoligions can be built, and any ''style'' - or cosmetic variant - of building can be built. (click the circle icon in the [[Architect]] tab, right next to the search bar).&lt;br /&gt;
:However, some aspects of the ideoligion system remain. You can still assign a [[Leader]], and will have access to a funeral and 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}} In addition, there will be 3 randomized [[relic]]s that you can search for.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.&lt;br /&gt;
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain [[#Development points|development points]], you can add / remove memes, and re-customize just about everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fixed)''' - Design an ideoligion with complete control.&lt;br /&gt;
&lt;br /&gt;
* '''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the &amp;quot;Mole people&amp;quot; preset. You will start with a Funeral and 2 other random [[ritual]]s, as well as a random [[relic]]. Other aspects of the ideoligion will also be randomized.&lt;br /&gt;
:For example, the &amp;quot;Classic-like&amp;quot; preset will have the following precepts:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:600px&amp;quot;&amp;gt;&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development points ===&lt;br /&gt;
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}&lt;br /&gt;
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot &amp;quot;store&amp;quot; points; once you can reform, no more points are gained.&lt;br /&gt;
&lt;br /&gt;
Development points can be obtained in the following ways:&lt;br /&gt;
* Performing [[rituals]]. Rituals will give a varying amount of points depending on if they are &amp;quot;anytime&amp;quot; rituals or &amp;quot;dated&amp;quot; rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.&lt;br /&gt;
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals '''''Do not''''' count for the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Terrible&lt;br /&gt;
! Boring&lt;br /&gt;
! Fun&lt;br /&gt;
! Unforgettable&lt;br /&gt;
|-&lt;br /&gt;
! 1 Ritual&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! 2 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! 3 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5+ Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Converting someone: 1 point.&lt;br /&gt;
Certain [[#Precepts|precepts]] allow an ideoligion to gain points from actions related to the precept.&lt;br /&gt;
* [[#Blindness|Blindness: Respected, Elevated or Sublime]]: Blinding someone: 1 point&lt;br /&gt;
* [[#Charity|Charity: Worthwhile, Important or Essential]]: Completing charity quests and accepting charity events&lt;br /&gt;
** [[Quests#Beggars|Helping beggars]]: 2 points&lt;br /&gt;
** [[Events#Wanderer joins|Accepting joining wanderer]]: 1 point&lt;br /&gt;
** [[Quests#Hospitality|Giving hospitality]] {{RoyaltyIcon}}: 2 points&lt;br /&gt;
** [[Quests#Shuttle Crash|Saving shuttle crash survivors]] {{RoyaltyIcon}}: 3 points&lt;br /&gt;
** [[Events#Transport pod crash|Saving a pod crash victim]]: 1 point&lt;br /&gt;
** [[Quests#Noble Wimp|Saving the noble wimp]] {{RoyaltyIcon}}: 1 point&lt;br /&gt;
** [[Quests#Threatened Joiner|Helping the threatened joiner]]: 2 points&lt;br /&gt;
* [[#Execution|Execution: Respected if guilty or Required]]: Executing prisoner: 1 point&lt;br /&gt;
* [[#Proselytizing|Proselytizing: Occasional, Sometimes or Frequent]]:&lt;br /&gt;
** Converting a new member: 1 point (in addition to the normal 1 point)&lt;br /&gt;
** Obtaining a [[Relic|relic]]: 5 points&lt;br /&gt;
** Completing the [[Quests#Pilgrims|pilgrims]] quest: 2 points&lt;br /&gt;
* [[#Raiding|Raiding: Respected or Required]]:&lt;br /&gt;
** Raiding someone: 1 point&lt;br /&gt;
** Raiding a bandit camp or work site: 2 points&lt;br /&gt;
* [[#Ranching|Ranching: Central]]: Successfully completing an [[Quests#Hospitality|Animal Hospitality quest]]{{RoyaltyIcon}}: 2 points&lt;br /&gt;
* [[#Slavery|Slavery: Honorable]]: Enslaving new prisoner: 1 point&lt;br /&gt;
* [[#Gauranlen connection|Gauranlen Connection: Strong]]: Planting gauranlen tree: 1 point&lt;br /&gt;
&lt;br /&gt;
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.&lt;br /&gt;
&lt;br /&gt;
== Forming an ideoligion ==&lt;br /&gt;
An ideoligion consists of many separate aspects to customize:&lt;br /&gt;
&lt;br /&gt;
'''Primary'''&lt;br /&gt;
* '''[[#Structure|Structure]]''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract theist'', that &amp;quot;god(s) are formless and everywhere&amp;quot;, or ''Christian origin'', which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Memes|Memes]]''' - The basic beliefs of the ideoligion. An ideoligion with the ''Cannibal'' meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|specialists]].&lt;br /&gt;
&lt;br /&gt;
* '''[[#Precepts|Precepts]]''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with ''Cannibalism: Preferred'' will have followers enjoy eating human meat. An ideoligion with ''Cannibalism: Required (Ravenous)'' will want to eat human meat for every meal.&lt;br /&gt;
:Certain precepts have statistical effects beyond mood. For instance, ''Drugs: Essential'' boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.&lt;br /&gt;
&lt;br /&gt;
'''Secondary'''&lt;br /&gt;
* '''[[Rituals]]''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.&lt;br /&gt;
&lt;br /&gt;
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Roles|Roles]]''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
* '''[[Relic]]s''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Buildings''' - Buildings used by your ideoligion: [[altar]]s, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.&lt;br /&gt;
&lt;br /&gt;
* '''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s,{{BiotechIcon}} as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whether a colonist will dislike a non-preferred item is dependent on the preference in question.&lt;br /&gt;
&lt;br /&gt;
'''Descriptive'''&lt;br /&gt;
* '''[[#Styles|Styles]]''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Cultures|Cultures]]''' - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents [[New Tribe|tribes]] in general. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for wearing their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.&lt;br /&gt;
&lt;br /&gt;
== Certainty ==&lt;br /&gt;
{{Main|Certainty}}&lt;br /&gt;
&lt;br /&gt;
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
! Abstract theist&amp;lt;br/&amp;gt;[[File:Abstract theist.png|64px]]&lt;br /&gt;
| The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
! Animist&amp;lt;br/&amp;gt;[[File:Animist.png|64px]]&lt;br /&gt;
| Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || ||&lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
! Archist&amp;lt;br/&amp;gt;[[File:Archist.png|64px]]&lt;br /&gt;
| Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || ||&lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
! Buddhist origin&amp;lt;br/&amp;gt;[[File:Buddhist origin.png|64px]]&lt;br /&gt;
| This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
! Christian origin&amp;lt;br/&amp;gt;[[File:Christian origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
! Embodied theist&amp;lt;br/&amp;gt;[[File:Embodied theist.png|64px]]&lt;br /&gt;
| The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
! Hindu origin&amp;lt;br/&amp;gt;[[File:Hindu origin.png|64px]]&lt;br /&gt;
| This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
! Ideological&amp;lt;br/&amp;gt;[[File:Ideological.png|64px]]&lt;br /&gt;
| There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning ||&lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
! Islamic origin&amp;lt;br/&amp;gt;[[File:Islamic origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
! Astropolitan&amp;lt;br/&amp;gt;[[File:Astropolitan.png|32px]]&lt;br /&gt;
| [[New Arrivals]]&amp;lt;br/&amp;gt;[[Sanguophages (Faction)|Sanguophages]]{{BiotechIcon}}&amp;lt;br/&amp;gt;[[Traders guild]]{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[Salvagers]]{{OdysseyIcon}}|| A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
! Rustican&amp;lt;br/&amp;gt;[[File:Civil outlander.png|32px]]&lt;br /&gt;
| [[Outlander]] Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
! Corunan&amp;lt;br/&amp;gt;[[File:GentleTribe.png|32px]]&lt;br /&gt;
| [[New Tribe]]&amp;lt;br/&amp;gt;[[Tribal]] Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
! Kriminul&amp;lt;br/&amp;gt;[[File:Pirate.png|32px]]&lt;br /&gt;
| [[Pirate]] Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
! Sophian {{RoyaltyIcon}}&amp;lt;br/&amp;gt;[[File:Empire map marker.png|32px]]&lt;br /&gt;
| [[Empire]] Faction|| A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, the [[Ancient]] factions, [[Outlander refugee group]],{{RoyaltyIcon}} [[Beggars]],{{IdeologyIcon}} [[Pilgrims]],{{IdeologyIcon}} and the [[Horax cult]]{{AnomalyIcon}} do not have any culture assigned to them; therefore they may use any existing one randomly.&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{recode|section=1|reason=Use collapsibles to allow a non-intrusive display of the styles where the reader can tab between the styles}}&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=width:6em | Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound !! Player-accessible&lt;br /&gt;
|- id=&amp;quot;Style Hindu&amp;quot;&lt;br /&gt;
| [[File:Style Hindu.png|18px]] Hindu&lt;br /&gt;
| -&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|- id=&amp;quot;Style Christian&amp;quot;&lt;br /&gt;
| [[File:Style Christian.png|18px]] Christian&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Islamic&amp;quot;&lt;br /&gt;
| [[File:Style Islam.png|18px]] Islamic&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Buddhist&amp;quot;&lt;br /&gt;
| [[File:Style Buddhism.png|18px]] Buddhist&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Morbid&amp;quot;&lt;br /&gt;
| [[File:Style Morbid.png|18px]] Morbid&lt;br /&gt;
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Totemic&amp;quot;&lt;br /&gt;
| [[File:Style Totemic.png|18px]] Totemic&lt;br /&gt;
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], [[Dining chair#Styles|Dining chair]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Spikecore&amp;quot;&lt;br /&gt;
| [[File:Style Spikecore.png|18px]] Spikecore&lt;br /&gt;
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]]&lt;br /&gt;
| Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Rustic&amp;quot;&lt;br /&gt;
| [[File:Style Rustic.png|18px]] Rustic&lt;br /&gt;
| [[Rustic rug (broad)]], [[Rustic rug (medium)]]&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Column#Styles|Column]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Animalist&amp;quot;&lt;br /&gt;
| [[File:Style Animalist.png|18px]] Animalist&lt;br /&gt;
| [[Animalist slab (broad)]], [[Animalist slab (medium)]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Techist&amp;quot;&lt;br /&gt;
| [[File:Style Techist.png|18px]] Techist&lt;br /&gt;
| [[Hex carpet]], [[Hex tile]]&lt;br /&gt;
| -&lt;br /&gt;
| [[Column#Styles|Column]], [[Plant pot#Styles|Plant pot]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Shelf#Styles|Shelf]], [[Autodoor#Styles|Autodoor]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Horaxian&amp;quot;&lt;br /&gt;
| [[File:Style Horaxian.png|18px]] Horaxian{{AnomalyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| [[Axe#Styles|Axe]], [[Club#Styles|Club]], [[Gladius#Styles|Gladius]], [[Knife#Styles|Knife]], [[Mace#Styles|Mace]]&lt;br /&gt;
| -&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered &amp;quot;uniform&amp;quot; if pawn's ideoligion can build it, and &amp;quot;diverse&amp;quot; otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.&lt;br /&gt;
&lt;br /&gt;
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.&lt;br /&gt;
&lt;br /&gt;
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Style Dominance::+]]&lt;br /&gt;
| ?Style Dominance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
! '''Animal personhood'''&amp;lt;br/&amp;gt;[[File:Animal personhood.png|64px]]&lt;br /&gt;
| Animals have rights as humans do. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Rancher|Rancher]] || '''[[#Animal connection|Animal connection:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, or Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, or Disapproved&amp;lt;br/&amp;gt;{{OdysseyIcon}}'''[[#Fishing|Fishing:]]''' Prohibited or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
! '''[[Blindsight]]'''&amp;lt;br/&amp;gt;[[File:Blindsight.png|64px]]&lt;br /&gt;
| Only those who are blind can perceive true reality. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Darkness|Darkness]] || '''[[#Blind psysense|Blind psysense:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Blindness|Blindness:]]''' Respected, Elevated, or Sublime || - || '''[[#Blindness|Blindness:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || [[Blindfold]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! '''Cannibal'''&amp;lt;br/&amp;gt;[[File:Cannibal.png|64px]]&lt;br /&gt;
| We must consume human flesh. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Preferred, Required (strong), or Required (ravenous)&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || '''[[#Execution|Execution:]]''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || [[Cannibal (Trait)|Cannibal]] || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
! '''Collectivist'''&amp;lt;br/&amp;gt;[[File:Collectivist.png|64px]]&lt;br /&gt;
| Each person is part of a greater whole. People should work to play their part and help the group. ||style=&amp;quot;text-align: center;&amp;quot;data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]] || '''[[#Work drive|Work drive:]]''' Tripled || Visage mask: Relaxed || '''[[#Marriage name|Marriage name:]]''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
! '''Darkness'''&amp;lt;br/&amp;gt;[[File:Darkness.png|64px]]&lt;br /&gt;
| Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Blindsight|Blindsight]] || '''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
! '''Female supremacy'''&amp;lt;br/&amp;gt;[[File:Female supremacy.png|64px]]&lt;br /&gt;
| Women are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Male supremacy|Male supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misandrist]] || [[Misogynist]] || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
! '''Flesh purity'''&amp;lt;br/&amp;gt;[[File:Flesh purity.png|64px]]&lt;br /&gt;
| The human body should not be debased. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#High life|High life]]&amp;lt;br/&amp;gt;[[#Transhumanist|Transhumanist]] || '''[[#Drug use|Drug use:]]''' Prohibited&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Abhorrent&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible || - || '''[[#Body modification|Body modification:]]''' Approved&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || [[Body purist]]&amp;lt;br/&amp;gt;[[Nudist]] || [[Body modder]] || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
! '''Guilty'''&amp;lt;br/&amp;gt;[[File:Guilty.png|64px]]&lt;br /&gt;
| Our people carry guilt from ages past. Others are more worthy. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]] || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Charity|Charity:]]''' Essential, Important, or Worthwhile || - || '''[[#Apostasy|Apostasy:]]''' Abhorrent, Horrible, and Guilty&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || [[Torture crown]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
! '''High life'''&amp;lt;br/&amp;gt;[[File:High life.png|64px]]&lt;br /&gt;
| Exotic states of mind are central to a good life. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Drug use|Drug use:]]''' Essential || Flophat: Relaxed || '''[[#Drug use|Drug use:]]''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || [[Autobong]]&amp;lt;br/&amp;gt;[[Mindbend carpet]] || - || - || [[Chemical interest]]&amp;lt;br/&amp;gt;[[Chemical fascination]] || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
! '''Human primacy'''&amp;lt;br/&amp;gt;[[File:Human primacy.png|64px]]&lt;br /&gt;
| Humans are the moral center of the universe. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Nature primacy|Nature primacy]] || '''[[#Bonding|Bonding:]]''' Disapproved || - || '''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Killing innocent animals|Killing innocent animals:]]''' Abhorrent, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Mining|Mining:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Cutting trees|Cutting trees:]]''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
! '''Individualist'''&amp;lt;br/&amp;gt;[[File:Individualist.png|64px]]&lt;br /&gt;
| Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]] || - || - || '''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
! '''Loyalist'''&amp;lt;br/&amp;gt;[[File:Loyalist.png|64px]]&lt;br /&gt;
| We stand for our own before others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
! '''Male supremacy'''&amp;lt;br/&amp;gt;[[File:Male supremacy.png|64px]]&lt;br /&gt;
| Men are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Female supremacy|Female supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misogynist]] || [[Misandrist]] || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
! '''Nature primacy'''&amp;lt;br/&amp;gt;[[File:Nature primacy.png|64px]]&lt;br /&gt;
| Man is a stain on nature's perfection. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Human primacy|Human primacy]] || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
! '''Nudism'''&amp;lt;br/&amp;gt;[[File:Nudism.png|64px]]&lt;br /&gt;
| Clothing binds, controls, and suffocates us. We should all hang free. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Male clothing|Male clothing:]]''' Fully nude or Pants at most&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || [[Nudist]] || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
! '''Pain is virtue'''&amp;lt;br/&amp;gt;[[File:Pain is virtue.png|64px]]&lt;br /&gt;
| Virtue is shown through suffering of self and others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Comfort|Comfort:]]''' Ignored&amp;lt;br/&amp;gt;'''[[#Slab bed|Slab bed:]]''' Preferred || - || '''[[#Charity|Charity:]]''' Essential, Important, and Worthwhile&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Always abhorrent and Always horrible&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || - || Scarification || Symbol burning || [[Slab bed]]&amp;lt;br/&amp;gt;[[Slab double bed]] || [[Torture crown]] || - || [[Ascetic]]&amp;lt;br/&amp;gt;[[Tortured artist]]&amp;lt;br/&amp;gt;[[Masochist]] || [[Wimp]]&amp;lt;br/&amp;gt;[[Gourmand]] || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
! '''Proselytizer'''&amp;lt;br/&amp;gt;[[File:Proselytizer.png|64px]]&lt;br /&gt;
| It is our duty to spread our beliefs. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Proselytizing|Proselytizing:]]''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
! '''Raider'''&amp;lt;br/&amp;gt;[[File:Raider.png|64px]]&lt;br /&gt;
| The strong should take from the weak. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Raiding|Raiding:]]''' Respected or Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''[[#Skullspike|Skullspike:]]''' Disapproved&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
! '''Rancher'''&amp;lt;br/&amp;gt;[[File:Rancher.png|64px]]&lt;br /&gt;
| Raising animals is the right way; raising plants to eat is not. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Animal personhood|Animal personhood]] || '''[[#Ranching|Ranching:]]''' Central&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
! '''Supremacist'''&amp;lt;br/&amp;gt;[[File:Supremacist.png|64px]]&lt;br /&gt;
| Our people should dominate all others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''[[#Slavery|Slavery:]]''' Acceptable or Honorable&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Required, Respected if guilty, or Don't care || - || '''[[#Charity|Charity:]]''' Essential, Important and Worthwhile&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
! '''Transhumanist'''&amp;lt;br/&amp;gt;[[File:Transhumanist.png|64px]]&lt;br /&gt;
| Human progress means merging with technology. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Sleep accelerator|Sleep accelerator:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Neural supercharge|Neural supercharge:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Biosculpting|Biosculpting:]]''' Accelerated&amp;lt;br/&amp;gt;'''[[#Age reversal|Age reversal:]]''' Demanded&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Approved || Slicecap: Relaxed || '''[[#Body modification|Body modification:]]''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || [[Hex carpet]]&amp;lt;br/&amp;gt;[[Hex tile]]&amp;lt;br/&amp;gt;[[Neural supercharger]]&amp;lt;br/&amp;gt;[[Sleep accelerator]] || - || - || [[Body modder]] || [[Body purist]] || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
! '''Tree connection'''&amp;lt;br/&amp;gt;[[File:Tree connection.png|64px]]&lt;br /&gt;
| Trees are the essence of life, and we must be near them. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Trees|Trees:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Rough living|Rough living:]]''' Welcomed&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt;'''[[#Gauranlen connection|Gauranlen connection:]]''' Strong&lt;br /&gt;
|| - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || [[Research#Tree sowing|Tree sowing]] || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! '''Tunneler'''&amp;lt;br/&amp;gt;[[File:Tunneler.png|64px]]&lt;br /&gt;
| Humans ought to live underground, and enjoy the succulent fruit of the depths. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Fungus|Fungus:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Insect meat|Insect meat:]]''' Loved&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Mining yield|Mining yield:]]''' High || - || '''[[#Mining|Mining:]]''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || [[Fungal gravel]] || - || [[Research#Stonecutting|Stonecutting]] || [[Undergrounder]] || - || -&lt;br /&gt;
|- id=&amp;quot;Bloodfeeding&amp;quot;&lt;br /&gt;
! '''Bloodfeeding'''&amp;lt;br/&amp;gt;{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeding.png|64px]]&lt;br /&gt;
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Bloodfeeders|Bloodfeeders:]]''' Revered&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable or Preferred&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || - || - || - || - || - || - || [[Research#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Research#Deathrest|Deathrest]] || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Ritualist&amp;quot;&lt;br /&gt;
! '''Ritualist'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Ritualist.png|64px]]&lt;br /&gt;
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Psychic rituals|Psychic rituals:]]''' Exalted&amp;lt;br/&amp;gt;'''[[#Void study|Void study:]]''' Very efficient&amp;lt;br/&amp;gt;'''[[#Research|Research:]]''' Slow, Very Slow or Extremely Slow || - || - || - || - || - || - || - || - || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Inhuman&amp;quot;&lt;br /&gt;
! '''Inhuman'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhuman.png|64px]]&lt;br /&gt;
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High|| - || '''[[#Inhumanizing|Inhumanizing:]]''' Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Respected if guilty&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Corpses|Corpses:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free&amp;lt;br/&amp;gt;'''[[#Male clothing|Male clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Shipborn&amp;quot;&lt;br /&gt;
! '''Shipborn'''&amp;lt;br/&amp;gt;{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Shipborn.png|64px]]&lt;br /&gt;
| Humans were destined to live among the stars. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:Medium meme impact.png|32x32px]] Medium|| - || '''[[#Space habitat|Space habitat:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt; || - || - || - || - || - || - || - || - || - || [[Undergrounder|Undergrounder]] || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe{{IdeologyIcon}} !! Nudist tribe{{IdeologyIcon}} !! Pirate gang !! Pirate cannibal gang{{IdeologyIcon}} !! Shattered Empire{{RoyaltyIcon}} !! Ancient faction*** !! Outlander refugee group{{RoyaltyIcon}} !! Beggars &amp;amp; Pilgrims{{IdeologyIcon}} !! Yttakin pirates{{BiotechIcon}} !! Waster pirates{{BiotechIcon}} !! Sanguophages{{BiotechIcon}} !! Horax cult{{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || {{Check}}** || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || {{Check}}** || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Raider || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| High life || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || '''Required''' || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || {{Check}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Bloodfeeding{{BiotechIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Ritualist{{AnomalyIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}}  || '''Required'''&lt;br /&gt;
|-&lt;br /&gt;
| Inhuman{{AnomalyIcon}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}  || '''Required'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;* Appears on faction's options but conflicts with required meme&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;** Since only two memes available, one of Individualist OR Collectivist must be chosen&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;*** Only restricts what memes can be auto-generated and loaded from saved ideoligions, can otherwise lack or possess any memes&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
Additionally, Supremacist and Raider have {{Bad|-50}} with everyone, Loyalist {{Bad|-10}} with everyone, and Guilty {{Good|+10}} with everyone. There is a {{Good|+10}} bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give {{Good|+10}} for Flesh purity/Flesh purity, {{Good|+10}} for Cannibal/Cannibal, and {{Good|+10}} for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| style=&amp;quot;background-color:#d5d9db; color:forestgreen;&amp;quot;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:firebrick;|'''-10''' || || || || style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || || || style=&amp;quot;color:firebrick;|'''-10'''&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-20''' || || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-30''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || style=&amp;quot;color:firebrick;|'''-10''' || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-10''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || || || || style=&amp;quot;color:firebrick;|'''-10''' ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
{{Recode|reason=Convert mood descriptions to [[Template: Thought]]. {{Error|DO NOT}} convert without adequate detail to fully utilize the template, including max stack count, duration etc.}}&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
=== Present in every ideoligion ===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Blindness&amp;lt;br/&amp;gt;[[File:Blindness.png|64px]]&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +10 Opinion bonus towards blind pawns, or a -2 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Cannibalism&amp;lt;br/&amp;gt;[[File:Cannibalism.png|64px]]&lt;br /&gt;
| Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || {{Thought|value=-20|stack=1|label=ate human meat|desc=I had to eat human meat. This is an offense against everything I believe.|duration=1}}&amp;lt;br/&amp;gt;-12 mood for butchering a human&amp;lt;br/&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-20 opinion for butchering a human&amp;lt;br/&amp;gt;-10 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no... my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating human flesh is a horrible thing to do. || || || {{Thought|value=-12|stack=1|label=ate human meat|desc=I had to eat human meat. This was a horrible thing.|duration=1}}&amp;lt;br/&amp;gt;-6 mood for butchering a human&amp;lt;br/&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-10 opinion for butchering a human&amp;lt;br/&amp;gt;-5 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is wrong.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I feel really uncomfortable with all this human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather? This is horrible!|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak, this is horrifying!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || {{Thought|value=-5|stack=1|label=ate human meat|desc=I had to eat human meat. I believe such actions are wrong.|duration=1}}&amp;lt;br/&amp;gt;-3 mood for butchering a human&amp;lt;br/&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-5 opinion for butchering a human&amp;lt;br/&amp;gt;-3 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I should not be wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed in human skin. I do not like this.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather apparel? We should have something else to wear for me...|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I should really wear non-human leather apparel. I look like a crazy person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;Nullifies the following penalties for wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no, my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
|-&lt;br /&gt;
| Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;{{Thought|value=+2|stack=1|label=ate human meat|desc=I ate human meat. It makes me feel noble and strong.|duration=1}}&amp;lt;br/&amp;gt;-2 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I feel good wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I enjoy wearing the skin of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I wear the faces of my enemies. This makes me happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a real cannibal. Who could doubt me?|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-2 mood for eating food without human meat&amp;lt;br/&amp;gt;-3 opinion for eating food without human meat&amp;lt;br/&amp;gt;{{Thought|value=+4|stack=1|label=ate human meat|desc=I ate human meat, as every real human should.|duration=1}}&amp;lt;br/&amp;gt;-4 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the faces of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-4 mood for eating food without human meat&amp;lt;br/&amp;gt;-5 opinion for eating food without human meat&amp;lt;br/&amp;gt;{{Thought|value=+6|stack=1|label=ate human meat|desc=I ate human meat! The world is right, and I am as I should be.|duration=1}}&amp;lt;br/&amp;gt;-8 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the suffering of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Corpses&amp;lt;br/&amp;gt;[[File:Precept corpses.png|64px]]&lt;br /&gt;
| Ugly || The sight of a dead person is horrible. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}} upon seeing a [[human]] [[corpse]]. Note that this thought is nullified by the [[Bloodlust]], [[Psychopath]], and [[Cannibal (Trait)|Cannibal]] traits, as well as pro-[[#Cannibalism|Cannibalism]] precepts.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Diversity of thought&amp;lt;br/&amp;gt;[[File:IdeoDiversity.png|64px]]&lt;br /&gt;
| Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-25 opinion for different ideology&amp;lt;br/&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+5 mood for matching style surroundings&amp;lt;br/&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-15 opinion for different ideology&amp;lt;br/&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+4 mood for matching style surroundings&amp;lt;br/&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-5 opinion for different ideology&amp;lt;br/&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+3 mood for matching style surroundings&amp;lt;br/&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;+2 mood for matching style surroundings&amp;lt;br/&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Eating nutrient paste&amp;lt;br/&amp;gt;[[File:EatingNutrientPaste.png|64px]]&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}} Note that this thought is nullified by the [[ascetic]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]]&amp;lt;br/&amp;gt;[[#Inhuman|Inhuman]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Prevents {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Execution&amp;quot;&lt;br /&gt;
! rowspan=6 | Execution&amp;lt;br/&amp;gt;[[File:Execution.png|64px]]&lt;br /&gt;
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners&amp;lt;br/&amp;gt;-20 mood for 6 days for killing a prisoner&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest&amp;lt;br/&amp;gt;-7 mood for 6 days for non-execution prisoner death&amp;lt;br/&amp;gt;-25 opinion for executing a prisoner&amp;lt;br/&amp;gt;-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Always horrible || Executing a prisoner is a horrible thing under any circumstances. || Not [[#Pain is virtue|pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Cannibal|cannibal]] || [[#Individualist|Individualist]] || -15 mood for 6 days for killing or executing a prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-15 opinion for executing a prisoner&amp;lt;br/&amp;gt;-15 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. || Not [[#Cannibal|cannibal]] || || -15 mood for 6 days for killing or executing an innocent prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-30 opinion for executing an innocent prisoner&amp;lt;br/&amp;gt;-15 opinion for killing an innocent prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || Executing prisoners is acceptable, whether they are guilty or innocent. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Respected if guilty || Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || +10 mood for 6 days for executing a guilty prisoner&amp;lt;br/&amp;gt;+3 mood for 6 days for a guilty prisoner executed&amp;lt;br/&amp;gt;+20 opinion for executing a guilty prisoner&lt;br /&gt;
|-&lt;br /&gt;
| Required || Prisoners must be executed on a regular basis. When they are, it is a happy occasion. || || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || +10 mood for 6 days for executing a prisoner&amp;lt;br/&amp;gt;+10 mood for killing a prisoner&amp;lt;br/&amp;gt;+3 mood for 2 days for prisoner or guest executed&amp;lt;br/&amp;gt;-3 mood for no executions for 30 days&amp;lt;br/&amp;gt;+15 opinion for executing a prisoner&amp;lt;br/&amp;gt;+15 opinion for killing a prisoner&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fungus&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fungus&amp;lt;br/&amp;gt;[[File:Fungus.png|64px]]&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate [[raw fungus|fungus]] raw: -6&amp;lt;br/&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate [[raw fungus|fungus]]: +3&amp;lt;br/&amp;gt;Ate cooked fungus: +3&amp;lt;br/&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br/&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Insect Meat&amp;lt;br/&amp;gt;[[File:InsectMeat.png|64px]]&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || -6 mood for eating insect meat&amp;lt;br/&amp;gt;-3 mood for eating cooked insect meat&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marriage name&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; | Marriage Name&amp;lt;br/&amp;gt;[[File:MarriageName.png|64px]]&lt;br /&gt;
| Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name&lt;br /&gt;
|-&lt;br /&gt;
| Usually Man's || Most couples share the man's name || || || As random, but 95% to not consider taking woman's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Random || Couples randomly choose whether to share a name, and which name to share. || || || Couples randomly select between taking man's, woman's, or keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] || || Couples always keep their names&lt;br /&gt;
|-&lt;br /&gt;
| Usually Woman's || Most couples share the woman's name || || || As random, but 95% to not consider taking man's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female supremacy]] || Couples always take woman's name&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Female clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Female Clothing&amp;lt;br/&amp;gt;[[File:Nudity Female.png|64px]]&lt;br /&gt;
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Women must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Women must cover their entire body and hair. The face may be covered, or not. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Women must cover their entire body, including their hair and face. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Male clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Male Clothing&amp;lt;br/&amp;gt;[[File:Nudity Male.png|64px]]&lt;br /&gt;
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Men must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Men must cover their entire body and hair. The face may be covered, or not. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Men must cover their entire body, including their hair and face. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Organ use&amp;quot;&lt;br /&gt;
! rowspan=4 | Organ use&amp;lt;br/&amp;gt;[[File:OrganUse.png|64px]]&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-30 mood for trading an organ&amp;lt;br/&amp;gt;-5 mood for organ traded in the colony&amp;lt;br/&amp;gt;-30 mood for installing an organ&amp;lt;br/&amp;gt;-4 mood for organ installed in the colony&amp;lt;br/&amp;gt;-30 opinion for harvesting an organ&amp;lt;br/&amp;gt;-30 opinion for trading an organ&amp;lt;br/&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-8 mood for selling an organ&amp;lt;br/&amp;gt;-2 mood for organ sold in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&amp;lt;br/&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Physical love&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Physical Love&amp;lt;br/&amp;gt;[[File:PhysicalLove.png|64px]]&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || The physical act of lust is always vile, disgusting, and wrong. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin'&amp;lt;br/&amp;gt;-20 opinion for lovin'&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || The physical act of lust is vile, though within marriage it is necessary. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (strict) || To make love with another outside of marriage is deeply immoral. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (moderate) || To make love with another outside of marriage is wrong. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-15 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-10 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (mild) || Though it's understandable to make love with another outside of marriage, it's not a good thing. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Free and approved || The physical act of love is a noble thing, no matter who does it with whom. || Not [[#Flesh purity|flesh purity]] || [[#Individualist|Individualist]] || +5 opinion for loving'&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot;| Research&amp;lt;br/&amp;gt;[[File:Research.png|64px]]&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || '''Prohibition:'''&amp;lt;br/&amp;gt;Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.50}}&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.75}}&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: '''×1.00'''&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.50}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Scarification&amp;lt;br/&amp;gt;[[File:Scarification.png|64px]]&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br/&amp;gt;+3 mood for having 5 scars&amp;lt;br/&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br/&amp;gt;+10 opinion for having 5 scars&amp;lt;br/&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br/&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br/&amp;gt;+2 mood for having 3 scars&amp;lt;br/&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br/&amp;gt;+5 opinion for having 3 scars&amp;lt;br/&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br/&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br/&amp;gt;+1 mood for having a scar&amp;lt;br/&amp;gt;-1 mood for having no scars&amp;lt;br/&amp;gt;+3 opinion for having a scar&amp;lt;br/&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Skullspike&amp;lt;br/&amp;gt;[[File:Precept skullspike.png|64px]]&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || Adds a mood increase of {{+|1}} for 1-3 [[Skullspike|skullspikes]], {{+|2}} for 4-8 skullspikes, and {{+|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of {{--|1}} for 1-3 [[Skullspike|skullspikes]], {{--|2}} for 4-8 skullspikes, and {{--|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; | Slavery&amp;lt;br/&amp;gt;[[File:Slavery.png|64px]]&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Prohibitions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not sell pawns into [[slavery]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not enslave [[prisoners]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. It was an abhorrent, barbaric act.|label=slave sold|value=-10|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's barbaric.|label=slaves in colony|value=-3}}, per slave. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's wrong.|label=slaves in colony|value=-2}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I'm not sure I can forgive myself.|label=sold slave|value=-10|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I forced someone into slavery. How can I justify that?|label=enslaved prisoner|value=-10|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. What a horrible thing to do.|label=slave sold|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. What a horrible thing to do to another human.|label=prisoner enslaved|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. Even if it's necessary, it's distasteful and I wish we wouldn't.|label=slaves in colony|value=-1}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I hope nothing terrible happens to them.|label=sold slave|value=-5|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I enslaved a person. It's hard to justify such actions.|label=enslaved prisoner|value=-5|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold a person into slavery. We shouldn't have done that.|label=slave sold|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. We shouldn't have done that.|label=prisoner enslaved|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || ''No mood or opinion effects for enslaving, buying, or selling slaves.''&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|guilty]]&amp;lt;br/&amp;gt;Not [[#Individualist|individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We've got slaves. It means we're on the right path.|label=slaves in colony|value=+1}}, per [[slave]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without slaves, nobody will respect us.|label=no slaves in colony|value=-2|stack=1}}, if Low [[expectations]] or higher&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold someone into slavery. It'll make people notice my stature.|label=sold slave|value=+4|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I took someone into slavery. With no choice, they had to submit to me.|label=enslaved prisoner|value=+4|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery! A great display of our honor and power.|label=slave sold|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. Now they know our honor and power!|label=prisoner enslaved|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} opinion for enslaving a pawn&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|- id=&amp;quot;Women's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Women's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountFemale.png|64px]]&lt;br /&gt;
| One only || Women may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Women may have up to two spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Women may have up to three spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Women may have up to four spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Women may have as many spouses as they like. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Men's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Men's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountMale.png|64px]]&lt;br /&gt;
| One only || Men may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Men may have up to two spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Men may have up to three spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Men may have up to four spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Men may have as many spouses as they like. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
|- id=&amp;quot;Slaughtering animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&amp;lt;br/&amp;gt;[[File:AnimalSlaughter.png|64px]]&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Prohibitions:'''&amp;lt;br/&amp;gt;Slaughter animal&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! A tragic loss of a unique life.|label=animal slaughtered|value=-4|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-10}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal! It was horrible to snuff out a mind like that.|label=slaughtered animal|value=-15|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! What a horrible thing, to snuff out a mind like that.|label=animal slaughtered|value=-2|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-5}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal. It was an ugly thing to do.|label=slaughtered animal|value=-5|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal. It's a sad thing.|label=animal slaughtered|value=-1|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-3}}&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Apostasy&amp;lt;br/&amp;gt;[[File:Apostasy.png|64px]]&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-30}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-10}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×40%}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{bad|-15}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-5}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×60%}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-8}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-3}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×80%}}&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&amp;lt;br/&amp;gt;[[File:AutonomousWeapons.png|64px]]&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br/&amp;gt;Colonists gain Mood: {{Thought|desc=We use automated weapons. It's absolutely abhorrent to give life-and-death decisions to a machine.|label=automated weapons|value=-12|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's horrible to give life-and-death decisions to a machine.|label=automated weapons|value=-8|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's really ugly to give life-and-death decision to a machine.|label=automated weapons|value=-4|stack=1}}&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Body modification&amp;lt;br/&amp;gt;[[File:BodyModifications.png|64px]]&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was deeply offensive to my beliefs.|label=installed enhancement|value=-30|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. It's an abhorrent offense against everything I believe!|label=artificial enhancement|value=-18|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-10}} against anyone that installed a prosthetic or artificial part, {{Bad|-5}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was clearly against my beliefs.|label=installed enhancement|value=-5|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. I don't believe such things are acceptable.|label=artificial enhancement|value=-4|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-5}} against anyone that installed a prosthetic or artificial part, {{Bad|-3}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I don't have any artificial body enhancements. It's against my beliefs to be so unenhanced.|label=no artificial enhancement|value=-3|stack=1}} at or above moderate expectations, nullified by Body purist.&lt;br /&gt;
* {{Thought|desc=This artificial enhancement matches my belief.|label=transhumanist modded|value=1|stack=1}} for 1 artificial part.&lt;br /&gt;
* {{Thought|desc=The more artificial enhancements I get, the stronger my expression of my beliefs.|label=transhumanist connected|value=1|stack=1}} for 2 artificial part.&lt;br /&gt;
* {{Thought|desc=My connection to my belief is increased by my third artificial enhancement. But I could use more.|label=transhumanist enhanced|value=2|stack=1}} for 3 artificial part.&lt;br /&gt;
* {{Thought|desc=Only two more artificial enhancements are required to fully synchronize with my beliefs.|label=transhumanist synchronized|value=2|stack=1}} for 4 artificial part.&lt;br /&gt;
* {{Thought|desc=Five artificial enhancements! I'm beginning to feel perfect integration with my beliefs.|label=transhumanist integrated|value=3|stack=1}} for 5 artificial part.&lt;br /&gt;
* {{Thought|desc=It's as though I've left the weak flesh behind.|label=transhumanist transformed|value=3|stack=1}} for 5+ artificial part.&lt;br /&gt;
All bonus disabled for Body Modder.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}&lt;br /&gt;
|- id=&amp;quot;Charity&amp;quot;&lt;br /&gt;
! rowspan=3| Charity&amp;lt;br/&amp;gt;[[File:Charity.png|64px]]&lt;br /&gt;
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|8}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;&amp;gt;Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;{{--|12}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|4}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Important || It's important to be charitable to those in need. Refusing to help is a terrible act. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|4}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;{{--|8}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|2}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Worthwhile || Helping those in need is a good thing. It makes the community stronger. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|2}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;{{--|6}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|1}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Drug use&amp;quot;&lt;br /&gt;
! rowspan=4| Drug use&amp;lt;br/&amp;gt;[[File:DrugUse.png|64px]]&lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|High life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer drugs&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a drug. Such chemicals in the body are a horrible offense against my beliefs.|label=used drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a drug. It was a horrible offense against my beliefs.|label=administered drug|value=-15|duration=3}}&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Drug use&amp;quot;&amp;gt;As pawns with this precept are unwilling to administer drugs, this won't appear on normal gameplay.&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for consuming or administering a drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer recreational drugs.&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a recreational drug. It was an offense against my beliefs.|label=used recreational drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a recreational drug. It was a horrible offense against my beliefs.|label=administered recreational drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-5}} opinion for consuming or administering a recreational drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer hard drugs.&lt;br /&gt;
* {{Thought|desc=I used a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-8}} opinion for consuming or administering a hard drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Drug Crop Harvest Yield]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Synthesis Speed]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Sell Price Improvement]]: {{+|10%}}&lt;br /&gt;
'''Moods''' (excludes [[Teetotaler]]s):&lt;br /&gt;
* {{Thought|desc=The right path goes through altered consciousness, and I am walking it.|label=high life|value=3|duration=0.75|stack=1}}&lt;br /&gt;
* {{Thought|desc=This is a hidden state.|label=high life|value=0|duration=0.25|stack=1}}. An invisible state.&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-1|duration=1|stack=1}}&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-10|duration=9|stack=1}}&lt;br /&gt;
The moods above are scaled linearly based on the time since last non-medical drug ingested. First a {{Good|+3}} mood that last 0.75 days, decaying to 0 over the course the following 0.25 days. At 2 days since last consumption, first mood penalty applies. This penalty will increase by {{Bad|-1}} each day without further consumption, reaching the maximum of {{Bad|-10}} at 11 days.&amp;lt;!--&lt;br /&gt;
The relevant functions are PostIngested(Pawn) in CompDruf, CompTick() in CompRitualHediffGiverInRoom and Thought_Situational_Precept_HighLife.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Combat in darkness&amp;quot;&lt;br /&gt;
! Combat in darkness&amp;lt;br/&amp;gt;[[File:DarknessCombat.png|64px]]&lt;br /&gt;
| Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Shooting Accuracy]]:&lt;br /&gt;
** [[Shooting Accuracy Outdoors Dark|Outdoors Dark]] and [[Shooting Accuracy Indoors Dark|Indoors Dark]]: {{+|25%}}&lt;br /&gt;
** [[Shooting Accuracy Outdoors Lit|Outdoors Lit]] and [[Shooting Accuracy Indoors Lit|Indoors Lit]]: {{--|20%}}&lt;br /&gt;
* [[Melee Dodge Chance]]:&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Night|Outdoors Night]] and [[Melee Dodge Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Day|Outdoors Day]] and [[Melee Dodge Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
* [[Melee Hit Chance]]:&lt;br /&gt;
** [[Melee Hit Chance Outdoors Dark|Outdoors Dark]] and [[Melee Hit Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Hit Chance Outdoors Lit|Outdoors Lit]] and [[Melee Hit Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
! rowspan=3 | Cutting trees&amp;lt;br/&amp;gt;[[File:Precept tree cutting.png|64px]]&lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;Pawns will not cut trees&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. Such things violations of nature should never be done.|label=tree felled|value=-4|stack=5|multi=0.75|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and then let it die. Such things violations of nature should never be done.|label=extracted tree died|value=-4|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|10}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-10|stack=1|duration=3}} if the pawn cuts down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It's wrong to scar nature this way.|label=tree felled|value=-2|stack=5|multi=0.75|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It's wrong to scar nature this way.|label=extracted tree died|value=-2|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|5}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-5|stack=1|duration=3}} if the pawn cuts down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It wasn't good to harm nature this way.|label=tree felled|value=-1|stack=5|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It wasn't good to harm nature this way.|label=extracted tree died|value=-1|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|3}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|- id=&amp;quot;Killing innocent animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Killing innocent animals&amp;lt;br/&amp;gt;[[File:KillingInnocentAnimals.png|64px]]&lt;br /&gt;
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation.&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Innocent animal&amp;quot;&amp;gt;An animal is deemed innocent if: It isn't under a mental state, or the mental state was caused by damage (ex: Manhunter, PanicFlee) or psycast (ex: Berserk, Neuroquake psycast). The above excludes animals belonging to hostile factions, animals hunting humans (or animals belonging to a human faction), and animals with scaria.&amp;lt;/ref&amp;gt; || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;Pawns will not attack innocent animals&amp;lt;br/&amp;gt;{{Thought|desc=An innocent, adorable animal was killed! That's murder!|label=innocent animal killed|value=-4|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|15}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was almost like being forced to murder.|label=killed innocent {0}|value=-15|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. What a terrible, heartless act against another being.|label=innocent animal killed|value=-2|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|10}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was not something I approve of.|label=killed innocent {0}|value=-5|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. I do not approve of this.|label=innocent animal killed|value=-1|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|5}} opinion for killing innocent animal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lighting&amp;quot;&lt;br /&gt;
! Lighting&amp;lt;br/&amp;gt;[[File:Lighting.png|64px]]&lt;br /&gt;
| Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || {{Thought|desc=This dim light is perfect. I feel focused and energized.|label=darklight|value=+4|stack=1}} with [[Darklight]]&amp;lt;br/&amp;gt;{{Thought|desc=This indoor light is too bright. I would prefer something dimmer.|label=indoor light|value=-4|stack=1}} in dim light (30% - 89% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;{{Thought|desc=I cannot stand this terrible light. My senses are overwhelmed!|label=blinding light|value=-8|stack=1}} in bright light. (90% - 100% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;No modifier for Darkness. (0% - 29% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;Surgery penalty without Darklight.&amp;lt;br/&amp;gt;Disables low-[[light]] [[move speed]] penalties&amp;lt;br/&amp;gt;Disables low-[[light]] [[global work speed]] penalties&lt;br /&gt;
|- id=&amp;quot;Meat eating&amp;quot;&lt;br /&gt;
! rowspan=6 | Meat eating&amp;lt;br/&amp;gt;[[File:MeatEating.png|64px]]&lt;br /&gt;
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was an abhorrent violation of everything I believe.|label=ate meat|value=-24|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating meat of any kind is a horrible act. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was a horrible violation of my beliefs.|label=ate meat|value=-12|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating meat of any kind should be avoided. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It's not something I approve of.|label=ate meat|value=-4|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Mildly required || Every meal ought to have meat. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an unacceptable deviation from the proper carnivore diet. Some eggs, milk, or processed food without vegetables or would have also been okay.|label=ate vegetarian|value=-4|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Seriously required || Every meal must have meat. Eggs, milk, and processed food are okay as well. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an horrible violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-10|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an abhorrent violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-16|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating food without meat&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! rowspan=3 | Mining&amp;lt;br/&amp;gt;[[File:Mining.png|64px]]&lt;br /&gt;
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;Pawns will not mine&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=We mined a hole in the pure earth. What a terrible offense against nature.|label=mined|value=-4|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. What a terrible offense against nature.|label=destroyed natural wall|value=-40|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-15}} opinion for mining a block, for 4 days.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Violating the natural earth with mining tools is a horrible act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. It was an offense against the earth.|label=mined|value=-20|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It was a horrible violation of nature.|label=mined|value=-2|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It was a horrible violation of nature.|label=destroyed natural wall|value=-20|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-10}} opinion for mining a block, for 2 days.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. I disapprove of harming the earth this way.|label=mined|value=-3|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It's wrong to scar the world this way.|label=mined|value=-1|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It's wrong to scar the world this way.|label=destroyed natural wall|value=-3|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-5}} opinion for mining a block, for 2 days.&lt;br /&gt;
|- id=&amp;quot;Raiding&amp;quot;&lt;br /&gt;
! rowspan=2 | Raiding&amp;lt;br/&amp;gt;[[File:Raiding.png|64px]]&lt;br /&gt;
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|3}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|6}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|6}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| Required || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|6}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|12}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|12}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|16%}}&lt;br /&gt;
|- id=&amp;quot;Trees&amp;quot;&lt;br /&gt;
! Trees&amp;lt;br/&amp;gt;[[File:Trees.png|64px]]&lt;br /&gt;
| Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br/&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biosculpting&amp;lt;br/&amp;gt;[[File:Precept biosculpting.png|64px]]&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || Not [[#Transhumanist|Transhumanist]] || || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=My body was despoiled by the use of a biosculpter pod.|label=used biosculpter pod|value=-8|stack=1|duration=12}} after using [[biosculpter pod]].&lt;br /&gt;
|-&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Growth vats{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:GrowthVats.png|64px]]&lt;br /&gt;
| Prohibited || Growth vats rob children of their childhood. || || || '''Prohibitions:'''&amp;lt;br/&amp;gt;Build [[growth vat]]&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=I hate the thought of that awful growth vat being in our colony.|label=growth vat|value=-3|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I can't stand the thought of my child floating in that awful machine.|label=my child is in a growth vat|value=-3|stack=3}}. Nullifying trait: [[Psychopath]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I'm happy to see my kids be kids. Their childhood is too precious to be wasted in a vat.|label=Child not in growth vat|value=1|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Essential || We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. || || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Childbirth is a terrifying thought. We should have vats to safely grow our children.|label=natural pregnancy|value=-5|stack=1}}.  Minimum [[expectations]]: Moderate&lt;br /&gt;
* {{Thought|desc=I don't feel safe with my child running around. They should be growing safely in a vat.|label=Child not in growth vat|value=-2|stack=3}}.  Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* {{BiotechIcon}} [[Growth Vat Occupant Speed]]: {{Good|×130%}}&amp;lt;br/&amp;gt;(only to pawns with the ideoligion; [[embryo]]s / [[babies]] are not boosted)&lt;br /&gt;
|- id=&amp;quot;Bloodfeeders&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Bloodfeeders{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeders.png|64px]]&lt;br /&gt;
| Revered || Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The bloodfeeders stand above us, yet one has died here. We will surely be punished for this.|label=bloodfeeder died|value=-2|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.{{Check Tag|Any faction?|Does the bloodfeeder have to be of the player faction? Any allied faction? Any faction at all including enemies?}}.&lt;br /&gt;
* {{Thought|desc=Let them worship me. Feeding upon them places them below me, as animals are below humans.|label=revered bloodfeeder|value=+4|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeders|value=-2|stack=1}} (Colony wide) for having no bloodfeeders in the colony.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeder master|value=-1|stack=1}} (Colony wide) for having bloodfeeders in the colony, but not as the [[#Leaders|leader]].&lt;br /&gt;
* {{Thought|desc=The bloodfeeder's presence is a great honor. May they live forever.|label=bloodfeeder master|value=+2|stack=1}} (Colony wide) for having A bloodfeeder as the [[#Leaders|leader]].&lt;br /&gt;
Nullifies {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=fed on by &amp;lt;NAME&amp;gt;|value=-5|stack=1|duration=5}}{{Check Tag|Stacking?|Check if it stacks, change stack var as appropriate}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|20}} for being a Bloodfeeder&lt;br /&gt;
|-&lt;br /&gt;
| Reviled || Anyone who drinks blood to survive is a monster. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The only good bloodfeeder is a dead one.|label=bloodfeeder died|value=+5|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.&lt;br /&gt;
* {{Thought|desc=I am what I hate. I must rid myself of this curse.|label=bloodfeeder self hatred|value=-12|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=One of them walks among us. We should expel the bloodfeeder from our home.|label=bloodfeeder among us|value=-8|stack=1}} (Colony wide) for having a bloodfeeder in the colony.&lt;br /&gt;
'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|40}} for being a Bloodfeeder&lt;br /&gt;
|- id=&amp;quot;Child labor&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Child labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:ChildLabor.png|64px]]&lt;br /&gt;
| Encouraged || Children build character through work. It's important for everyone to contribute.|| || [[#Collectivist|Collectivist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Why are we letting children waste their youth on games?|label=children assigned recreation|value=-3|stack=1}}. Adults only.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Childhood is sacred. We should let kids be kids. || || [[#Individualist|Individualist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=It's upsetting to see children forced to work. They only get one childhood.|label=children assigned work|value=-3|stack=1}}. Adults only. Note: This refers to the Schedule tab. Children can have jobs assigned in their Work tab without mood penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Learning Rate Factor]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|- id=&amp;quot;Mechanoid labor&amp;quot;&lt;br /&gt;
! Mechanoid labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:MechanoidLabor.png|64px]]&lt;br /&gt;
| Enhanced || Why should we work when we have machines? || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{--|8%}}&lt;br /&gt;
* {{BiotechIcon}} [[Mech Work Speed Offset]]: {{+|20%}}&lt;br /&gt;
|- id=&amp;quot;Psychic rituals&amp;quot;&lt;br /&gt;
! rowspan=3| Psychic rituals{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:PsychicRituals.png|64px]]&lt;br /&gt;
| Abhorrent || Psychic rituals are utterly evil. || || || &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Prohibitions:'''&amp;lt;br/&amp;gt;Participate in psychic ritual&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Psychic ritual performed: {{--|4}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Involved in psychic ritual: {{--|12}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Psychic rituals should be avoided when possible. || || ||| &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=We shouldn't be using such dark powers. It's just not right.|label=Psychic ritual performed|value=-2|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=That ritual was wrong. I should not have been there.|label=Involved in psychic ritual|value=-6|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Connecting with psychic flows brings us closer to truth. || || [[#Ritualist|Ritualist]] || '''Mood:'''&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=It was an amazing experience to truly connect with something greater than myself.|label=Involved in psychic ritual|value=+3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Failing to use these rituals shows everyone how misguided we are.|label=No psychic ritual for 6 days (Min expectations: High)|value=-3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{+|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{+|10%}}&lt;br /&gt;
|- id=&amp;quot;Void study&amp;quot;&lt;br /&gt;
! rowspan=4| Void study{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:VoidStudy.png|64px]]&lt;br /&gt;
| Very inefficient || All this void nonsense is superstition. Let's focus on reality. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×50%}}&lt;br /&gt;
|-&lt;br /&gt;
| Inefficient || Trying to understand the unknowable is pointless. We should focus more on meaningful activities. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×75%}}&lt;br /&gt;
|-&lt;br /&gt;
| Efficient || The void is a true mystery that deserves to be studied. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×125%}}&lt;br /&gt;
|-&lt;br /&gt;
| Very efficient || The void is the ultimate truth. || || [[#Ritualist|Ritualist]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×150%}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Inhumanizing&amp;quot;&lt;br /&gt;
! Inhumanizing{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhumanizing.png|64px]]&lt;br /&gt;
| Required || Human morality and feeling are a distraction. We must leave humanity behind. &amp;lt;br/&amp;gt; Mental breaks will cause followers to become [[inhumanized]]. || || [[#Inhuman|Inhuman]] || '''Mood:'''&lt;br /&gt;
*{{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} if not inhumanized.&lt;br /&gt;
'''Mental breaks:'''&lt;br /&gt;
* [[Mental_break#Humanity_break|Humanity break]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fishing&amp;quot;&lt;br /&gt;
! rowspan=3 | Fishing{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Fishing.png|64px]]&lt;br /&gt;
| Prohibited || Fishing is immoral. We should never do it. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:''':&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
'''Mood''':&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! Our slippery brothers and sisters are dying.|label=Someone slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
{{--|10}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Fishing is gruesome. We should avoid it. || || [[#Animal personhood|Animal personhood]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I had to kill fish. It was an ugly thing to do.|label=Slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! We should protect these beautiful creatures.|label=Someone slaughtered fish|value=-2|stack=1|duration=6}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing speed]]: {{--|25%}}&lt;br /&gt;
*[[Fishing yield]]: {{--|10%}}&lt;br /&gt;
{{--|5}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sacred || Fishing is part of the right path. || || || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I wish we were somewhere we could fish.|label=Not enough fish|value=-4|stack=1}}.{{Check Tag|Conditions?}}&lt;br /&gt;
*{{Thought|desc=Fishing puts me on the right path - at least for a little while.|label=Fished recently|value=+2|stack=1|duration=1}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing yield]]: {{Good|+10%}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nomadic&amp;quot;&lt;br /&gt;
! Nomadic{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Nomadic.png|64px]]&lt;br /&gt;
| Desired || Staying in one place makes us weak. Travel makes us strong. || || || &lt;br /&gt;
'''Mood''':&lt;br /&gt;
* {{Thought|desc=It's great to be somewhere new.|label=Just resettled|value=+4|stack=1}} first 5 days{{Check Tag|Inclusive?}} after settling a new map{{Check Tag|Verfiy conditions|what counts? etc}}&lt;br /&gt;
* {{Thought|desc=It's good to be somewhere new.|label=Resettled recently|value=2|duration=5}} between 5 and 10 days{{Check Tag|Inclusive?}} after resettling.&lt;br /&gt;
* No mood between 10 and 20 days.{{Check Tag|Inclusive?}}&lt;br /&gt;
* {{Thought|desc=We've been here long enough. Let's move somewhere new.|label=Need to move soon|value=-2}} between 20 and 30 days{{Check Tag|Inclusive?}} after resettling.&lt;br /&gt;
* {{Thought|desc=We've been here too long. We need to move as soon as possible.|label=Must move soon|value=-6}} after 30 days{{Check Tag|Inclusive?}} without resettling.&lt;br /&gt;
'''Stats:''':&lt;br /&gt;
*[[Caravan Speed Factor]]: {{+|30%}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;Optional precepts&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meme-specific ===&lt;br /&gt;
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
! Age reversal&amp;lt;br/&amp;gt;[[File:AgeReversal.png|64px]]&lt;br /&gt;
| Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I'm getting old. I should get an age reversal in a biosculpter pod.|label=harmful aging|value=-4|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=My youth is draining away. I should get an age reversal in a biosculpter pod.|label=terrible aging|value=-7|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 15 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am trapped in a decaying prison of flesh! I need to get an age reversal in a biosculpter pod.|label=horrific aging|value=-10|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 30 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Aging and death have no hold on me. I am forever, as an enhanced human ought to be.|label=received age reversal|value=+3|stack=1|duration=4}} after age reversal.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Notes:'''&lt;br /&gt;
*Initial colonists, newly generated pawns (due to events, quests, raids, etc.), as well as pawns after changing map due to Archonexus quest have a 20 to 40 day grace period before they start demanding age reversal (it will replace their age reversal demanded date, even if it would come after that period).&lt;br /&gt;
*Whenever a pawn's faction or ideology change they'll get a 15-20 day grace period before they start demanding age reversal (unless their next age reversal demanded date will come after that period).&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
! Animal connection&amp;lt;br/&amp;gt;[[File:Precept animal connection.png|64px]]&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Bond Chance Factor]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blind psysense&amp;quot;&lt;br /&gt;
! Blind psysense&amp;lt;br/&amp;gt;[[File:BlindPsysense.png|64px]]&lt;br /&gt;
| Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Psychic Sensitivity]]: {{+|30%}} for [[Sight|blind]] pawns.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
! Bonding&amp;lt;br/&amp;gt;[[File:Bonding.png|64px]]&lt;br /&gt;
| Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Disables [[Animal husbandry#Bonding|animal bonding]] event for pawns with ideology. Does '''not''' disable pre-existing bonds or disable their [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
! Comfort&amp;lt;br/&amp;gt;[[File:Comfort.png|64px]]&lt;br /&gt;
| Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables [[comfort]] need, and comfort-related thoughts, both positive and negative&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eclipse&amp;quot;&lt;br /&gt;
! Eclipse&amp;lt;br/&amp;gt;[[File:Precept Eclipse.png|64px]]&lt;br /&gt;
| Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]&amp;lt;br/&amp;gt;''unless'' [[#Blindsight|blindsight]] || {{+|5}} mood for seeing an [[eclipse]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gauranlen connection&amp;quot;&lt;br /&gt;
! Gauranlen connection&amp;lt;br/&amp;gt;[[File:GauranlenConnection.png|64px]]&lt;br /&gt;
| Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree connection|Tree connection]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am happily connected to a Gauranlen tree.|label=Gauranlen connection|value=+3|stack=1}} when connected to [[Gauranlen tree]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-0|stack=1}}, at Very Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-1|stack=1}}, at Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-2|stack=1}}, at Moderate [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-4|stack=1}}, at High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-6|stack=1}}, at Sky High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Pruning speed]]: {{+|25%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield&amp;lt;br/&amp;gt;[[File:MiningYield.png|64px]]&lt;br /&gt;
| High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || [[#Tunneler|Tunneler]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Mining yield]]: {{+|10%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharge&amp;quot;&lt;br /&gt;
! Neural supercharge&amp;lt;br/&amp;gt;[[File:NeuralSupercharger.png|64px]]&lt;br /&gt;
| Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=Without a neural supercharge, I'm running below my true capacity. It's depressing.|label=want neural supercharge|value=-6|stack=1}} whenever 2+{{Check Tag|Verify time|Is it two days?}} days have passed since [[Neural supercharger|neural supercharging]], assuming Moderate [[expectations]] or higher.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pain&amp;quot;&lt;br /&gt;
! Pain&amp;lt;br/&amp;gt;[[File:Pain.png|64px]]&lt;br /&gt;
| Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain grounds me. I appreciate it|label=minor pain|value=+3|stack=1}}, [[pain]] between 1% and 14% inclusive. Replaces default {{--|5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain cleanses me. I like it.|label=serious pain|value=+5|stack=1}}, [[pain]] between 15% and 39% inclusive. Replaces default {{--|10}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain purifies me. I need it!|label=intense pain|value=+7|stack=1}}, [[pain]] between 40% and 79% inclusive. Replaces default {{--|15}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain makes me sublime! I wish to become it!|label=mind-shattering pain|value=+9|stack=1}}, [[pain]] of 80%+. Replaces default {{--|20}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Note:''' These thoughts are replaced by the [[Masochist]] specific thoughts for pawns with that trait, and with the default values for [[Wimp]]s.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Proselytizing&amp;quot;&lt;br /&gt;
! rowspan=3 | Proselytizing&amp;lt;br/&amp;gt;[[File:Proselytizing.png|64px]]&lt;br /&gt;
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×300'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×500'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×700'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ranching&amp;quot;&lt;br /&gt;
! Ranching&amp;lt;br/&amp;gt;[[File:Ranching.png|64px]]&lt;br /&gt;
| Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Plant Work Speed]]: {{Bad|x70%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Tame Animal Chance]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Gather Yield]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Butchery Efficiency]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animals Learning Factor]]: {{Good|x200%}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Products Price Improvement]]: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sowed a human food plant. It was wrong - humans should eat animals, and animals should eat nature-made plants.|label=sowed human food plant|value=-4|duration=2}} if Low [[expectations]] or higher. Does not apply to quest lodgers. Does not apply when harvesting plants, only when sowing. [[Rice plant|Rice]], [[Potato plant|potato]], [[Corn plant|corn]], [[Strawberry plant|strawberry]], [[nutrifungus]] and [[Toxipotato plant|toxipotato]] are considered human food plants. [[Cocoa tree|Cocoa trees]] are a notable exception.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful [[Quests#Hospitality|Animal hospitality]] quest.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rough living&amp;quot;&lt;br /&gt;
! Rough living&amp;lt;br/&amp;gt;[[File:RoughLiving.png|64px]]&lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep outdoors without any protection from the elements.|label=slept outside|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep on the ground like an animal.|label=slept on ground|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I'm soaking wet.|label=soaking wet|value=-3|stack=1|duration=0.1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slab bed&amp;quot;&lt;br /&gt;
! Slab bed&amp;lt;br/&amp;gt;[[File:Precept Slab Bed.png|64px]]&lt;br /&gt;
| Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
! Sleep accelerator&amp;lt;br/&amp;gt;[[File:Precept sleep accelerator.png|64px]]&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Indoors&amp;quot;&lt;br /&gt;
! Indoors&amp;lt;br/&amp;gt;[[File:SmallSpaces.png|64px]]&lt;br /&gt;
| Preferred || We were meant to live indoors. There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] [[#Shipborn|Shipborn]]{{OdysseyIcon}} || &lt;br /&gt;
*Adds needs: [[Needs#Indoors|Indoors]]&lt;br /&gt;
*Removes needs: [[Needs#Outdoors|Outdoors]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
! Temperature&amp;lt;br/&amp;gt;[[File:Precept temperature.png|64px]]&lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Shipborn|Shipborn]]{{OdysseyIcon}} || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to sleep in the cold. We really need some heaters.|label=slept in the cold|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep in unbearable heat. Can't we have air conditioning?|label=slept in the heat|value=-4|stack=1|duration=1}}&lt;br /&gt;
'''Note''': It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
! Work drive&amp;lt;br/&amp;gt;[[File:Precept work drive.png|64px]]&lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Space habitat&amp;quot;&lt;br /&gt;
! Space habitat{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Precept space habitat.png|64px]]&lt;br /&gt;
| Preferred || Planetary living is for lower animals. We should live in orbit or among the stars. || [[#Shipborn|Shipborn]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I'll never feel at home here in the dirt. We should be in space.|label=Planetary habitat|value=-2|stack=1}} whilst not in [[orbit]].{{OdysseyIcon}}&lt;br /&gt;
*{{Thought|desc=It feels good to be where I belong. I can't stand being down there in the dirt.|label=Space habitat|value=4|stack=1}} whilst in [[orbit]].{{OdysseyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{{Main|Roles}}&lt;br /&gt;
Roles are positions available to pawns that grant them both special benefits and drawbacks. Every ideoligion has at least two roles: [[Leader]] and [[Moral guide]]. There can be only 1 '''leader''' globally, and 1 '''moral guide''' per ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! colspan=5 | Abilities&lt;br /&gt;
|- id=&amp;quot;Leader&amp;quot;&lt;br /&gt;
! [[Leader]]&amp;lt;br/&amp;gt;[[File: Leader.png|link=Leader]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Combat command]]&amp;lt;br/&amp;gt;[[File:CombatCommand.png|link=Combat command|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Work drive]]&amp;lt;br/&amp;gt;[[File:WorkDrive.png|link=Work drive|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Leader speech]]&amp;lt;br/&amp;gt;[[File:LeaderSpeech.png|link=Leader speech|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Trial]]&amp;lt;br/&amp;gt;[[File:Trial.png|link=Trial|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Moral guide&amp;quot;&lt;br /&gt;
! [[Moral guide]]&amp;lt;br/&amp;gt;[[File: MoralGuide.png|link=Moral guide]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Roles#Convert|Convert]]&amp;lt;br/&amp;gt;[[File:Convert.png|link=Roles#Convert|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Counsel]]&amp;lt;br/&amp;gt;[[File:Counsel.png|link=Counsel|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Reassure]]&amp;lt;br/&amp;gt;[[File:Reassure.png|link=Reassure|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Conversion ritual]]&amp;lt;br/&amp;gt;[[File:ConversionRitual.png|link=Conversion ritual|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Preach health]]&amp;lt;br/&amp;gt;[[File:PreachHealth.png|link=Preach health|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, each ideoligion grants up to 2 types of [[specialist]]s; a role that grants large bonuses and abilities related to a specific field in exchange of inability of doing one or more types of work. This limitation only applies to the type of specialization, not the total number of specialists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
! [[Shooting specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistShooting.png|link=Shooting specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Marksman command]]&amp;lt;br/&amp;gt;[[File:MarksmanCommand.png|link=Marksman command|64px]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
! [[Animals specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistAnimals.png|link=Animals specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
* [[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Animal calm]]&amp;lt;br/&amp;gt;[[File:AnimalCalm.png|link=Animal calm|64px]]&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
! Medical Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMedical.png|link=Medical specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
* [[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Immunity drive]]&amp;lt;br/&amp;gt;[[File:ImmunityDrive.png|link=Immunity drive|64px]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
! Melee Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMelee.png|link=Melee specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Berserk trance]]&amp;lt;br/&amp;gt;[[File:BerserkTrance.png|link=Berserk trance|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
! [[Mining specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistMining.png|link=Mining specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
* [[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Mining command]]&amp;lt;br/&amp;gt;[[File:MiningCommand.png|link=Mining command|64px]]&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
! [[Plants specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistPlants.png|link=Plants specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#High life|High life]]&lt;br /&gt;
* [[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
* [[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Farming command]]&amp;lt;br/&amp;gt;[[File:FarmingCommand.png|link=Farming command|64px]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
! [[Production specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistProduction.png|link=Production specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Production command]]&amp;lt;br/&amp;gt;[[File:ProductionCommand.png|link=Production command|64px]]&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
! [[Research specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistResearch.png|link=Research specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Research command]]&amp;lt;br/&amp;gt;[[File:ResearchCommand.png|link=Research command|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Relics are objects revered by your ideoligion that require a series of quests in order to be obtained. These are always of legendary quality, when applicable. Relics grant various bonuses, both when found and when present in rituals, some of which require being placed in a [[Reliquary]]. A relic being lost causes a malus of {{Thought|desc=The relic has been lost! A travesty!|label=relic lost|value=-5|stack=5|duration=30}} while a relic being destroyed causes a malus of {{Thought|desc=The relic was destroyed! A travesty!|label=relic destroyed|value=-5|stack=5|duration=30}}.&lt;br /&gt;
&lt;br /&gt;
When placed in a Reliquary, pilgrims of your ideoligion will visit your colony to pay reverence to the relic.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Ideoligions can add special buildings that are required for either rituals or as statues of that ideologion.&lt;br /&gt;
&lt;br /&gt;
=== Ritual seat ===&lt;br /&gt;
Ideologions can have a maximum of 1 type of ritual seat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_pillow.png|32px]]&lt;br /&gt;
| [[Kneel_pillow|Kneel pillow]] &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_sheet.png|32px]]&lt;br /&gt;
| [[Kneel_sheet|Kneel sheet]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pew.png|32px]]&lt;br /&gt;
| [[Pew]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Ideologions can have a maximum of 5 types of ideologion-related buildings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Type !! Minimum expectations !! Room requirements !! Note&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ideogram_morbid_b.png|32px]]&lt;br /&gt;
| [[Ideogram]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed ||! rowspan=&amp;quot;5&amp;quot; | You can only have one Altar / Ideogram at the same time.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Small_altar.png|32px]]&lt;br /&gt;
| [[Small_altar|Small altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Medium_altar.png|32px]]&lt;br /&gt;
| [[Medium_altar|Medium altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Large_altar.png|32px]]&lt;br /&gt;
| [[Large_altar|Large altar]] || Altar / Ideogram || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Grand_altar.png|32px]]&lt;br /&gt;
| [[Grand_altar|Grand altar]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Christmas_tree.png|32px]]&lt;br /&gt;
| [[Christmas_tree|Christmas tree]] || Christmas tree || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sacrificial_flag.png|32px]]&lt;br /&gt;
| [[Sacrificial_flag|Sacrificial flag]] || Sacrificial flag || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a &amp;quot;[building name] disrespected&amp;quot; negative moodlet to all pawns of the ideologion.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_small_totemic_a.png|32px]]&lt;br /&gt;
| [[Small_sculpture|Small sculpture]] || Statue || High || Room impressiveness 60&amp;lt;br&amp;gt;Column x4&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Small sculpture as a named ideologion building is a variation of the regular small sculpture.&amp;lt;br&amp;gt;Its [[Small_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_large_totemic_a.png|32px]]&lt;br /&gt;
| [[Large_sculpture|Large sculpture]] || Statue  || High || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Large sculpture as a named ideologion building is a variation of the regular large sculpture.&amp;lt;br&amp;gt;Its [[Large_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_grand_totemic_a.png|32px]]&lt;br /&gt;
| [[Grand_sculpture|Grand sculpture]] || Statue  || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Grand sculpture as a named ideologion building is a variation of the regular grand sculpture.&amp;lt;br&amp;gt;Its [[Grand_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon preferences ==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn{{Check Tag|Verify}} with a noble weapon grants +3 mood for 1 day{{Check Tag|Thought Template|Convert to thought template}} while using a despised one to attack anything - including objects - grants -5 for 2 days.{{Check Tag|Thought Template|Convert to thought template}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
| Melee / Ranged || All melee weapons, including beer and wood{{Check Tag|equippable|power claws and fists ignored}} || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
| Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
| Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Apparel preferences ==&lt;br /&gt;
{{Stub|section=1|reason=Missing several details inc but not limited to how it spawns on pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Apparel type combinations ===&lt;br /&gt;
Some kinds of [[apparel]] can be set as desired apparel.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || [[Authority_cap|Authority cap]], [[Beret]], [[Bowler_hat|Bowler hat]], [[Broadwrap]], [[Ceremonial_hood|Ceremonial hood]], [[Cowboy_hat|Cowboy hat]], [[Face_mask|Face mask]], [[Flophat]], [[Headwrap]], [[Hood]], [[Ritual_mask|Ritual mask]], [[Shadecone]], [[Slicecap]], [[Tailcap]], [[Torture_crown|Torture crown]], [[Tribal_headdress|Tribal headdress]], [[Tuque]], [[Veil]], [[Visage_mask|Visage mask]], [[War_mask|War mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || [[Burka]], [[Robe]]&lt;br /&gt;
|}&lt;br /&gt;
The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds (a maximum of 9 {{Check Tag|Verify?|Verify what's the limit?}}) of apparel can be chosen. You can select both a relaxed and a strong desire for the same gender / apparel type combination, for example, a female relaxed headgear and a female strong headgear. Note that selecting the same apparel type and preference twice will result in a conflict, for example, if you select a female: strong cowboy hat and an everyone: strong hood. To maximize the number of available desired apparel:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Gender / Preference combination&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || Female: relaxed&amp;lt;br&amp;gt;Female: strong&amp;lt;br&amp;gt;Male: relaxed&amp;lt;br&amp;gt;Male: strong&amp;lt;br&amp;gt;[[Face_mask|Face mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || Everyone: relaxed&amp;lt;br&amp;gt;Everyone: strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mood effects ===&lt;br /&gt;
&lt;br /&gt;
Wearing a desired apparel or a certain color has mood effect on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== Desired apparel ====&lt;br /&gt;
&lt;br /&gt;
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.&lt;br /&gt;
&lt;br /&gt;
==== Color mood effect ====&lt;br /&gt;
&lt;br /&gt;
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at generation, while a pawn's favorite color is determined when the pawn is generated.{{Check Tag|Children?|Confirm when children gain a favorite color}} Apparel can be dyed at the [[styling station]] for one [[dye]] per piece of apparel. Note that unlike with preferred apparel, outside of the [[Man in Black]] event, pawns will not necessarily spawn wearing color that matches their ideoligion or preferred colors.&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
&lt;br /&gt;
Pawns that have an ideologion with desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.&lt;br /&gt;
&lt;br /&gt;
== Xenotype preferences ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that any other xenotypes are considered disliked and believers will be unhappy living alongside them.&lt;br /&gt;
&lt;br /&gt;
Up to three [[Xenotypes]] can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.&lt;br /&gt;
&lt;br /&gt;
Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. For example, if [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will be unable to give the reward.&lt;br /&gt;
&lt;br /&gt;
Opinion:&lt;br /&gt;
* Preferred xenotype: {{+|10}}&lt;br /&gt;
* Disliked xenotype: {{--|30}}&lt;br /&gt;
&lt;br /&gt;
Mood:&lt;br /&gt;
* All preferred xenotype: {{+|2}}&lt;br /&gt;
* Some disliked xenotypes: {{--|2}}&lt;br /&gt;
* Many disliked xenotypes: {{--|3}}&lt;br /&gt;
* Tons of disliked xenotypes: {{--|4}}&lt;br /&gt;
* I am disliked xenotype&amp;lt;: {{--|6}}&lt;br /&gt;
&lt;br /&gt;
This [[thought]] will only check for the &amp;quot;category&amp;quot; of the pawn's freedom, for example, [[Colonists]] will only check for other colonists xenotype, [[prisoners]] for other prisoners and [[slaves]] for other slaves, and not for example slaves checking for colonists. This means that slaves without a prefered xenotype for an ideology can accept a [[xenogerm]] without upsetting the colonists who do follow this ideology. See more on [https://en.wikipedia.org/wiki/Master_race Wikipedia: Master Race]&lt;br /&gt;
&lt;br /&gt;
While colonists following this ideology may refuse being implanted with a xenogerm (or with [[gene implanter]]), a way to circumnavigate this is to swap ideologies or with the use of '''Fluid Ideologies''', by changing the prefered xenotype to nothing and after implanting the genes swaping it back to normal.&lt;br /&gt;
&lt;br /&gt;
This above is useful because if the prefered xenotype is of the [[Endogene]] kind (heritable), any xenotypes on top of this will be '''overlooked''' in favour of the pawn's original endotype, thus keeping the mood bonus and opinion bonus.&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
{{Stub|section=1|reason=General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size}}&lt;br /&gt;
{{Quote|This animal is considered by believers to hold a special spiritual or moral status, which means it must be venerated and may never be harmed.|Description}}&lt;br /&gt;
An ideoligion can have up to 18 venerated [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.&lt;br /&gt;
&lt;br /&gt;
Colonists will butcher venerated animals without any issue, but will refuse to eat their [[meat]] or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and '''cannot''' be manually ordered to do so. Colonists take no issue using [[leather]], [[wool]], [[milk]], or [[eggs]] of the venerated animal.&lt;br /&gt;
&lt;br /&gt;
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.&lt;br /&gt;
&lt;br /&gt;
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: &amp;lt;!-- +1 is bugged and will not appear, --&amp;gt;+2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.&lt;br /&gt;
&lt;br /&gt;
Despite being tameable, [[Insectoids]] cannot be selected as a venerated animal.&lt;br /&gt;
&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Hair and tattoos ==&lt;br /&gt;
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.&lt;br /&gt;
&lt;br /&gt;
Newly spawned pawns of an ideoligion will always have matching appearance.&lt;br /&gt;
&lt;br /&gt;
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks, and will have a {{--|2}} mood penalty{{Check Tag|Thought Template}} until they do so. They can also be sent to adjust their appearance manually.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
** Fix: Essential roles can be removed.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] -&lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept.&lt;br /&gt;
** Fix 5234: Pawns can build turrets when prohibited by precepts.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
** Fix: High life meme ideos generate with a warning about conflicting apparel.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed.&lt;br /&gt;
** Fix: There are some duplicate ideoligion icons.&lt;br /&gt;
** Fix: Tree lovers don't care about harvesting / chopping down cocoa trees. Individualist meme description changed from ''A community's role is to serve each individual.'' changed to ''Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform.'' Collectivist meme description changed from ''A person's role is to serve the community.'' changed to ''Each person is part of a greater whole. People should work to play their part and help the group.''&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - &lt;br /&gt;
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.&lt;br /&gt;
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
** Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.&lt;br /&gt;
** Fix: Special characters on named precepts can break UI.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood.&lt;br /&gt;
** Fix: Classic mode ideoligions don't start with some classic precepts.&lt;br /&gt;
** Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme &amp;quot;Flesh Purity&amp;quot; no longer forces the anti-biosculpting precept.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.&lt;br /&gt;
** Fix: Reforming a fluid ideo lists some precepts as &amp;quot;incompatible&amp;quot; when they actually aren’t.&lt;br /&gt;
** Fix: Ability gizmos are still available for roles that have been removed via reformation.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development. &amp;quot;No slaves in colony&amp;quot; thought does not apply at &amp;quot;Very low&amp;quot; expectations or below.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - &lt;br /&gt;
**Fix: Berserker trance makes pawn guilty even though they cannot attack allies.&lt;br /&gt;
** Fix: High Life harvest yield for Drug Use: Essential precept doesn't work. Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Biotech DLC]] cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added a new category of precept: Preferred xenotypes.&lt;br /&gt;
** Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome. Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Assign a fallback ideo{{Check Tag|Detail Needed}} to non-baby colonists during load that don't have an ideo set.&lt;br /&gt;
** Fix: &amp;quot;Child not in growth vat&amp;quot; thought appears for dead children.&lt;br /&gt;
** Fix: Banishing colonists doesn't recalculate faction ideoligions.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. &amp;quot;''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''&amp;quot; -&amp;gt; ''&amp;quot;A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&amp;quot;''&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Randomize symbols doesn't update member noun in ideology's description.&lt;br /&gt;
** Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Allowed the trader's guild faction to generate more variety in their ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medicinemaker_dryad&amp;diff=180544</id>
		<title>Medicinemaker dryad</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medicinemaker_dryad&amp;diff=180544"/>
		<updated>2026-05-18T15:35:06Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
| name = Medicinemaker dryad&lt;br /&gt;
| image = Medicinemaker.png&lt;br /&gt;
| description = A dryad caste specialized in medicine production. Together with its Gauranlen tree, this dryad can generate medicinal herbs on an ongoing basis. However, it is slow and ineffective at work or combat.&amp;lt;br&amp;gt;In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Dryad&lt;br /&gt;
| movespeed = 3&lt;br /&gt;
| basemeatamount = 2&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| min comfortable temperature = -50&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| bodysize = 0.667&lt;br /&gt;
| healthscale = 0.8&lt;br /&gt;
| diet = none&lt;br /&gt;
| wildness = 0&lt;br /&gt;
| petness = 0&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = none&lt;br /&gt;
| meatname = immature dryad meat&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| tradeTags = AnimalDryad&lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 9&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.9&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 4&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
}}&lt;br /&gt;
'''Medicinemaker dryads''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]] that generates [[herbal medicine]] x4 every two days.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section =1|reason=Production mechanics}}&lt;br /&gt;
{{Dryad Summary}}&lt;br /&gt;
&lt;br /&gt;
The medicinemaker dryad is completely ill-suited for combat and exists as an alternative to [[healroot]] for generating herbal medicine. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Medicinemaker dryads can be an alternative to growing [[healroot]]. They are most effective if growing healroot is impossible, such as if there is no colonist with Plants 8, if it is too hot/cold to grow heatroot, or if in a [[glowforest]],{{OdysseyIcon}} where healroot cannot be grown without a [[sun lamp]].&lt;br /&gt;
&lt;br /&gt;
If planting healroot is possible, medicinemaker dryads are almost always a less efficient way to get herbal medicine. At Plants skill 8, healroot requires {{Ticks|1200}} of work to sow/harvest per medicine. With 4 dryads (the most efficient amount workwise) 8 medicine is produced per day, but that takes about {{Ticks|15000}} of pruning work to do so, or 1875 ticks per medicine. In addition, planting healroot only becomes better with higher Plants skill, as [[Pruning Speed]] increases less than [[Plant Work Speed]] and [[Plant Harvest Yield]].&lt;br /&gt;
&lt;br /&gt;
Medicinemakers do have a few niches even if healroot can be grown:&lt;br /&gt;
* They can be a competitive option for disabled pawns, since [[Pruning Speed]] is not impacted by [[Manipulation]] or [[Sight]].&lt;br /&gt;
* They grow medicine immediately, every other day, while healroot takes time to grow. If a medicine stockpile is needed quickly, medicinemakers can produce it.&lt;br /&gt;
* They are more space efficient. Healroot naturally grows at a speed of 0.08 medicine/day per tile of normal soil, 0.11 medicine/day in rich, and 0.22/day in a hydroponics basin, while dryads produce 2 medicine per day. This means a single gauranlen tree is effectively 100 tiles of soil, 72.8 [73] tiles of rich soil, or 36.36 [37] tiles of hydroponics basin worth of production. Therefore it can make sense in biomes with little growing space.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
Medicinemaker dryads are incapable of training.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Medicinemaker.png|Facing east&lt;br /&gt;
DryadMedicinemaker north.png|Facing north&lt;br /&gt;
DryadMedicinemaker south.png|Facing south&lt;br /&gt;
Dessicated DryadMedicinemaker east.png|Desiccated facing east&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Increase medicinemaker dryad production from 3 to 4 herbal meds per batch. Fix: Dryads are affected by disease incidents.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Dryad]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Immature_dryad&amp;diff=180543</id>
		<title>Immature dryad</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Immature_dryad&amp;diff=180543"/>
		<updated>2026-05-18T15:33:44Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{infobox main|animal| &lt;br /&gt;
| page verified for version = 1.3.3072&lt;br /&gt;
| name = Immature dryad&lt;br /&gt;
| image = Immature dryad.png&lt;br /&gt;
| description = Dryads are small mammalian creatures that have a symbiotic relationship with the Gauranlen tree. This immature dryad can support and protect its tree, but its main purpose is to morph into more specialized and powerful dryad forms.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Dryad&lt;br /&gt;
| movespeed = 3&lt;br /&gt;
| basemeatamount = 2&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| min comfortable temperature = -50&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| bodysize = 0.667&lt;br /&gt;
| healthscale = 0.8&lt;br /&gt;
| diet = none&lt;br /&gt;
| wildness = 0&lt;br /&gt;
| petness = 0&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = none&lt;br /&gt;
| meatname = immature dryad meat&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| tradeTags = AnimalDryad&lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 9&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.9&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 4&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
}}&lt;br /&gt;
'''Immature dyrads''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]].  &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Dryad Summary}}&lt;br /&gt;
&lt;br /&gt;
Immature dryads are spawned by a [[gauranlen tree]] that has no caste selected, due to not selecting caste or the tree being unconnected to any pawn. They are reverted to this form if a connection was severed.&lt;br /&gt;
&lt;br /&gt;
While immature dryads can be affected by &amp;quot;Manhunting &amp;lt;Animal&amp;gt;&amp;quot; [[event]], they will not leave their tree nor attack any pawns. Immature dryads have a 100% chance to attack back when harmed.&lt;br /&gt;
&lt;br /&gt;
Immature dryads will attempt to extinguish fires in the radius of their [[gauranlen tree]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Immature dryads will spawn from a gauranlen tree if no pawn is connected to it, so it is beneficial to pre-plant gauranlen trees even if no pruners are available. Otherwise, immature dryads will immediately start the conversion process if a caste is selected so dryads will spend minimal time in the immature stage.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Immature dryad.png|Facing east&lt;br /&gt;
Dryad Basic north.png|Facing north&lt;br /&gt;
Dryad Basic south.png|Facing south&lt;br /&gt;
Dessicated DryadBasic east.png|Desiccated facing east&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3076| 1.3.3076]] - Fix: Dryads are affected by disease incidents.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Dryad]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Immature_dryad&amp;diff=180542</id>
		<title>Immature dryad</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Immature_dryad&amp;diff=180542"/>
		<updated>2026-05-18T15:33:06Z</updated>

		<summary type="html">&lt;p&gt;Hordes: unstub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{infobox main|animal| &lt;br /&gt;
| page verified for version = 1.3.3072&lt;br /&gt;
| name = Immature dryad&lt;br /&gt;
| image = Immature dryad.png&lt;br /&gt;
| description = Dryads are small mammalian creatures that have a symbiotic relationship with the Gauranlen tree. This immature dryad can support and protect its tree, but its main purpose is to morph into more specialized and powerful dryad forms.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Dryad&lt;br /&gt;
| movespeed = 3&lt;br /&gt;
| basemeatamount = 2&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| min comfortable temperature = -50&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| bodysize = 0.667&lt;br /&gt;
| healthscale = 0.8&lt;br /&gt;
| diet = none&lt;br /&gt;
| wildness = 0&lt;br /&gt;
| petness = 0&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = none&lt;br /&gt;
| meatname = immature dryad meat&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| tradeTags = AnimalDryad&lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 9&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.9&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 4&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
}}&lt;br /&gt;
'''Immature dyrads''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]].  &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Dryad Summary}}&lt;br /&gt;
&lt;br /&gt;
Immature dryads are spawned by a [[gauranlen tree]] that has no caste selected, due to not selecting caste or the tree being unconnected to any pawn. They are reverted to this form if a connection was severed.&lt;br /&gt;
&lt;br /&gt;
While immature dryads can be affected by &amp;quot;Manhunting &amp;lt;Animal&amp;gt;&amp;quot; [[event]], they will not leave their tree nor attack any pawns. Immature dryads have a 100% chance to attack back when harmed.&lt;br /&gt;
&lt;br /&gt;
Immature dryads will attempt to extinguish fires in the radius of their [[gauranlen tree]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Immature dryads will spawn from a gauranlen tree if no pawn is connected to it, so it is beneficial to pre-plant gauranlen trees even if no pruners are available. Otherwise, immature rdyads will immediately start converting if a caste is formed so dryads will spend minimal time in the immature stage.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Immature dryad.png|Facing east&lt;br /&gt;
Dryad Basic north.png|Facing north&lt;br /&gt;
Dryad Basic south.png|Facing south&lt;br /&gt;
Dessicated DryadBasic east.png|Desiccated facing east&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3076| 1.3.3076]] - Fix: Dryads are affected by disease incidents.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Dryad]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Immature_dryad&amp;diff=180541</id>
		<title>Immature dryad</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Immature_dryad&amp;diff=180541"/>
		<updated>2026-05-18T15:32:56Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{infobox main|animal| &lt;br /&gt;
| page verified for version = 1.3.3072&lt;br /&gt;
| name = Immature dryad&lt;br /&gt;
| image = Immature dryad.png&lt;br /&gt;
| description = Dryads are small mammalian creatures that have a symbiotic relationship with the Gauranlen tree. This immature dryad can support and protect its tree, but its main purpose is to morph into more specialized and powerful dryad forms.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Dryad&lt;br /&gt;
| movespeed = 3&lt;br /&gt;
| basemeatamount = 2&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| min comfortable temperature = -50&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| bodysize = 0.667&lt;br /&gt;
| healthscale = 0.8&lt;br /&gt;
| diet = none&lt;br /&gt;
| wildness = 0&lt;br /&gt;
| petness = 0&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = none&lt;br /&gt;
| meatname = immature dryad meat&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| tradeTags = AnimalDryad&lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 9&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.9&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 4&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
}}&lt;br /&gt;
'''Immature dyrads''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]].  &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Dryad Summary}}&lt;br /&gt;
&lt;br /&gt;
Immature dryads are spawned by a [[gauranlen tree]] that has no caste selected, due to not selecting caste or the tree being unconnected to any pawn. They are reverted to this form if a connection was severed.&lt;br /&gt;
&lt;br /&gt;
While immature dryads can be affected by &amp;quot;Manhunting &amp;lt;Animal&amp;gt;&amp;quot; [[event]], they will not leave their tree nor attack any pawns. Immature dryads have a 100% chance to attack back when harmed.&lt;br /&gt;
&lt;br /&gt;
Immature dryads will attempt to extinguish fires in the radius of their [[gauranlen tree]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Immature dryads will spawn from a gauranlen tree if no pawn is connected to it, so it is beneficial to pre-plant gauranlen trees even if no pruners are available. Otherwise, immature rdyads will immediately start converting if a caste is formed so dryads will spend minimal time in the immature stage.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Immature dryad.png|Facing east&lt;br /&gt;
Dryad Basic north.png|Facing north&lt;br /&gt;
Dryad Basic south.png|Facing south&lt;br /&gt;
Dessicated DryadBasic east.png|Desiccated facing east&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3076| 1.3.3076]] - Fix: Dryads are affected by disease incidents.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Dryad]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Party_spot&amp;diff=180540</id>
		<title>Party spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Party_spot&amp;diff=180540"/>
		<updated>2026-05-18T15:24:50Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|misc|&lt;br /&gt;
| name = Party spot&lt;br /&gt;
| image = Party spot.png&lt;br /&gt;
| description = Designates a spot for throwing parties.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| placeable = true&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| passability = standable&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| work to make = 0&lt;br /&gt;
}}&lt;br /&gt;
'''Party spots''' are used to designated a place for [[Events#Party|parties]] to be held.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Party spots do not require a colonist to construct or [[deconstruct]], nor is there a cost, build time, or [[skill]] requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=How does a party spot get selected - does it take priority over all social point options, how does it get selected if there are mumtiple spots etc}}&lt;br /&gt;
A party spot is set to decide where [[colonist]]s have [[Events#Party|parties]]. More than one party spot can be placed, however only one is actually active (i.e. colonists throw parties only around one of the spots).&lt;br /&gt;
&lt;br /&gt;
Party spots are particularly useful when lots of your colonists are [[Hospital bed|hospitalized]]. Having colonists in [[bed]] near a party still counts as attending the party, therefore even immobilized colonists can stay sane. Unfortunately there is no way to predict them or to reliably get parties started.&lt;br /&gt;
&lt;br /&gt;
[[Titles#Bestowing_ceremony|Bestowing ceremonies]] {{RoyaltyIcon}} are also performed here if they do not require a throne room and none is assigned to the pawn to be bestowed upon.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing Analysis}}&lt;br /&gt;
Party spots may be used to ensure that colonists start parties in a beautiful area, or have easy access to [[social drugs]] and [[meals]] during the festivities.&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=180493</id>
		<title>Persona monosword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=180493"/>
		<updated>2026-05-16T06:05:41Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Comparison to persona zeushammers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{For|the non-persona variant of this weapon|Monosword}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Persona monosword&lt;br /&gt;
| image = Persona Monosword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = A crystal-metallic longsword infused with mechanites that maintain a mono-molecular cutting edge. It cuts through even thick armor with ease, and its light weight permits fast attacks.&amp;lt;br/&amp;gt;This weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| class = Ultra&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 12&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Handle&lt;br /&gt;
| meleeattack1cool = 1.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| meleeattack2dmg = 27&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = Point&lt;br /&gt;
| meleeattack2cool = 1.6&lt;br /&gt;
| meleeattack2ap = 90&lt;br /&gt;
| meleeattack3dmg = 27&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = edge&lt;br /&gt;
| meleeattack3cool = 1.6&lt;br /&gt;
| meleeattack3ap = 90&lt;br /&gt;
| marketvalue = 3000&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Bladelink&lt;br /&gt;
| thingSetMakerTags = WeaponBladelink&lt;br /&gt;
}}&lt;br /&gt;
The '''persona monosword''' is a DLC [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that does a large amount of [[damage]], has a fairly short cooldown, and deals sharp damage, it also boasts one of the highest armor penetration values for melee weapons in the game. It is the [[persona weapon]] variant of the [[monosword]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Persona monoswords cannot be crafted. Instead, they can be [[Trade|purchased]] from any combat supplier or war merchant, at [[Empire]] [[faction base]]s, or obtained as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
They can also be found on the following [[Raider#Human|raider]] kinds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Imperial citizen|Imperial Citizen]] || ? || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellic warden|Stellic Warden]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Knight|Knight/Dame]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Praetor|Praetor]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Baron|Baron/Baroness]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Count|Count/Countess]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Duke|Duke/Duchess]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Consul|Consul]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellarch|Stellarch]] || ? || Excellent || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Persona Weapon Summary}}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Unlike other ultratech weapons, the monosword has no special mechanics. Instead it simply has excellent stats, coupled with an extraordinarily high {{AP}} for its Point and Edge attacks. Namely it has a base {{AP}} of {{P|Attack 2 AP}}%, as opposed to the {{#expr:{{P|Attack 2 Damage}}*1.5 round 0}}% that would be automatically calculated from weapon damage. The {{AP}} still scales with [[quality]], but does not scale with its wielder's [[Melee Damage Factor]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The persona monosword is the most powerful melee weapon in the game in terms of base {{DPS}}, arguably the best overall, and a complete upgrade to regular [[monosword]]. With 90% AP on its main attack, a ''normal'' persona monosword will completely pierce any [[mechanoid]]'s hide, and pretty much ignore [[power armor]] up to [[recon armor|recon]] and poor [[marine armor|marine]]. &lt;br /&gt;
&lt;br /&gt;
=== Comparison to persona zeushammers ===&lt;br /&gt;
The [[persona zeushammer]] is the biggest competitor to the persona monosword for &amp;quot;best melee weapon&amp;quot;. For sake of comparison, the zeushammer's EMP effects will be ignored until a footnote at the end.&lt;br /&gt;
&lt;br /&gt;
When compared to the zeushammer, a persona monosword of the same quality has higher raw {{DPS}} against all [[mechanoid]]s, as well as human targets up to (and including) [[marine armor]]. However, this is not the entire story. The main differences between the monosword and zeushammer are derived from their damage types: Sharp vs. Blunt. This goes beyond the usual advice of &amp;quot;most expected targets have much less Blunt armor than they do Sharp&amp;quot;. Unless fighting against the [[empire]]'s absolute best soldiers, both weapons' {{AP}} are so high that armor is not a concern.&lt;br /&gt;
&lt;br /&gt;
While the monosword is better at pure DPS, persona zeushammers have 2 key advantages over monoswords:&lt;br /&gt;
#One-shot potential. Zeushammers attack slower, but deal more damage per hit. A masterwork zeushammer deals just under 45 damage per swing, and legendary zeushammer deals just over 51. Note that, due to body part protection mechanics, the zeushammer cannot consistently one-shot the torso, the largest body part, without a [[melee damage factor]] boost.&lt;br /&gt;
#Overkill mechanics. If a monosword would cleanly stab off a finger, the zeushammer will smash the finger and destroy the arm in the process. While the monosword's ''Cut'' damage type can spread throughout multiple body parts, it is inferior to the zeushammer as it is less concentrated on any specific part.&lt;br /&gt;
Blunt damage won't cause bleeding wounds, although the zeushammer is likely to destroy body parts that it hits, which will cause bleeding anyway. Besides, most enemies won't live long enough for bleeding to matter.&lt;br /&gt;
&lt;br /&gt;
Therefore, the following comparisons can be made:&lt;br /&gt;
* '''At normal quality''', these factors aren't too important. With a normal quality persona monosword / zeushammer, the monosword edges out against most raiders you'll see, but loses against empire cataphracts due to their sharp armor. The zeushammer, while unable to one-shot humans, can take out many body parts in 1 hit, resulting in roughly similar performance. Monoswords are definitely superior against larger targets, where organ destroying is no longer a factor. Ironically, this means that swords are better against centipedes.&lt;br /&gt;
&lt;br /&gt;
* '''But at high quality''', the damage spread becomes very important. A masterwork persona zeushammer is better against non-[[tough]] humans - regardless of armor - and human-sized pawns like the [[scyther]]. This is due to a combination of overkill mechanics and the ability to one-shot. Persona monoswords of the same quality are better against larger pawns like [[elephant]]s and [[centipede]]s. As these pawns are unable to be one-shot nearly as easily, the monosword's wins through its superior base DPS.&lt;br /&gt;
&lt;br /&gt;
These differences are heavily exacerbated by the [[Strong melee damage]] gene,{{BiotechIcon}} which increases the damage/hit of both weapons. While this means that the high quality monoswords can now one-shot the torso, this only makes the overkill mechanics more relevant. A zeushammer of the same quality can hit the arm, destroy the shoulder, and destroy the torso in the process. More breakpoints and numbers with and without this gene can be seen at [[#Further zeushammer comparison]].&lt;br /&gt;
&lt;br /&gt;
In actual gameplay, this comparison is largely moot, as players rarely have the choice between persona zeushammers or persona monoswords of the same quality. A weapon that's 1 quality higher will be superior in almost all cases. Still the choice can matter when selecting [[relic]]s,{{IdeologyIcon}} which will be a legendary weapon of choice.&lt;br /&gt;
&lt;br /&gt;
*'''Considering EMP'''&lt;br /&gt;
The zeushammer's EMP, while it can be useful, it can also be counterproductive. The stun time is very short, but causes the same amount of adaptation against mechs, preventing [[EMP grenade]]s or other EMP weapons from actually stunning. A melee master with a zeushammer is likely to kill or severely damage most mechanoids within its stun time, but this is worth mentioning.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to plasmaswords ===&lt;br /&gt;
A normal [[persona plasmasword]] will actually beat the same quality monosword in raw DPS, due to the fire. However, as the flame proc does not scale with quality, a higher quality monosword comes out ahead. In addition, the plasmasword has less {{AP}}, and the flame attack, 0% AP. Finally, many enemies are immune to fire or will pop a [[firefoam pop pack]] the moment they are lit on fire.&lt;br /&gt;
&lt;br /&gt;
The main difference is whenever the plasmasword's fire is desirable.&lt;br /&gt;
*Fire completely stops enemies from attacking until the fire is put out. This can be great in open combat situations. Plasmaswords come out ahead in the average human v human fight for this reason. Great when surrounded by enemies.&lt;br /&gt;
*However, lighting your enemies on fire is actively harmful in a melee block scenario. Enemies lit on fire will ignore ''collision'', allowing them to run behind your melee fighters, ruining the melee block setup.&lt;br /&gt;
&lt;br /&gt;
=== Melee verb selection at high quality ===&lt;br /&gt;
{{See also|Weapons#Melee_formulas{{!}}Melee formulas}}&lt;br /&gt;
{{Stub|section=1|reason= Section needs more details on the interaction between Melee verb selection and higher Melee damage factors, specifically the 225% factor achievable with all DLCs. }}&lt;br /&gt;
&lt;br /&gt;
Melee verbs, i.e. the types of melee attacks performed by a pawn, are chosen by assigning them attacks into categories, based on their relative strength and {{AP}} compared to the strongest attack. These categories are: &amp;quot;best&amp;quot; (75%), &amp;quot;mid&amp;quot; (25%), and &amp;quot;worst&amp;quot; (0%). This system is not calculated for the in-game weapon info.&lt;br /&gt;
&lt;br /&gt;
At Masterwork quality or higher, the persona monosword has the distinction (along with legendary [[bioferrite]]{{AnomalyIcon}} and [[obsidian]]{{OdysseyIcon}} [[longsword]]s) of having primary attacks strong enough that all other attacks are relegated to the &amp;quot;worst&amp;quot; category, ensuring that the user only makes attacks with the blade.  This results in a {{#expr: ((24.47/17.44)-1)*100 round 1}}% increase in {{DPS}} when going from Excellent to Masterwork, significantly above the normal {{#expr: ((1.45/1.2)-1)*100 round 1}}% from the quality increase alone. It also increases the effective {{AP}} in a similar way, ensuring that only the best armored enemies will ever take no damage from an attack that hits. &lt;br /&gt;
&lt;br /&gt;
When wielded by a pawn with an increase to its [[Melee damage factor]] from either the [[Strong melee damage]] gene{{BiotechIcon}} or [[Juggernaut serum]]{{anomalyIcon}} the lower-damage secondary attack is brought back into the &amp;quot;mid&amp;quot; category for Masterwork and Legendary monoswords. While this means some attacks may occasionally fail to penetrate armour, the increased damage on hits that land will outweigh the failed attacks - and against pawns which can't block the secondary attack, the DPS is increased even further. Due to the secondary attack having increased AP from strong melee damage, and being a blunt attack, it will actually penetrate any armour worse than recon armor (including mechanoids).&lt;br /&gt;
&lt;br /&gt;
==== Further zeushammer comparison ====&lt;br /&gt;
Regardless of Melee damage factor, the [[Damage_Types#Blunt|Blunt]] overkill damage means that the zeushammer is equal or superior against pawns with smaller health pools. A high quality monosword attack will waste damage done beyond the maximum of the limb, but a zeushammer will instead transfer that damage into the parent limb. The increase in applied damage against humans, combined with blunt damage's better AP against high tier armor, means that the zeushammer will perform similarly or better against any human who isn't tough and robust.{{Check Tag|Needs testing}} However, against enemies with high health pools, such as Centipedes, the monosword's damage will be fully utilized, and it will outperform the zeushammer.&lt;br /&gt;
&lt;br /&gt;
The average human bodypart has around 25hp; with a legendary persona monosword's attack damage at 44.55, you will waste around 44% of the potential damage against humans. With strong melee, this becomes over 50%. Meanwhile, a zeushammer will only waste damage if it was under 40% overkill, which is very unlikely at high qualities- with an attack damage of 51, and the average body part having just 25hp, overkill should always be successful, even without strong melee damage - which will increase both dps and AP by 50%. &lt;br /&gt;
&lt;br /&gt;
If the pawn has no modifier to its Melee damage factor, the melee verb difference means against high HP enemies such as centipedes, a monosword will deal 28% more damage than a zeushammer. With 150% Melee damage factor, a persona monosword is 10% more dps than a zeushammer if there is no overkill. Regardless of Melee damage factor, the zeushammer should match or outperform the monosword against humans, especially against high quality Cataphract Armor due to overkill mechanics.&lt;br /&gt;
&lt;br /&gt;
In summary: &lt;br /&gt;
* A masterwork / legendary persona monosword has a ~40% chance to kill opponents with torso HP &amp;lt;= 65 HP, such as [[scyther]]s, [[neanderthal]]s, yttakin, and baseliners.&lt;br /&gt;
* A legendary persona zeushammer would have an ~80% chance to kill opponents with torso HP &amp;lt;= 42 HP, such as baseliners and lancers.&lt;br /&gt;
If you are fighting a mixed squad of mechs or xenotypes, then they will be roughly equal. However, there are many raids that consist of only scythers, neanderthals, etc., which are ''much'' more dangerous in melee combat.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Persona traits}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] release - Added as '''Linked monosword'''.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Renamed to '''persona monosword'''. No longer damages relations with the Empire without the necessary titles. Previously, a title of Knight or Dame was required.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] -  Persona monosword damage reduced from 29 to 27.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] [[Category:Persona Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=180492</id>
		<title>Persona monosword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=180492"/>
		<updated>2026-05-16T06:04:15Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Comparison to persona zeushammers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{For|the non-persona variant of this weapon|Monosword}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Persona monosword&lt;br /&gt;
| image = Persona Monosword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = A crystal-metallic longsword infused with mechanites that maintain a mono-molecular cutting edge. It cuts through even thick armor with ease, and its light weight permits fast attacks.&amp;lt;br/&amp;gt;This weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| class = Ultra&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 12&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Handle&lt;br /&gt;
| meleeattack1cool = 1.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| meleeattack2dmg = 27&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = Point&lt;br /&gt;
| meleeattack2cool = 1.6&lt;br /&gt;
| meleeattack2ap = 90&lt;br /&gt;
| meleeattack3dmg = 27&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = edge&lt;br /&gt;
| meleeattack3cool = 1.6&lt;br /&gt;
| meleeattack3ap = 90&lt;br /&gt;
| marketvalue = 3000&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Bladelink&lt;br /&gt;
| thingSetMakerTags = WeaponBladelink&lt;br /&gt;
}}&lt;br /&gt;
The '''persona monosword''' is a DLC [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that does a large amount of [[damage]], has a fairly short cooldown, and deals sharp damage, it also boasts one of the highest armor penetration values for melee weapons in the game. It is the [[persona weapon]] variant of the [[monosword]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Persona monoswords cannot be crafted. Instead, they can be [[Trade|purchased]] from any combat supplier or war merchant, at [[Empire]] [[faction base]]s, or obtained as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
They can also be found on the following [[Raider#Human|raider]] kinds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Imperial citizen|Imperial Citizen]] || ? || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellic warden|Stellic Warden]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Knight|Knight/Dame]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Praetor|Praetor]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Baron|Baron/Baroness]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Count|Count/Countess]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Duke|Duke/Duchess]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Consul|Consul]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellarch|Stellarch]] || ? || Excellent || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Persona Weapon Summary}}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Unlike other ultratech weapons, the monosword has no special mechanics. Instead it simply has excellent stats, coupled with an extraordinarily high {{AP}} for its Point and Edge attacks. Namely it has a base {{AP}} of {{P|Attack 2 AP}}%, as opposed to the {{#expr:{{P|Attack 2 Damage}}*1.5 round 0}}% that would be automatically calculated from weapon damage. The {{AP}} still scales with [[quality]], but does not scale with its wielder's [[Melee Damage Factor]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The persona monosword is the most powerful melee weapon in the game in terms of base {{DPS}}, arguably the best overall, and a complete upgrade to regular [[monosword]]. With 90% AP on its main attack, a ''normal'' persona monosword will completely pierce any [[mechanoid]]'s hide, and pretty much ignore [[power armor]] up to [[recon armor|recon]] and poor [[marine armor|marine]]. &lt;br /&gt;
&lt;br /&gt;
=== Comparison to persona zeushammers ===&lt;br /&gt;
The [[persona zeushammer]] is the biggest competitor to the persona monosword for &amp;quot;best melee weapon&amp;quot;. For sake of comparison, the zeushammer's EMP effects will be ignored until a footnote at the end.&lt;br /&gt;
&lt;br /&gt;
When compared to the zeushammer, a persona monosword of the same quality has higher raw {{DPS}} against all [[mechanoid]]s, as well as human targets up to (and including) [[marine armor]]. However, this is not the entire story. The main differences between the monosword and zeushammer are derived from their damage types: Sharp vs. Blunt. This goes beyond the usual advice of &amp;quot;most expected targets have much less Blunt armor than they do Sharp&amp;quot;. Unless fighting against the [[empire]]'s absolute best soldiers, both weapons' {{AP}} are so high that armor is not a concern.&lt;br /&gt;
&lt;br /&gt;
While the monosword is better at pure DPS, persona zeushammers have 2 key advantages over monoswords:&lt;br /&gt;
#One-shot potential. Zeushammers attack slower, but deal more damage per hit. A masterwork zeushammer deals just under 45 damage per swing, and legendary zeushammer deals just over 51. Note that, due to body part protection mechanics, the zeushammer cannot consistently one-shot the torso, the largest body part, without a [[melee damage factor]] boost.&lt;br /&gt;
#Overkill mechanics. If a monosword would cleanly stab off a finger, the zeushammer will smash the finger and destroy the arm in the process. While the monosword's ''Cut'' damage type can spread throughout multiple body parts, it is inferior to the zeushammer as it is less concentrated on any specific part.&lt;br /&gt;
While blunt damage won't cause bleeding wounds, the zeushammer is likely to destroy body parts that it hits, which will cause bleeding anyway. Besides, most enemies won't live long enough for bleeding to matter.&lt;br /&gt;
&lt;br /&gt;
Therefore, the following comparisons can be made:&lt;br /&gt;
* '''At normal quality''', these factors aren't too important. With a normal quality persona monosword / zeushammer, the monosword edges out against most raiders you'll see, but loses against empire cataphracts due to their sharp armor. The zeushammer, while unable to one-shot humans, can take out many body parts in 1 hit, resulting in roughly similar performance. Monoswords are definitely superior against larger targets, where organ destroying is no longer a factor. Ironically, this means that swords are better against centipedes.&lt;br /&gt;
&lt;br /&gt;
* '''But at high quality''', the damage spread becomes very important. A masterwork persona zeushammer is better against non-[[tough]] humans - regardless of armor - and human-sized pawns like the [[scyther]]. This is due to a combination of overkill mechanics and the ability to one-shot. Persona monoswords of the same quality are better against larger pawns like [[elephant]]s and [[centipede]]s. As these pawns are unable to be one-shot nearly as easily, the monosword's wins through its superior base DPS.&lt;br /&gt;
&lt;br /&gt;
These differences are heavily exacerbated by the [[Strong melee damage]] gene,{{BiotechIcon}} which increases the damage/hit of both weapons. While this means that the high quality monoswords can now one-shot the torso, this only makes the overkill mechanics more relevant. A zeushammer of the same quality can hit the arm, destroy the shoulder, and destroy the torso in the process. More breakpoints and numbers with and without this gene can be seen at [[#Further zeushammer comparison]].&lt;br /&gt;
&lt;br /&gt;
This comparison is largely moot, as players rarely have the choice between persona zeushammers or persona monoswords of the same quality. A weapon that's 1 quality higher will be superior in almost all cases. It can be useful for [[relic]]s,{{IdeologyIcon}} which will be a legendary weapon of choice.&lt;br /&gt;
&lt;br /&gt;
*'''Considering EMP'''&lt;br /&gt;
The zeushammer's EMP, while it can be useful, it can also be counterproductive. The stun time is very short, but causes the same amount of adaptation against mechs, preventing [[EMP grenade]]s or other EMP weapons from actually stunning. A melee master with a zeushammer is likely to kill or severely damage most mechanoids within its stun time, but this is worth mentioning.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to plasmaswords ===&lt;br /&gt;
A normal [[persona plasmasword]] will actually beat the same quality monosword in raw DPS, due to the fire. However, as the flame proc does not scale with quality, a higher quality monosword comes out ahead. In addition, the plasmasword has less {{AP}}, and the flame attack, 0% AP. Finally, many enemies are immune to fire or will pop a [[firefoam pop pack]] the moment they are lit on fire.&lt;br /&gt;
&lt;br /&gt;
The main difference is whenever the plasmasword's fire is desirable.&lt;br /&gt;
*Fire completely stops enemies from attacking until the fire is put out. This can be great in open combat situations. Plasmaswords come out ahead in the average human v human fight for this reason. Great when surrounded by enemies.&lt;br /&gt;
*However, lighting your enemies on fire is actively harmful in a melee block scenario. Enemies lit on fire will ignore ''collision'', allowing them to run behind your melee fighters, ruining the melee block setup.&lt;br /&gt;
&lt;br /&gt;
=== Melee verb selection at high quality ===&lt;br /&gt;
{{See also|Weapons#Melee_formulas{{!}}Melee formulas}}&lt;br /&gt;
{{Stub|section=1|reason= Section needs more details on the interaction between Melee verb selection and higher Melee damage factors, specifically the 225% factor achievable with all DLCs. }}&lt;br /&gt;
&lt;br /&gt;
Melee verbs, i.e. the types of melee attacks performed by a pawn, are chosen by assigning them attacks into categories, based on their relative strength and {{AP}} compared to the strongest attack. These categories are: &amp;quot;best&amp;quot; (75%), &amp;quot;mid&amp;quot; (25%), and &amp;quot;worst&amp;quot; (0%). This system is not calculated for the in-game weapon info.&lt;br /&gt;
&lt;br /&gt;
At Masterwork quality or higher, the persona monosword has the distinction (along with legendary [[bioferrite]]{{AnomalyIcon}} and [[obsidian]]{{OdysseyIcon}} [[longsword]]s) of having primary attacks strong enough that all other attacks are relegated to the &amp;quot;worst&amp;quot; category, ensuring that the user only makes attacks with the blade.  This results in a {{#expr: ((24.47/17.44)-1)*100 round 1}}% increase in {{DPS}} when going from Excellent to Masterwork, significantly above the normal {{#expr: ((1.45/1.2)-1)*100 round 1}}% from the quality increase alone. It also increases the effective {{AP}} in a similar way, ensuring that only the best armored enemies will ever take no damage from an attack that hits. &lt;br /&gt;
&lt;br /&gt;
When wielded by a pawn with an increase to its [[Melee damage factor]] from either the [[Strong melee damage]] gene{{BiotechIcon}} or [[Juggernaut serum]]{{anomalyIcon}} the lower-damage secondary attack is brought back into the &amp;quot;mid&amp;quot; category for Masterwork and Legendary monoswords. While this means some attacks may occasionally fail to penetrate armour, the increased damage on hits that land will outweigh the failed attacks - and against pawns which can't block the secondary attack, the DPS is increased even further. Due to the secondary attack having increased AP from strong melee damage, and being a blunt attack, it will actually penetrate any armour worse than recon armor (including mechanoids).&lt;br /&gt;
&lt;br /&gt;
==== Further zeushammer comparison ====&lt;br /&gt;
Regardless of Melee damage factor, the [[Damage_Types#Blunt|Blunt]] overkill damage means that the zeushammer is equal or superior against pawns with smaller health pools. A high quality monosword attack will waste damage done beyond the maximum of the limb, but a zeushammer will instead transfer that damage into the parent limb. The increase in applied damage against humans, combined with blunt damage's better AP against high tier armor, means that the zeushammer will perform similarly or better against any human who isn't tough and robust.{{Check Tag|Needs testing}} However, against enemies with high health pools, such as Centipedes, the monosword's damage will be fully utilized, and it will outperform the zeushammer.&lt;br /&gt;
&lt;br /&gt;
The average human bodypart has around 25hp; with a legendary persona monosword's attack damage at 44.55, you will waste around 44% of the potential damage against humans. With strong melee, this becomes over 50%. Meanwhile, a zeushammer will only waste damage if it was under 40% overkill, which is very unlikely at high qualities- with an attack damage of 51, and the average body part having just 25hp, overkill should always be successful, even without strong melee damage - which will increase both dps and AP by 50%. &lt;br /&gt;
&lt;br /&gt;
If the pawn has no modifier to its Melee damage factor, the melee verb difference means against high HP enemies such as centipedes, a monosword will deal 28% more damage than a zeushammer. With 150% Melee damage factor, a persona monosword is 10% more dps than a zeushammer if there is no overkill. Regardless of Melee damage factor, the zeushammer should match or outperform the monosword against humans, especially against high quality Cataphract Armor due to overkill mechanics.&lt;br /&gt;
&lt;br /&gt;
In summary: &lt;br /&gt;
* A masterwork / legendary persona monosword has a ~40% chance to kill opponents with torso HP &amp;lt;= 65 HP, such as [[scyther]]s, [[neanderthal]]s, yttakin, and baseliners.&lt;br /&gt;
* A legendary persona zeushammer would have an ~80% chance to kill opponents with torso HP &amp;lt;= 42 HP, such as baseliners and lancers.&lt;br /&gt;
If you are fighting a mixed squad of mechs or xenotypes, then they will be roughly equal. However, there are many raids that consist of only scythers, neanderthals, etc., which are ''much'' more dangerous in melee combat.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Persona traits}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] release - Added as '''Linked monosword'''.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Renamed to '''persona monosword'''. No longer damages relations with the Empire without the necessary titles. Previously, a title of Knight or Dame was required.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] -  Persona monosword damage reduced from 29 to 27.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] [[Category:Persona Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Longsword&amp;diff=180491</id>
		<title>Longsword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Longsword&amp;diff=180491"/>
		<updated>2026-05-16T06:01:35Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Comparison to monoswords */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Longsword&lt;br /&gt;
| image = Longsword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| description = The ancient weapon of kings, the longsword can be used for slashing or stabbing.&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = poke&lt;br /&gt;
| meleeattack1part = handle&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 23&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = point&lt;br /&gt;
| meleeattack2cool = 2.6&lt;br /&gt;
| meleeattack2ap = 34&lt;br /&gt;
| meleeattack3dmg = 23&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = blade&lt;br /&gt;
| meleeattack3cool = 2.6&lt;br /&gt;
| meleeattack3ap = 34&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Long blades&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = MedievalMeleeAdvanced, LongSword&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
}}&lt;br /&gt;
The '''longsword''' is a melee [[weapon]] that does a large amount of damage, has a long cooldown, and deals sharp damage.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The longsword has the highest base DPS out of any melee weapon in Core RimWorld. &lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]],{{RoyaltyIcon}} they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony, meaning high [[quality]] weapons are much harder to come by.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
[[Obsidian]]{{OdysseyIcon}} is the best longsword material for raw {{DPS}}, although it has a longer cooldown than plasteel. [[Plasteel]] is the best material in the base game.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite]]{{AnomalyIcon}} has a longer cooldown for  more damage and {{AP}}, overall resulting in less {{DPS}}. However, bioferrite improves [[psychic sensitivity]], making it a competitive choice for [[psycast]]ers{{RoyaltyIcon}}. In addition, bioferrite is worth significantly less [[wealth]] and is easier to come by. Also, legendary bioferite swords are stronger than legendary plasteel swords, due to bioferrite benefiting from melee verb selection - see below for details.&lt;br /&gt;
&lt;br /&gt;
=== Melee verb selection ===&lt;br /&gt;
{{See also|Weapons#Melee_formulas{{!}}Melee formulas}}&lt;br /&gt;
&lt;br /&gt;
On a base pawn, a legendary [[obsidian]]{{OdysseyIcon}} or [[bioferrite]]{{AnomalyIcon}} longsword will benefit from the [[melee verb selection]] system. Attacks in RimWorld are sorted as ''Best'' (75% to select), ''Mid'' (25%), and ''Worst'' (0%). On most longswords, e.g. a legendary [[plasteel]] sword, the handle attack is considered ''Mid'' and will be selected 25% of the time. On an legendary obsidian/bioferrite sword, the handle attack is downgraded to ''Worst'', thus guaranteeing blade attacks and improving {{DPS}}. This makes a legendary bioferrite sword better than legendary plasteel, and obsidian longswords even better.&lt;br /&gt;
&lt;br /&gt;
Note that [[body part weapons]] may add an attack capable of reaching ''Mid'', removing this benefit.&lt;br /&gt;
&lt;br /&gt;
===Comparison to monoswords===&lt;br /&gt;
Legendary [[obsidian]]{{OdysseyIcon}} benefits from the melee verb selection mechanic only allowing blade attacks, so on a base pawn, they will beat all [[monosword]]s and excellent [[persona monosword]]s on a baseline pawn. They have less {{AP}}, but their AP is still high enough to pierce all [[mechanoid]] armor, so it is unlikely to be relevant unless against the [[empire]]s{{RoyaltyIcon}} best soldiers. If a [[melee damage factor]] boost is applied, legendary obsidian swords are worse for DPS than legendary monoswords and excellent persona monoswords (although obsidian will have higher {{AP}}, as monosword AP is not boosted by melee damage factor).&lt;br /&gt;
&lt;br /&gt;
Longswords below legendary will pale in comparison to persona monoswords, with a masterwork plasteel longsword beating only a normal persona monosword, or excellent normal monosword.&lt;br /&gt;
&lt;br /&gt;
===Comparison to maces===&lt;br /&gt;
The longsword is naturally compared to the [[mace]] - the mace is the strongest craftable ''Blunt'' weapon in Core RimWorld, while the longsword is the strongest ''Sharp'' weapon. Maces cost half as much material ({{Icon Small|stuff}} 50) and is unlocked earlier at Smithing. In addition, [[uranium]] is the best mace material, while the best longsword material in Core is the more useful and expensive [[plasteel]]. &lt;br /&gt;
&lt;br /&gt;
In terms of ''raw'' damage, the longsword has {{+|{{%|(7.96/7.01)-1 round 2}} }} more base DPS than the [[mace]] as well as better {{AP}}. However, enemies lack significant Blunt armor - e.g., a [[flak vest]] has 100% Sharp armor but only 40% Blunt armor - so the mace has an &amp;quot;armor-piercing&amp;quot; effect. Breakpoints vary by material and quality. &lt;br /&gt;
* A [[plasteel]] longsword beats the same quality [[uranium]] mace against lightly armored humans, like those wearing [[flak jacket]]s without a vest, and small mechs. &lt;br /&gt;
* The uranium mace would do better against flak vests and all sorts of [[power armor]], as well as larger mechs like [[centipede]]s. For example, when excluding handle attacks, a normal uranium mace deals  +{{%|((10.7/12.16) * (1/0.74)) &amp;lt;!--Centipedes have 72% sharp - 37.4% AP from plasteel longsword's 2 sharp attacks. This results in 34.5% &amp;quot;real&amp;quot; armor, and each armor% reduces avg dmg by %0.75. This results in 26% dmg reduction.---&amp;gt; -1 round 3}} {{DPS}} to a centipede when compared to a normal plasteel longsword. (In raw DPS, before intricacies documented below.) &lt;br /&gt;
&lt;br /&gt;
Similar comparisons can be made between steel longswords vs steel maces.&lt;br /&gt;
&lt;br /&gt;
===Obsidian and bioferrite===&lt;br /&gt;
[[Obsidian]]{{OdysseyIcon}} longswords have higher damage and {{AP}}. Against a centipede when ignoring handle/fist attacks, a normal obsidian longsword actually beats a normal uranium mace against centipedes. (While the handleless uranium mace deals +{{%|((10.7/12.38) * (1/0.817)) -1 round 3}} more DPS on paper than a handleless longsword, longswords get a hidden bonus due to Cleave damage, so the longsword is better.)&lt;br /&gt;
&lt;br /&gt;
Legendary obsidian longswords in particular can benefit from the melee verb selection mechanic. A legendary obsidian longsword is by and away better for raw {{DPS}} than a uranium mace, and has enough {{AP}} to ignore any mech's armor. The mace benefits better overkill mechanics, so if melee damage boosts are used then it can be more consistent against non-tough non-robust humans.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite]]{{AnomalyIcon}} is worse as a weapon than plasteel unless it is legendary quality, where it benefits from the melee verb selection described above. However, bioferrite also provides [[psychic sensitivity]] while other weapons do not. In addition, bioferrite is worth less [[wealth]] than a uranium mace.&lt;br /&gt;
&lt;br /&gt;
====Sharp vs Blunt====&lt;br /&gt;
{{Rewrite|reason=See semi-recent update to [[Cut]]}}&lt;br /&gt;
While raw DPS and {{AP}} are the most important factors, there are a large amount of mechanics surrounding the [[damage type]]s of the longsword and mace. For their &amp;quot;Best&amp;quot; attack, maces deal ''[[Damage types#Blunt|Blunt]]'' damage. Longswords deal either ''[[Damage types#Stab|Stab]]'' or ''[[Damage types#Cut|Cut]]'' damage. Best attacks are the most likely to hit (75%); for sake of simplicity, &amp;quot;Mid&amp;quot; attacks are ignored. They are listed in rough order of importance.&lt;br /&gt;
&lt;br /&gt;
*'''Cut damage deals bonus damage.''' If a Cut damage activates a ''cleave'', total damage is multiplied by 140%, then split between body parts. While this reduces the chance to destroy large body parts, cleaving attacks inflict more [[pain]] (causing [[pain shock]], the most common way to down a pawn) and reduce the pawn's total HP pool, making them more effective on action.&lt;br /&gt;
&lt;br /&gt;
: The chance to cleave is 40%. This improves cut DPS by 116% on average (for good sword attacks this results in 108% average damage), and the sword already is better in terms of raw DPS.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons have superior overkill damage mechanics.''' If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process. This is unlikely to matter at all below masterwork quality, as weapons aren't strong enough to one-shot limbs. It is also unlikely to matter if no [[melee damage factor]] boosts are in effect. However, if stacking the [[strong melee damage]] [[gene]]{{BiotechIcon}} and [[juggernaut serum]],{{AnomalyIcon}} then overkill damage does matter ''a lot'' against human-sized pawns.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons can stun enemies,''' though the chance is small. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso. Blunt weapons can also stun if they hit the brain, but brain damage from a mace is usually fatal anyway.&lt;br /&gt;
&lt;br /&gt;
*'''Sharp weapons cause bleeding.''' However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save [[prisoner]]s and causes [[infection]]s.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Longsword Old.png|Texture prior to 1.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=180477</id>
		<title>Medical Tend Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=180477"/>
		<updated>2026-05-15T18:05:30Z</updated>

		<summary type="html">&lt;p&gt;Hordes: clarify that this is the pawn stat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup, interlinking with other aspects of Doctoring system, also verify what the actual in game description is for the stat template but keep any moved info}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The base quality of tending given when tending wounds and illnesses.&lt;br /&gt;
Higher tend quality will speed the recovery from [[injury]].&lt;br /&gt;
| category = PawnWork&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
The rest of this page only documents the pawn stat, which is one part of the final tend quality equation.&lt;br /&gt;
&lt;br /&gt;
Final Tend Quality:&lt;br /&gt;
&lt;br /&gt;
( ( ( ( (Medical Tend Quality Stat from Doctor) * ([[Medical Potency]]) ) + ( [[Medical Tend Quality Offset]] from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by {{Check Tag|Added to?|With current formula it is impossible to get 0% tending, however it happening. The clamp afterwards also suggest additive +-25%. Also, from my observation the same doctor can tend at 27% and 62% back to back. The ratio is bigger then 1.25/0.75}} a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used. &lt;br /&gt;
&lt;br /&gt;
Sleeping in a standard [[bed]] will not impact tend quality; tend quality is the same when standing and lying down. Only [[hospital bed]]s have a Medical Tend Quality offset. &lt;br /&gt;
&lt;br /&gt;
[[Light]] will not impact Medical Tend Quality, although light will affect Medical Tend Speed and Surgery Success chance. &lt;br /&gt;
&lt;br /&gt;
Cleanliness and whether the pawn is Indoors will not Medical Tend Quality, although both will impact [[Infection]] Chance and Surgery Success chance.&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
The pawn stat &amp;quot;Medical Tend Quality&amp;quot; is calcualted as follows:&lt;br /&gt;
* [[Skill::Medical| ]][[Skills#Medical|Medical]]: [[Skill Base Factor::0.2|20%]] plus [[Skill Bonus Factor::0.1|10%]] per skill level.&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::1|100%]] importance, [[Manipulation Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Sight]]: [[Sight Importance::0.7|70%]] importance, [[Sight Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Medical specialist]] role {{IdeologyIcon}}: {{Good|x1.5}}&lt;br /&gt;
* Post process curve.&lt;br /&gt;
** (0,0)&lt;br /&gt;
** (1.0. 1.0)&lt;br /&gt;
** (2.0, 1.5)&lt;br /&gt;
** (4.0, 2.0)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical Tend Quality (with 1 = 100%)&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 0.5, 1, 2, 4&lt;br /&gt;
|y=0, 0.5, 1, 1.5, 2&lt;br /&gt;
|xAxisTitle = Before&lt;br /&gt;
|yAxisTitle = After&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Full Post-Processing Curve Table==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{P|Skill}}&amp;lt;br&amp;gt;Skill&amp;lt;br&amp;gt;Level&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
! {{PAGENAME}} with 140% [[Manipulation]] and [[Sight]]&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 35.8%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 53.8%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 71.7%&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 89.6%&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 104%&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 113%&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 122%&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 131%&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 105.0% || 149%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 110.0% || 154%&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 115.0% || 158%&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 120.0% || 163%&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 125.0% || 167%&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 130.0% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 135.0% || 176%&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 140.0% || 181%&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 145.0% || 185%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 150.0% || 190%&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 152.5% || 194%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 155.0% || 199%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=180476</id>
		<title>Medical Tend Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=180476"/>
		<updated>2026-05-15T17:57:41Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup, interlinking with other aspects of Doctoring system, also verify what the actual in game description is for the stat template but keep any moved info}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The base quality of tending given when tending wounds and illnesses.&lt;br /&gt;
&lt;br /&gt;
Final Tend Quality:&lt;br /&gt;
&lt;br /&gt;
( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by {{Check Tag|Added to?|With current formula it is impossible to get 0% tending, however it happening. The clamp afterwards also suggest additive +-25%. Also, from my observation the same doctor can tend at 27% and 62% back to back. The ratio is bigger then 1.25/0.75}} a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used. &lt;br /&gt;
&lt;br /&gt;
Sleeping in a standard [[bed]] will not impact tend quality; tend quality is the same when standing and lying down. Only [[hospital bed]]s have a Medical Tend Quality offset. &lt;br /&gt;
&lt;br /&gt;
[[Light]] will not impact Medical Tend Quality, although light will affect Medical Tend Speed and Surgery Success chance. &lt;br /&gt;
&lt;br /&gt;
Cleanliness and whether the pawn is Indoors will not Medical Tend Quality, although both will impact [[Infection]] Chance and Surgery Success chance.&lt;br /&gt;
&lt;br /&gt;
Higher tend quality will speed the recovery from [[injury]].&lt;br /&gt;
| category = PawnWork&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
* [[Skill::Medical| ]][[Skills#Medical|Medical]]: [[Skill Base Factor::0.2|20%]] plus [[Skill Bonus Factor::0.1|10%]] per skill level.&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::1|100%]] importance, [[Manipulation Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Sight]]: [[Sight Importance::0.7|70%]] importance, [[Sight Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Medical specialist]] role {{IdeologyIcon}}: {{Good|x1.5}}&lt;br /&gt;
* Post process curve.&lt;br /&gt;
** (0,0)&lt;br /&gt;
** (1.0. 1.0)&lt;br /&gt;
** (2.0, 1.5)&lt;br /&gt;
** (4.0, 2.0)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical Tend Quality (with 1 = 100%)&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 0.5, 1, 2, 4&lt;br /&gt;
|y=0, 0.5, 1, 1.5, 2&lt;br /&gt;
|xAxisTitle = Before&lt;br /&gt;
|yAxisTitle = After&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Full Post-Processing Curve Table==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{P|Skill}}&amp;lt;br&amp;gt;Skill&amp;lt;br&amp;gt;Level&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
! {{PAGENAME}} with 140% [[Manipulation]] and [[Sight]]&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 35.8%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 53.8%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 71.7%&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 89.6%&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 104%&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 113%&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 122%&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 131%&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 105.0% || 149%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 110.0% || 154%&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 115.0% || 158%&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 120.0% || 163%&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 125.0% || 167%&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 130.0% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 135.0% || 176%&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 140.0% || 181%&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 145.0% || 185%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 150.0% || 190%&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 152.5% || 194%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 155.0% || 199%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=180475</id>
		<title>Medical Tend Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=180475"/>
		<updated>2026-05-15T17:55:37Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup, interlinking with other aspects of Doctoring system, also verify what the actual in game description is for the stat template but keep any moved info}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The base quality of tending given when tending wounds and illnesses.&lt;br /&gt;
&lt;br /&gt;
Final Tend Quality:&lt;br /&gt;
&lt;br /&gt;
( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by {{Check Tag|Added to?|With current formula it is impossible to get 0% tending, however it happening. The clamp afterwards also suggest additive +-25%. Also, from my observation the same doctor can tend at 27% and 62% back to back. The ratio is bigger then 1.25/0.75}} a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used. &lt;br /&gt;
&lt;br /&gt;
Whether a pawn is standing, on a [[sleeping spot]], or lying in a standard [[bed]], it will not impact tend quality. Only [[hospital bed]]s have a Medical Tend Quality offset. &lt;br /&gt;
&lt;br /&gt;
[[Light]] will not impact Medical Tend Quality, although light will affect Medical Tend Speed and Surgery Success chance. &lt;br /&gt;
&lt;br /&gt;
Cleanliness and whether the pawn is Indoors will not Medical Tend Quality, although both will impact [[Infection]] Chance and Surgery Success chance.&lt;br /&gt;
&lt;br /&gt;
Higher tend quality will speed the recovery from [[injury]].&lt;br /&gt;
| category = PawnWork&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
* [[Skill::Medical| ]][[Skills#Medical|Medical]]: [[Skill Base Factor::0.2|20%]] plus [[Skill Bonus Factor::0.1|10%]] per skill level.&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::1|100%]] importance, [[Manipulation Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Sight]]: [[Sight Importance::0.7|70%]] importance, [[Sight Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Medical specialist]] role {{IdeologyIcon}}: {{Good|x1.5}}&lt;br /&gt;
* Post process curve.&lt;br /&gt;
** (0,0)&lt;br /&gt;
** (1.0. 1.0)&lt;br /&gt;
** (2.0, 1.5)&lt;br /&gt;
** (4.0, 2.0)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical Tend Quality (with 1 = 100%)&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 0.5, 1, 2, 4&lt;br /&gt;
|y=0, 0.5, 1, 1.5, 2&lt;br /&gt;
|xAxisTitle = Before&lt;br /&gt;
|yAxisTitle = After&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Full Post-Processing Curve Table==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{P|Skill}}&amp;lt;br&amp;gt;Skill&amp;lt;br&amp;gt;Level&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
! {{PAGENAME}} with 140% [[Manipulation]] and [[Sight]]&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 35.8%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 53.8%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 71.7%&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 89.6%&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 104%&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 113%&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 122%&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 131%&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 105.0% || 149%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 110.0% || 154%&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 115.0% || 158%&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 120.0% || 163%&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 125.0% || 167%&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 130.0% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 135.0% || 176%&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 140.0% || 181%&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 145.0% || 185%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 150.0% || 190%&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 152.5% || 194%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 155.0% || 199%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=180474</id>
		<title>Medical Tend Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=180474"/>
		<updated>2026-05-15T17:54:16Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup, interlinking with other aspects of Doctoring system, also verify what the actual in game description is for the stat template but keep any moved info}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The base quality of tending given when tending wounds and illnesses.&lt;br /&gt;
&lt;br /&gt;
Final Tend Quality:&lt;br /&gt;
&lt;br /&gt;
( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by {{Check Tag|Added to?|With current formula it is impossible to get 0% tending, however it happening. The clamp afterwards also suggest additive +-25%. Also, from my observation the same doctor can tend at 27% and 62% back to back. The ratio is bigger then 1.25/0.75}} a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used. &lt;br /&gt;
&lt;br /&gt;
Whether a pawn is standing, on a [[sleeping spot]], or lying in a standard [[bed]] does not impact tend quality. Only hospital beds have a Medical Tend Quality offset. &lt;br /&gt;
&lt;br /&gt;
[[Light]] will not impact Medical Tend Quality, although light will affect Medical Tend Speed and Surgery Success chance. &lt;br /&gt;
&lt;br /&gt;
Cleanliness and whether the pawn is Indoors will not Medical Tend Quality, although both will impact [[Infection]] Chance and Surgery Success chance.&lt;br /&gt;
&lt;br /&gt;
Higher tend quality will speed the recovery from [[injury]].&lt;br /&gt;
| category = PawnWork&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
* [[Skill::Medical| ]][[Skills#Medical|Medical]]: [[Skill Base Factor::0.2|20%]] plus [[Skill Bonus Factor::0.1|10%]] per skill level.&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::1|100%]] importance, [[Manipulation Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Sight]]: [[Sight Importance::0.7|70%]] importance, [[Sight Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Medical specialist]] role {{IdeologyIcon}}: {{Good|x1.5}}&lt;br /&gt;
* Post process curve.&lt;br /&gt;
** (0,0)&lt;br /&gt;
** (1.0. 1.0)&lt;br /&gt;
** (2.0, 1.5)&lt;br /&gt;
** (4.0, 2.0)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical Tend Quality (with 1 = 100%)&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 0.5, 1, 2, 4&lt;br /&gt;
|y=0, 0.5, 1, 1.5, 2&lt;br /&gt;
|xAxisTitle = Before&lt;br /&gt;
|yAxisTitle = After&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Full Post-Processing Curve Table==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{P|Skill}}&amp;lt;br&amp;gt;Skill&amp;lt;br&amp;gt;Level&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
! {{PAGENAME}} with 140% [[Manipulation]] and [[Sight]]&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 35.8%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 53.8%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 71.7%&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 89.6%&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 104%&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 113%&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 122%&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 131%&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 105.0% || 149%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 110.0% || 154%&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 115.0% || 158%&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 120.0% || 163%&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 125.0% || 167%&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 130.0% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 135.0% || 176%&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 140.0% || 181%&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 145.0% || 185%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 150.0% || 190%&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 152.5% || 194%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 155.0% || 199%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=180473</id>
		<title>Medical Tend Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=180473"/>
		<updated>2026-05-15T17:53:34Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup, interlinking with other aspects of Doctoring system, also verify what the actual in game description is for the stat template but keep any moved info}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The base quality of tending given when tending wounds and illnesses.&lt;br /&gt;
&lt;br /&gt;
Final Tend Quality:&lt;br /&gt;
&lt;br /&gt;
( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by {{Check Tag|Added to?|With current formula it is impossible to get 0% tending, however it happening. The clamp afterwards also suggest additive +-25%. Also, from my observation the same doctor can tend at 27% and 62% back to back. The ratio is bigger then 1.25/0.75}} a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used. &lt;br /&gt;
&lt;br /&gt;
Whether a pawn is standing, on a [[sleeping spot]], or lying in a standard [[bed]] does not impact tend quality. Only hospital beds have a Medical Tend Quality offset. &lt;br /&gt;
&lt;br /&gt;
[[Light]] is not a factor of Medical Tend Quality, although light will affect Medical Tend Speed and Surgery Success chance. &lt;br /&gt;
&lt;br /&gt;
Cleanliness and being Indoors is not a factor of Medical Tend Quality, although both will impact [[Infection]] Chance and surgery Success chance.&lt;br /&gt;
&lt;br /&gt;
Higher tend quality will speed the recovery from [[injury]].&lt;br /&gt;
| category = PawnWork&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
* [[Skill::Medical| ]][[Skills#Medical|Medical]]: [[Skill Base Factor::0.2|20%]] plus [[Skill Bonus Factor::0.1|10%]] per skill level.&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::1|100%]] importance, [[Manipulation Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Sight]]: [[Sight Importance::0.7|70%]] importance, [[Sight Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Medical specialist]] role {{IdeologyIcon}}: {{Good|x1.5}}&lt;br /&gt;
* Post process curve.&lt;br /&gt;
** (0,0)&lt;br /&gt;
** (1.0. 1.0)&lt;br /&gt;
** (2.0, 1.5)&lt;br /&gt;
** (4.0, 2.0)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical Tend Quality (with 1 = 100%)&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 0.5, 1, 2, 4&lt;br /&gt;
|y=0, 0.5, 1, 1.5, 2&lt;br /&gt;
|xAxisTitle = Before&lt;br /&gt;
|yAxisTitle = After&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Full Post-Processing Curve Table==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{P|Skill}}&amp;lt;br&amp;gt;Skill&amp;lt;br&amp;gt;Level&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
! {{PAGENAME}} with 140% [[Manipulation]] and [[Sight]]&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 35.8%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 53.8%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 71.7%&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 89.6%&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 104%&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 113%&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 122%&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 131%&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 105.0% || 149%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 110.0% || 154%&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 115.0% || 158%&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 120.0% || 163%&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 125.0% || 167%&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 130.0% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 135.0% || 176%&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 140.0% || 181%&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 145.0% || 185%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 150.0% || 190%&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 152.5% || 194%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 155.0% || 199%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vitals_monitor&amp;diff=180472</id>
		<title>Vitals monitor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vitals_monitor&amp;diff=180472"/>
		<updated>2026-05-15T17:48:48Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|misc&lt;br /&gt;
| name = Vitals monitor&lt;br /&gt;
| image = Vitals monitor south.png&lt;br /&gt;
| description = Increases medical tend quality, surgery success chance, and immunity gain speed when placed directly adjacent to a hospital bed. Only works for hospital beds - normal beds will not benefit. Attaching more than one vitals monitor to the same bed will have no effect.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| placeable = true&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 = 20&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hp = 100&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = -80&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = vitals monitor&lt;br /&gt;
| thingCategories = BuildingsMisc&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| work to make = 6000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
}}&lt;br /&gt;
A '''vitals monitor''' is a [[miscellaneous]] building that can be attached to a [[hospital bed]] to improve medical outcomes. It cannot be attached to any other type of bed.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Proper explanation of difference between direct factors and offsets}}&lt;br /&gt;
[[File:8 hospital beds compact.png|175px|thumb|left|Example compact placement of 8 hospital beds around a vitals monitor]] &lt;br /&gt;
When placed adjacent to a [[hospital bed]] and provided with power, a vitals monitor improves the bed's&lt;br /&gt;
* [[Medical Tend Quality]] Offset by {{+|7%}}&lt;br /&gt;
* [[Surgery Success Chance Factor]] by {{+|5%}}&lt;br /&gt;
* [[Immunity Gain Speed]] Factor by {{+|2%}}&lt;br /&gt;
All 3 stats are applied additively to the bed. For example, a normal quality hospital bed, which has a 110% surgery success chance factor, would now have a 115% surgery success chance factor. The factors are then multiplied by other factors that apply such as doctor skill, cleanliness, and quality. A legendary bed would gain +7% surgery success chance from it using a vitals monitor due to the x1.3 quality modifier. The medical tend quality offset, however, does not scale with quality: all medical beds regardless of quality gain +7% medical tend quality.&lt;br /&gt;
&lt;br /&gt;
Each hospital bed can benefit from at most one vitals monitor; placing additional monitors in range has no effect. '''Note:''' Do not confuse a &amp;quot;hospital bed&amp;quot; with any sleeping location designated as a &amp;quot;medical&amp;quot; bed.  A vitals monitor ''only'' works for ''hospital'' beds - patients in any other type of bed or sleeping spot will not benefit.  &lt;br /&gt;
&lt;br /&gt;
The device covers all tiles immediately surrounding it (8 tiles). This makes it possible to link one vitals monitor to up to 8 beds, using a layout similar to the one shown. Unlike the [[end table]], the vitals monitor can connect to any part of a medical bed and can connect through diagonals.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The vitals monitor does not require many materials - it is less expensive than a single [[hospital bed]] - and improves many medical-related stats. For most colonies, the main cost of the vitals monitor is the research required. It requires a dedicated 2500 point research project, plus [[Research#Sterile tiles|Sterile Tiles]], [[Research#Hospital bed|Hospital Bed]], and [[Microelectronics]] as prerequistes, so it tends to be reserved for the mid- to late-game.&lt;br /&gt;
&lt;br /&gt;
The increase in [[tend quality]] is always a good thing, boosting recovery speed from physical [[injury]] and disease alike.&lt;br /&gt;
&lt;br /&gt;
It also increases the surgery success chance. However, success is capped at 98%, and the cap is relatively easy to reach. Modestly skilled surgeons in a clean hospital don't need an extra boost. Regardless, the vitals monitor can provide insurance against sub-optimal conditions, like a dirty hospital or injured doctor.&lt;br /&gt;
&lt;br /&gt;
The increase of immunity gain speed helps pawns fight off against most potentially deadly diseases, like [[infection]] and [[plague]]. The bonus from a vitals monitor can save the life of pawns with lowered immunity speed. Even when you can comfortably handle a disease, a vitals monitor will reduce the time spent resting in bed.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Vitals monitor south.png|Facing south&lt;br /&gt;
Vitals monitor north.png|Facing north&lt;br /&gt;
Vitals monitor east.png|Facing west&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Vitals monitor blueprint rotates backwards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Vitals monitor old.png|Old sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Duster&amp;diff=180342</id>
		<title>Duster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Duster&amp;diff=180342"/>
		<updated>2026-05-14T15:11:05Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Duster&lt;br /&gt;
| image = Duster.png&lt;br /&gt;
| description = A long duster coat for blocking the sun and grit of the desert.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 200&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 10000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationheatfactor = 0.85&lt;br /&gt;
| insulationcoldfactor = 0.6&lt;br /&gt;
| armorsharpfactor = 0.3&lt;br /&gt;
| armorbluntfactor = 0.3&lt;br /&gt;
| armorheatfactor = 0.3&lt;br /&gt;
| slave suppression offset = -0.05&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| equipdelay = 3&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Outer&lt;br /&gt;
| mass base = 2.2&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = Apparel&lt;br /&gt;
| tags = IndustrialAdvanced&lt;br /&gt;
| tradeTags = BasicClothing&lt;br /&gt;
| defaultOutfitTags = Worker&lt;br /&gt;
}}&lt;br /&gt;
'''Dusters''' are an item of [[apparel]] that provides good heat [[insulation]] and [[Apparel#Protection|protection]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
Dusters can be purchased from traders or stripped from Outlanders and Pirates.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Apparel Suppression Note|-0.05}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Needs proper armor comparisons for high quality textiles}}&lt;br /&gt;
As [[parka]]s are necessary to survive in very cold biomes, dusters are necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert, etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding {{Temperature|60}} at the peak of summer. &lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
When comparing the duster, [[jacket]], [[parka]], and [[robe]], dusters provide the most armor whilst covering the most body parts. Therefore, unless the cold insulation of the other options are needed, dusters will be the preferred choice for Outer layer clothing.&lt;br /&gt;
&lt;br /&gt;
A duster made out of tough materials will provide reasonable Sharp damage protection, and they can be worn with a [[flak vest]] for further protection. A [[devilstrand]] duster is within the same league (but worse than) a [[flak jacket]] for Sharp armor, but devilstrand is easier to farm, has no movement penalty, and has much higher Heat armor. [[Thrumbofur]], [[hyperweave]], and [[thrumbomane]]{{OdysseyIcon}} dusters are outright better than flak jackets for protection.&lt;br /&gt;
&lt;br /&gt;
A devilstrand or better duster + flak vest combination offers protection competitive with [[marine armor|marine]] and [[cataphract armor]]{{RoyaltyIcon}} and their variants. Marine and cataphract tier armors still protect the limbs much better, but they come at a significantly higher resource and research cost, as well as a slightly higher move speed penalty. The lower cost of the duster + flak vest set means that it is cheaper to replace and easier to farm for high [[quality]], so it can be an effective armor choice all the way through the end game.&lt;br /&gt;
&lt;br /&gt;
If no protective materials are available - e.g., the best textile available is [[plainleather]] or [[cloth]] - [[heavy bandolier]]s{{BiotechIcon}} become a competitive Outer layer option for combat. The protection of a cloth duster is minimal, but the bandolier's ranged cooldown reduction remains the same no matter what material it is made out of. Note that dusters, jackets, or parkas can still be viable if temperature insulation is required.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Dusters are the most efficient apparel for profit per unit textile, i.e Value / Material, in the core game. If the [[Royalty DLC]] is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s.{{RoyaltyIcon}} This is because dusters require the most work time per material. Because an apparel's Market Value is determined by (Work Time * Material Value), you'll get the most value for 1 unit of material by creating dusters / noble apparel. This also means that they have the highest Crafting XP per material.&lt;br /&gt;
&lt;br /&gt;
In other words, dusters are the best '''when you are limited by your supply of textiles''', ''and'' when crafter time is in surplus. Note that other considerations can exist.&lt;br /&gt;
&lt;br /&gt;
* If no good crafters are available, but great constructors are, then [[armchair]]s are an alternative for Value / Material. However, selling any building incurs a x0.7 [[Sell Price Multiplier]], which makes armchairs inferior for equal skill.&lt;br /&gt;
* If Value / Crafter Time is more important, then you should make [[tribalwear]] and [[top hat]]s instead.&lt;br /&gt;
: For example, you could create 8 good tribalwears or 6 good dusters for {{Icon Small|stuff}} 480 textiles. The tribalwears would take {{Ticks|8*{{Q|Tribalwear|Work To Make}}}} and the duster would take {{Ticks|6*{{P|Work To Make}}}}. However, quality applies a flat multiplier, regardless of the work to make. ''Good'' quality gives a price multiplier of  x1.25, so making tribalwear means you'd get the x1.25 multiplier in less time. Therefore, if materials are not an issue, but crafter time is, then you should make tribalwear (or [[top hat]]s) instead.  If crafter time is infinite, then make formal vests / corsets instead.&lt;br /&gt;
&lt;br /&gt;
Lower-value materials are profitable at lower skill levels. For example, [[cloth]] dusters require only a crafting skill of 2 with an average market value modifier of 77% to average a value higher than the 120 {{Icon Small|silver}} of selling the cloth itself, while the most expensive textile, [[thrumbofur]], requires a skill level of 6 to do the same. Thus, a skill level of 6 is sufficient to average profitability for dusters for all available materials.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|No category}}&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;
Duster.png|Base variant&lt;br /&gt;
Spikecore duster.png|Spikecore variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Received styles via new [[Ideoligion]] [[style]] system. &lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Duster&amp;diff=180341</id>
		<title>Duster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Duster&amp;diff=180341"/>
		<updated>2026-05-14T15:10:44Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Duster&lt;br /&gt;
| image = Duster.png&lt;br /&gt;
| description = A long duster coat for blocking the sun and grit of the desert.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 200&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 10000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationheatfactor = 0.85&lt;br /&gt;
| insulationcoldfactor = 0.6&lt;br /&gt;
| armorsharpfactor = 0.3&lt;br /&gt;
| armorbluntfactor = 0.3&lt;br /&gt;
| armorheatfactor = 0.3&lt;br /&gt;
| slave suppression offset = -0.05&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| equipdelay = 3&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Outer&lt;br /&gt;
| mass base = 2.2&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = Apparel&lt;br /&gt;
| tags = IndustrialAdvanced&lt;br /&gt;
| tradeTags = BasicClothing&lt;br /&gt;
| defaultOutfitTags = Worker&lt;br /&gt;
}}&lt;br /&gt;
'''Dusters''' are an item of [[apparel]] that provides good heat [[insulation]] and [[Apparel#Protection|protection]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
Dusters can be purchased from traders or stripped from Outlanders and Pirates.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Apparel Suppression Note|-0.05}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Needs proper armor comparisons for high quality textiles}}&lt;br /&gt;
As [[parka]]s are necessary to survive in very cold biomes, dusters are necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert, etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding {{Temperature|60}} at the peak of summer. &lt;br /&gt;
&lt;br /&gt;
When comparing the duster, [[jacket]], [[parka]], and [[robe]], dusters provide the most armor whilst covering the most body parts. Therefore, unless the cold insulation of the other options are needed, dusters will be the preferred choice for Outer layer clothing.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
A duster made out of tough materials will provide reasonable Sharp damage protection, and they can be worn with a [[flak vest]] for further protection. A [[devilstrand]] duster is within the same league (but worse than) a [[flak jacket]] for Sharp armor, but devilstrand is easier to farm, has no movement penalty, and has much higher Heat armor. [[Thrumbofur]], [[hyperweave]], and [[thrumbomane]]{{OdysseyIcon}} dusters are outright better than flak jackets for protection.&lt;br /&gt;
&lt;br /&gt;
A devilstrand or better duster + flak vest combination offers protection competitive with [[marine armor|marine]] and [[cataphract armor]]{{RoyaltyIcon}} and their variants. Marine and cataphract tier armors still protect the limbs much better, but they come at a significantly higher resource and research cost, as well as a slightly higher move speed penalty. The lower cost of the duster + flak vest set means that it is cheaper to replace and easier to farm for high [[quality]], so it can be an effective armor choice all the way through the end game.&lt;br /&gt;
&lt;br /&gt;
If no protective materials are available - e.g., the best textile available is [[plainleather]] or [[cloth]] - [[heavy bandolier]]s{{BiotechIcon}} become a competitive Outer layer option for combat. The protection of a cloth duster is minimal, but the bandolier's ranged cooldown reduction remains the same no matter what material it is made out of. Note that dusters, jackets, or parkas can still be viable if temperature insulation is required.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Dusters are the most efficient apparel for profit per unit textile, i.e Value / Material, in the core game. If the [[Royalty DLC]] is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s.{{RoyaltyIcon}} This is because dusters require the most work time per material. Because an apparel's Market Value is determined by (Work Time * Material Value), you'll get the most value for 1 unit of material by creating dusters / noble apparel. This also means that they have the highest Crafting XP per material.&lt;br /&gt;
&lt;br /&gt;
In other words, dusters are the best '''when you are limited by your supply of textiles''', ''and'' when crafter time is in surplus. Note that other considerations can exist.&lt;br /&gt;
&lt;br /&gt;
* If no good crafters are available, but great constructors are, then [[armchair]]s are an alternative for Value / Material. However, selling any building incurs a x0.7 [[Sell Price Multiplier]], which makes armchairs inferior for equal skill.&lt;br /&gt;
* If Value / Crafter Time is more important, then you should make [[tribalwear]] and [[top hat]]s instead.&lt;br /&gt;
: For example, you could create 8 good tribalwears or 6 good dusters for {{Icon Small|stuff}} 480 textiles. The tribalwears would take {{Ticks|8*{{Q|Tribalwear|Work To Make}}}} and the duster would take {{Ticks|6*{{P|Work To Make}}}}. However, quality applies a flat multiplier, regardless of the work to make. ''Good'' quality gives a price multiplier of  x1.25, so making tribalwear means you'd get the x1.25 multiplier in less time. Therefore, if materials are not an issue, but crafter time is, then you should make tribalwear (or [[top hat]]s) instead.  If crafter time is infinite, then make formal vests / corsets instead.&lt;br /&gt;
&lt;br /&gt;
Lower-value materials are profitable at lower skill levels. For example, [[cloth]] dusters require only a crafting skill of 2 with an average market value modifier of 77% to average a value higher than the 120 {{Icon Small|silver}} of selling the cloth itself, while the most expensive textile, [[thrumbofur]], requires a skill level of 6 to do the same. Thus, a skill level of 6 is sufficient to average profitability for dusters for all available materials.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|No category}}&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;
Duster.png|Base variant&lt;br /&gt;
Spikecore duster.png|Spikecore variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Received styles via new [[Ideoligion]] [[style]] system. &lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Duster&amp;diff=180340</id>
		<title>Duster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Duster&amp;diff=180340"/>
		<updated>2026-05-14T15:07:43Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Comparisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Duster&lt;br /&gt;
| image = Duster.png&lt;br /&gt;
| description = A long duster coat for blocking the sun and grit of the desert.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 200&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 10000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationheatfactor = 0.85&lt;br /&gt;
| insulationcoldfactor = 0.6&lt;br /&gt;
| armorsharpfactor = 0.3&lt;br /&gt;
| armorbluntfactor = 0.3&lt;br /&gt;
| armorheatfactor = 0.3&lt;br /&gt;
| slave suppression offset = -0.05&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| equipdelay = 3&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Outer&lt;br /&gt;
| mass base = 2.2&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = Apparel&lt;br /&gt;
| tags = IndustrialAdvanced&lt;br /&gt;
| tradeTags = BasicClothing&lt;br /&gt;
| defaultOutfitTags = Worker&lt;br /&gt;
}}&lt;br /&gt;
'''Dusters''' are an item of [[apparel]] that provides good heat [[insulation]] and [[Apparel#Protection|protection]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
Dusters can be purchased from traders or stripped from Outlanders and Pirates.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Apparel Suppression Note|-0.05}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Needs proper armor comparisons for high quality textiles}}&lt;br /&gt;
As [[parka]]s are necessary to survive in very cold biomes, dusters are necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert, etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding {{Temperature|60}} at the peak of summer. If it is not too cold for colonists to need a [[jacket]] or [[parka]], dusters will be preferred as a standard outerwear option.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
A duster made out of tough materials will provide reasonable Sharp damage protection, and they can be worn with a [[flak vest]] for further protection. A [[devilstrand]] duster is within the same league (but worse than) a [[flak jacket]] for Sharp armor, but devilstrand is easier to farm, has no movement penalty, and has much higher Heat armor. [[Thrumbofur]], [[hyperweave]], and [[thrumbomane]]{{OdysseyIcon}} dusters are outright better than flak jackets for protection.&lt;br /&gt;
&lt;br /&gt;
A devilstrand or better duster + flak vest combination offers protection competitive with [[marine armor|marine]] and [[cataphract armor]]{{RoyaltyIcon}} and their variants. Marine and cataphract tier armors still protect the limbs much better, but they come at a significantly higher resource and research cost, as well as a slightly higher move speed penalty. The lower cost of the duster + flak vest set means that it is cheaper to replace and easier to farm for high [[quality]], so it can be an effective armor choice all the way through the end game.&lt;br /&gt;
&lt;br /&gt;
If no protective materials are available - e.g., the best textile available is [[plainleather]] or [[cloth]] - [[heavy bandolier]]s{{BiotechIcon}} become a competitive Outer layer option for combat. The protection of a cloth duster is minimal, but the bandolier's ranged cooldown reduction remains the same no matter what material it is made out of. Note that dusters, jackets, or parkas can still be viable if temperature insulation is required.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Dusters are the most efficient apparel for profit per unit textile, i.e Value / Material, in the core game. If the [[Royalty DLC]] is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s.{{RoyaltyIcon}} This is because dusters require the most work time per material. Because an apparel's Market Value is determined by (Work Time * Material Value), you'll get the most value for 1 unit of material by creating dusters / noble apparel. This also means that they have the highest Crafting XP per material.&lt;br /&gt;
&lt;br /&gt;
In other words, dusters are the best '''when you are limited by your supply of textiles''', ''and'' when crafter time is in surplus. Note that other considerations can exist.&lt;br /&gt;
&lt;br /&gt;
* If no good crafters are available, but great constructors are, then [[armchair]]s are an alternative for Value / Material. However, selling any building incurs a x0.7 [[Sell Price Multiplier]], which makes armchairs inferior for equal skill.&lt;br /&gt;
* If Value / Crafter Time is more important, then you should make [[tribalwear]] and [[top hat]]s instead.&lt;br /&gt;
: For example, you could create 8 good tribalwears or 6 good dusters for {{Icon Small|stuff}} 480 textiles. The tribalwears would take {{Ticks|8*{{Q|Tribalwear|Work To Make}}}} and the duster would take {{Ticks|6*{{P|Work To Make}}}}. However, quality applies a flat multiplier, regardless of the work to make. ''Good'' quality gives a price multiplier of  x1.25, so making tribalwear means you'd get the x1.25 multiplier in less time. Therefore, if materials are not an issue, but crafter time is, then you should make tribalwear (or [[top hat]]s) instead.  If crafter time is infinite, then make formal vests / corsets instead.&lt;br /&gt;
&lt;br /&gt;
Lower-value materials are profitable at lower skill levels. For example, [[cloth]] dusters require only a crafting skill of 2 with an average market value modifier of 77% to average a value higher than the 120 {{Icon Small|silver}} of selling the cloth itself, while the most expensive textile, [[thrumbofur]], requires a skill level of 6 to do the same. Thus, a skill level of 6 is sufficient to average profitability for dusters for all available materials.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|No category}}&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;
Duster.png|Base variant&lt;br /&gt;
Spikecore duster.png|Spikecore variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Received styles via new [[Ideoligion]] [[style]] system. &lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Duster&amp;diff=180339</id>
		<title>Duster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Duster&amp;diff=180339"/>
		<updated>2026-05-14T15:06:29Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Duster&lt;br /&gt;
| image = Duster.png&lt;br /&gt;
| description = A long duster coat for blocking the sun and grit of the desert.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 200&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 10000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationheatfactor = 0.85&lt;br /&gt;
| insulationcoldfactor = 0.6&lt;br /&gt;
| armorsharpfactor = 0.3&lt;br /&gt;
| armorbluntfactor = 0.3&lt;br /&gt;
| armorheatfactor = 0.3&lt;br /&gt;
| slave suppression offset = -0.05&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| equipdelay = 3&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Outer&lt;br /&gt;
| mass base = 2.2&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = Apparel&lt;br /&gt;
| tags = IndustrialAdvanced&lt;br /&gt;
| tradeTags = BasicClothing&lt;br /&gt;
| defaultOutfitTags = Worker&lt;br /&gt;
}}&lt;br /&gt;
'''Dusters''' are an item of [[apparel]] that provides good heat [[insulation]] and [[Apparel#Protection|protection]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
Dusters can be purchased from traders or stripped from Outlanders and Pirates.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Apparel Suppression Note|-0.05}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Needs proper armor comparisons for high quality textiles}}&lt;br /&gt;
As [[parka]]s are necessary to survive in very cold biomes, dusters are necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert, etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding {{Temperature|60}} at the peak of summer. If it is not too cold for colonists to need a [[jacket]] or [[parka]], dusters will be preferred as a standard outerwear option.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
A duster made out of tough materials will provide reasonable Sharp damage protection, and they can be worn with a [[flak vest]] for further protection. A [[devilstrand]] duster is within the same league (but worse than) a [[flak jacket]] for Sharp armor, but devilstrand is easier to farm, has no movement penalty, and has much higher Heat armor. [[Thrumbofur]] and [[hyperwave]] dusters are outright better than flak jackets for protection.&lt;br /&gt;
&lt;br /&gt;
A devilstrand or better duster + flak vest combination offers protection competitive with [[marine armor|marine]] and [[cataphract armor]]{{RoyaltyIcon}} and their variants. Marine and cataphract tier armors still protect the limbs much better, but they come at a significantly higher resource and research cost, as well as a slightly higher move speed penalty. The lower cost of the duster + flak vest set means that it is cheaper to replace and easier to farm for high [[quality]], so it can be an effective armor choice all the way through the end game.&lt;br /&gt;
&lt;br /&gt;
If no protective materials are available - e.g., the best textile available is [[plainleather]] or [[cloth]] - [[heavy bandolier]]s{{BiotechIcon}} become a competitive option for combat. The protection of a cloth duster is minimal, but the bandolier's ranged cooldown reduction remains the same no matter what material it is made out of. Note that dusters, jackets, or parkas can still be viable if temperature insulation is required.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Dusters are the most efficient apparel for profit per unit textile, i.e Value / Material, in the core game. If the [[Royalty DLC]] is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s.{{RoyaltyIcon}} This is because dusters require the most work time per material. Because an apparel's Market Value is determined by (Work Time * Material Value), you'll get the most value for 1 unit of material by creating dusters / noble apparel. This also means that they have the highest Crafting XP per material.&lt;br /&gt;
&lt;br /&gt;
In other words, dusters are the best '''when you are limited by your supply of textiles''', ''and'' when crafter time is in surplus. Note that other considerations can exist.&lt;br /&gt;
&lt;br /&gt;
* If no good crafters are available, but great constructors are, then [[armchair]]s are an alternative for Value / Material. However, selling any building incurs a x0.7 [[Sell Price Multiplier]], which makes armchairs inferior for equal skill.&lt;br /&gt;
* If Value / Crafter Time is more important, then you should make [[tribalwear]] and [[top hat]]s instead.&lt;br /&gt;
: For example, you could create 8 good tribalwears or 6 good dusters for {{Icon Small|stuff}} 480 textiles. The tribalwears would take {{Ticks|8*{{Q|Tribalwear|Work To Make}}}} and the duster would take {{Ticks|6*{{P|Work To Make}}}}. However, quality applies a flat multiplier, regardless of the work to make. ''Good'' quality gives a price multiplier of  x1.25, so making tribalwear means you'd get the x1.25 multiplier in less time. Therefore, if materials are not an issue, but crafter time is, then you should make tribalwear (or [[top hat]]s) instead.  If crafter time is infinite, then make formal vests / corsets instead.&lt;br /&gt;
&lt;br /&gt;
Lower-value materials are profitable at lower skill levels. For example, [[cloth]] dusters require only a crafting skill of 2 with an average market value modifier of 77% to average a value higher than the 120 {{Icon Small|silver}} of selling the cloth itself, while the most expensive textile, [[thrumbofur]], requires a skill level of 6 to do the same. Thus, a skill level of 6 is sufficient to average profitability for dusters for all available materials.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|No category}}&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;
Duster.png|Base variant&lt;br /&gt;
Spikecore duster.png|Spikecore variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Received styles via new [[Ideoligion]] [[style]] system. &lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flak_pants&amp;diff=180338</id>
		<title>Flak pants</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flak_pants&amp;diff=180338"/>
		<updated>2026-05-14T14:55:52Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Flak pants&lt;br /&gt;
| image = Flak_pants.png&lt;br /&gt;
| description = A pair of pants with armor plates sewn in. While it's not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 140&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Flak armor&lt;br /&gt;
| work to make = 9000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
| resource 2 = Cloth&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 1&lt;br /&gt;
| marketvalue = 225&lt;br /&gt;
| armorblunt = 8&lt;br /&gt;
| armorsharp = 55&lt;br /&gt;
| armorheat = 10&lt;br /&gt;
| insulationcold = 3.5&lt;br /&gt;
| insulationheat = 1&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Left Leg, Right Leg&lt;br /&gt;
| layer = Skin, Middle&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| equipdelay = 5&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tags = IndustrialMilitaryBasic&lt;br /&gt;
| tradeTags = Clothing, Armor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
}}&lt;br /&gt;
'''Flak pants''' is a piece of [[armor]] that provides protection to the legs at the cost a penalty to [[move speed]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Flak pants can also be commonly found on [[Outlanders]], [[Pirates]], [[Ancients]], and [[Empire#Pawns|Imperial Troopers]]. {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Apparel Move Speed Note|0.12}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Flak pants are a good armor option in the pants slot, being cheaper than [[power armor]], but better than regular [[pants]] of any material. However, they are the least important of the flak armor pieces. [[Flak vest]]s have much higher Sharp protection, and cover multiple vital body parts (neck, torso, heart, liver). [[Flak jacket]]s, while providing the same amount of armor as pants, covers the same vital parts as the flak vest as well as the arms (although they can be replaced by [[duster]]s). Therefore, while the legs are important, flak pants should only be crafted once flak vests and suitable outerwear are made.&lt;br /&gt;
&lt;br /&gt;
Note that flak pants cannot be worn with [[plate armor]] or any form of [[power armor]], while regular pants can. The exact protection of the legs offered by flak pants vs [[pants]] of varying materials and power armor is reliant on the interactions between [[Armor#Armor Rating|Armor Rating calculations]] and is currently unclear. However, [[devilstrand]] [[pants]] and any [[power armor]] provide superior leg protection.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
==== Regular [[pants]]====&lt;br /&gt;
[[Devilstrand]] regular pants do not come close to the Sharp armor of flak pants and are not comparable unless wearing plate armor or power armor. However, devilstrand pants do have better Heat armor, so they'll reduce the chance that pawns are set on fire, and they are likely more cost effective.&lt;br /&gt;
&lt;br /&gt;
[[Hyperweave]], [[thrumbofur]], and [[thrumbomane]]{{OdysseyIcon}} pants, while worse than flak for Sharp protection, are within the same ballpark and do not slow movement, so they could be alternatives. However, all three materials are difficult to farm, and are better used on [[duster]]s (which also protect the legs) before using pants.&lt;br /&gt;
&lt;br /&gt;
==== Steel [[plate armor]] ====&lt;br /&gt;
Steel [[plate armor]] provides better arm/leg protection than the entire flak set, and can be worn with regular pants (but not flak pants) for even more leg protection. However, steel plate armor is worse at torso protection than the [[flak vest]], and has a bigger {{--|0.8}} {{CS}} movement penalty. Since torso protection is more valuable, wearing flak is a better general choice.&lt;br /&gt;
&lt;br /&gt;
==== Power armor ====&lt;br /&gt;
[[Recon armor]] provides better limb protection than the flak set, but worse torso protection than a flak vest alone. An excellent [[thrumbofur]] [[duster]] + excellent flak pants combo will provide less leg protection than excellent recon armor with ''no'' pants, although at legendary quality the comparison is less clear.&lt;br /&gt;
&lt;br /&gt;
[[Marine armor]] provides even more protection than recon and is just slightly slower than a full flak set. The below graphs compare the duster + flak pants combo to marine armor with no pants.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ '''Sharp protection by duster and flak pants; with marine armor for reference'''&lt;br /&gt;
! With devilstrand duster !! With thrumbofur duster&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart/Combo Quality Generator| armor1=42| armor2=55| refArmor1=106 | refName=Normal Marine Armor| damageType=Sharp }} || {{Apparel Protection Chart/Combo Quality Generator| armor1=62.4| armor2=55| refArmor1=106 | refName=Normal Marine Armor| damageType=Sharp }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Protection Charts ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Sharp Armor !! Blunt Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name = Flak Pants (Sharp)        | set1armor1 = {{Q|Flak pants|Armor - Sharp}}&lt;br /&gt;
| set2name = Devilstrand Pants (Sharp) | set2armor1 = {{#expr:{{Q|Pants|Armor Factor - Sharp}}*{{Q|Devilstrand|Armor - Sharp Factor}}*100}}&lt;br /&gt;
| set3name = Recon Armor (Sharp)       | set3armor1 = {{Q|Recon armor|Armor - Sharp}}&lt;br /&gt;
| set4name = Steel Plate armor (Sharp) | set4armor1 = {{#expr:{{Q|Plate armor|Armor Factor - Sharp}}*{{Q|Steel|Armor - Sharp Factor}}*100}}&lt;br /&gt;
}}&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name = Flak Pants (Blunt)        | set1armor1 = {{Q|Flak pants|Armor - Blunt}}&lt;br /&gt;
| set2name = Devilstrand Pants (Blunt) | set2armor1 = {{#expr:{{Q|Pants|Armor Factor - Blunt}}*{{Q|Devilstrand|Armor - Blunt Factor}}*100}}&lt;br /&gt;
| set3name = Recon Armor (Blunt)       | set3armor1 = {{Q|Recon armor|Armor - Blunt}}&lt;br /&gt;
| set4name = Steel Plate armor (Blunt) | set4armor1 = {{#expr:{{Q|Plate armor|Armor Factor - Blunt}}*{{Q|Steel|Armor - Blunt Factor}}*100}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Added.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Sharp protection increased from 40% to 55%. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
FlakPantsOld.png|Old sprite for Flak Pants&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Breakdown&amp;diff=180337</id>
		<title>Breakdown</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Breakdown&amp;diff=180337"/>
		<updated>2026-05-14T14:49:32Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */ forgot a 0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|buildings with broken components|psychological breakdowns|Mental break}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Broken down icon.png|thumb|right|The icon used to show buildings in need of repair.]]&lt;br /&gt;
A '''breakdown''' occurs when the mechanical or electrical [[component]]s of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an {{MTB}} of {{Ticks/gametime|13680000}}. Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe.&lt;br /&gt;
&lt;br /&gt;
A broken-down building will stop working, behaving as though it has been turned off. In addition, [[battery|batteries]] lose any energy they had previously stored.&lt;br /&gt;
&lt;br /&gt;
[[Small thruster]]s{{OdysseyIcon}} and [[large thruster]]s{{OdysseyIcon}} will also breakdown as a result of a [[Gravship#Gravship_Landing_Mishaps|Thruster Breakdown]] landing mishap.{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Repairing ===&lt;br /&gt;
[[File:Colonist replacing broken components.png|thumb|right|A  colonist replacing the broken components in a cooler.]]&lt;br /&gt;
When a building breaks down, a colonist with the [[Construction]] work type must replace the broken component with a new one, which is consumed in the process. Repairing a building takes {{ticks|1000}}, regardless of a colonist's skills.&lt;br /&gt;
&lt;br /&gt;
A successful repair depends on the colonist's [[Repair Success Chance]]. Assuming average health, a colonist will achieve a 100% repair success rate at skill level 8 or higher. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed.&lt;br /&gt;
&lt;br /&gt;
Repairing will never require [[advanced component]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
You should always keep some spare [[component]]s in case some important building breaks down. A [[cooler]] malfunctioning during a [[heat wave]] without a component at hand can be detremental. For each individual building a breakdown is a fairly rare occurrence. But since it scales with the number of buildings, for all but the smallest colonies frequent repairs will be necessary. For example with ten affected buildings the {{MTB}} is already down to {{Ticks/gametime|1368000}}. If you are running out of components but don't need the building, then it might be best to not repair it.&lt;br /&gt;
&lt;br /&gt;
In the event of multiple breakdowns, first you should repair any [[power]] generators, then any essential [[temperature]] buildings, then [[batteries]] and other items.&lt;br /&gt;
&lt;br /&gt;
== Affected buildings ==&lt;br /&gt;
{{Recode|reason=Automate}}&lt;br /&gt;
Below is an exhaustive list of all buildings that can break down:&lt;br /&gt;
* [[Generator|Power generators]]:&lt;br /&gt;
** {{Icon Small|Wood-fired generator}} [[Wood-fired generator]]&lt;br /&gt;
** {{Icon Small|Chemfuel powered generator}} [[Chemfuel powered generator]]&lt;br /&gt;
** {{Icon Small|Wind turbine}} [[Wind turbine]]&lt;br /&gt;
** {{Icon Small|Battery}} [[Battery]]&lt;br /&gt;
** {{Icon Small|Solar generator}} [[Solar generator]]&lt;br /&gt;
** {{Icon Small|Geothermal generator}} [[Geothermal generator]]&lt;br /&gt;
** {{Icon Small|Watermill generator}} [[Watermill generator]]&lt;br /&gt;
** {{Icon Small|Bioferrite generator}} [[Bioferrite generator]]{{AnomalyIcon}}&lt;br /&gt;
* [[Temperature]]:&lt;br /&gt;
** {{Icon Small|Heater}} [[Heater]]&lt;br /&gt;
** {{Icon Small|Cooler}} [[Cooler]]&lt;br /&gt;
* [[Production|Workbenches]]:&lt;br /&gt;
** {{Icon Small|Electric tailor bench}} [[Electric tailor bench]]&lt;br /&gt;
** {{Icon Small|Machining table}} [[Machining table]]&lt;br /&gt;
** {{Icon Small|Electric stove}} [[Electric stove]]&lt;br /&gt;
** {{Icon Small|Electric smelter}} [[Electric smelter]]&lt;br /&gt;
** {{Icon Small|Biofuel refinery}} [[Biofuel refinery]]&lt;br /&gt;
** {{Icon Small|Fabrication bench}} [[Fabrication bench]]&lt;br /&gt;
** {{Icon Small|Nutrient paste dispenser}} [[Nutrient paste dispenser]]&lt;br /&gt;
&amp;lt;!-- Not electric smithies --&amp;gt;&lt;br /&gt;
* [[Turret]]s:&lt;br /&gt;
** {{Icon Small|Mini-turret}} [[Mini-turret]]&lt;br /&gt;
** {{Icon Small|Autocannon}} [[Autocannon]]&lt;br /&gt;
** {{Icon Small|Uranium slug turret}} [[Uranium slug turret]]&lt;br /&gt;
** {{Icon Small|Foam turret}} [[Foam turret]]&lt;br /&gt;
** {{Icon Small|Rocketswarm launcher}} [[Rocketswarm launcher]]&lt;br /&gt;
** {{Icon Small|Turret_pack}} [[Turret_pack|Tactical turret]]{{Check Tag|Verify|The ThingDef includes CompProperties_Breakdownable. Pending test to see if they can actually break down.}}{{AnomalyIcon}}&lt;br /&gt;
* [[Structure]]:&lt;br /&gt;
** {{Icon Small|Autodoor}} [[Autodoor]]&lt;br /&gt;
** {{Icon Small|Security door}} [[Security door]]{{AnomalyIcon}}&lt;br /&gt;
* Special:&lt;br /&gt;
** {{Icon Small|Psychic emanator}} [[Psychic emanator]]&lt;br /&gt;
** {{Icon Small|Infinite chemreactor}} [[Infinite chemreactor]]&lt;br /&gt;
* [[Miscellaneous]]:&lt;br /&gt;
** {{Icon Small|Orbital trade beacon}} [[Orbital trade beacon]]&lt;br /&gt;
** {{Icon Small|Comms console}} [[Comms console]]&lt;br /&gt;
** {{Icon Small|Ground-penetrating scanner}} [[Ground-penetrating scanner]]&lt;br /&gt;
** {{Icon Small|Long-range mineral scanner}} [[Long-range mineral scanner]]&lt;br /&gt;
** {{Icon Small|Ship landing beacon}} [[Ship landing beacon]]{{RoyaltyIcon}}&lt;br /&gt;
* [[Anomaly]]{{AnomalyIcon}}&lt;br /&gt;
** {{Icon Small|Electric inhibitor}} [[Electric inhibitor]]&lt;br /&gt;
** {{Icon Small|Proximity detector}} [[Proximity detector]]&lt;br /&gt;
** {{Icon Small|Electroharvester}} [[Electroharvester]]&lt;br /&gt;
** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]]&lt;br /&gt;
** {{Icon Small|Serum lab}} [[Serum lab]]&lt;br /&gt;
** {{Icon Small|Bioferrite harvester}} [[Bioferrite harvester]]&lt;br /&gt;
* [[Odyssey]]{{OdysseyIcon}}&lt;br /&gt;
** {{Icon Small|Orbital scanner}} [[Orbital scanner]]&lt;br /&gt;
** {{Icon Small|Vac barrier}} [[Vac barrier]]&lt;br /&gt;
** {{Icon Small|Pilot console}} [[Pilot console]]&lt;br /&gt;
** {{Icon Small|Small thruster}} [[Small thruster]]&lt;br /&gt;
** {{Icon Small|Large thruster}} [[Large thruster]]&lt;br /&gt;
** {{Icon Small|Oxygen pump}} [[Oxygen pump]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Breakdown&amp;diff=180336</id>
		<title>Breakdown</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Breakdown&amp;diff=180336"/>
		<updated>2026-05-14T14:48:51Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|buildings with broken components|psychological breakdowns|Mental break}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Broken down icon.png|thumb|right|The icon used to show buildings in need of repair.]]&lt;br /&gt;
A '''breakdown''' occurs when the mechanical or electrical [[component]]s of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an {{MTB}} of {{Ticks/gametime|13680000}}. Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe.&lt;br /&gt;
&lt;br /&gt;
A broken-down building will stop working, behaving as though it has been turned off. In addition, [[battery|batteries]] lose any energy they had previously stored.&lt;br /&gt;
&lt;br /&gt;
[[Small thruster]]s{{OdysseyIcon}} and [[large thruster]]s{{OdysseyIcon}} will also breakdown as a result of a [[Gravship#Gravship_Landing_Mishaps|Thruster Breakdown]] landing mishap.{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Repairing ===&lt;br /&gt;
[[File:Colonist replacing broken components.png|thumb|right|A  colonist replacing the broken components in a cooler.]]&lt;br /&gt;
When a building breaks down, a colonist with the [[Construction]] work type must replace the broken component with a new one, which is consumed in the process. Repairing a building takes {{ticks|1000}}, regardless of a colonist's skills.&lt;br /&gt;
&lt;br /&gt;
A successful repair depends on the colonist's [[Repair Success Chance]]. Assuming average health, a colonist will achieve a 100% repair success rate at skill level 8 or higher. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed.&lt;br /&gt;
&lt;br /&gt;
Repairing will never require [[advanced component]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
You should always keep some spare [[component]]s in case some important building breaks down. A [[cooler]] malfunctioning during a [[heat wave]] without a component at hand can be detremental. For each individual building a breakdown is a fairly rare occurrence. But since it scales with the number of buildings, for all but the smallest colonies frequent repairs will be necessary. For example with ten affected buildings the {{MTB}} is already down to {{Ticks/gametime|136800}}. If you are running out of components but don't need the building, then it might be best to not repair it.&lt;br /&gt;
&lt;br /&gt;
In the event of multiple breakdowns, first you should repair any [[power]] generators, then any essential [[temperature]] buildings, then [[batteries]] and other items.&lt;br /&gt;
&lt;br /&gt;
== Affected buildings ==&lt;br /&gt;
{{Recode|reason=Automate}}&lt;br /&gt;
Below is an exhaustive list of all buildings that can break down:&lt;br /&gt;
* [[Generator|Power generators]]:&lt;br /&gt;
** {{Icon Small|Wood-fired generator}} [[Wood-fired generator]]&lt;br /&gt;
** {{Icon Small|Chemfuel powered generator}} [[Chemfuel powered generator]]&lt;br /&gt;
** {{Icon Small|Wind turbine}} [[Wind turbine]]&lt;br /&gt;
** {{Icon Small|Battery}} [[Battery]]&lt;br /&gt;
** {{Icon Small|Solar generator}} [[Solar generator]]&lt;br /&gt;
** {{Icon Small|Geothermal generator}} [[Geothermal generator]]&lt;br /&gt;
** {{Icon Small|Watermill generator}} [[Watermill generator]]&lt;br /&gt;
** {{Icon Small|Bioferrite generator}} [[Bioferrite generator]]{{AnomalyIcon}}&lt;br /&gt;
* [[Temperature]]:&lt;br /&gt;
** {{Icon Small|Heater}} [[Heater]]&lt;br /&gt;
** {{Icon Small|Cooler}} [[Cooler]]&lt;br /&gt;
* [[Production|Workbenches]]:&lt;br /&gt;
** {{Icon Small|Electric tailor bench}} [[Electric tailor bench]]&lt;br /&gt;
** {{Icon Small|Machining table}} [[Machining table]]&lt;br /&gt;
** {{Icon Small|Electric stove}} [[Electric stove]]&lt;br /&gt;
** {{Icon Small|Electric smelter}} [[Electric smelter]]&lt;br /&gt;
** {{Icon Small|Biofuel refinery}} [[Biofuel refinery]]&lt;br /&gt;
** {{Icon Small|Fabrication bench}} [[Fabrication bench]]&lt;br /&gt;
** {{Icon Small|Nutrient paste dispenser}} [[Nutrient paste dispenser]]&lt;br /&gt;
&amp;lt;!-- Not electric smithies --&amp;gt;&lt;br /&gt;
* [[Turret]]s:&lt;br /&gt;
** {{Icon Small|Mini-turret}} [[Mini-turret]]&lt;br /&gt;
** {{Icon Small|Autocannon}} [[Autocannon]]&lt;br /&gt;
** {{Icon Small|Uranium slug turret}} [[Uranium slug turret]]&lt;br /&gt;
** {{Icon Small|Foam turret}} [[Foam turret]]&lt;br /&gt;
** {{Icon Small|Rocketswarm launcher}} [[Rocketswarm launcher]]&lt;br /&gt;
** {{Icon Small|Turret_pack}} [[Turret_pack|Tactical turret]]{{Check Tag|Verify|The ThingDef includes CompProperties_Breakdownable. Pending test to see if they can actually break down.}}{{AnomalyIcon}}&lt;br /&gt;
* [[Structure]]:&lt;br /&gt;
** {{Icon Small|Autodoor}} [[Autodoor]]&lt;br /&gt;
** {{Icon Small|Security door}} [[Security door]]{{AnomalyIcon}}&lt;br /&gt;
* Special:&lt;br /&gt;
** {{Icon Small|Psychic emanator}} [[Psychic emanator]]&lt;br /&gt;
** {{Icon Small|Infinite chemreactor}} [[Infinite chemreactor]]&lt;br /&gt;
* [[Miscellaneous]]:&lt;br /&gt;
** {{Icon Small|Orbital trade beacon}} [[Orbital trade beacon]]&lt;br /&gt;
** {{Icon Small|Comms console}} [[Comms console]]&lt;br /&gt;
** {{Icon Small|Ground-penetrating scanner}} [[Ground-penetrating scanner]]&lt;br /&gt;
** {{Icon Small|Long-range mineral scanner}} [[Long-range mineral scanner]]&lt;br /&gt;
** {{Icon Small|Ship landing beacon}} [[Ship landing beacon]]{{RoyaltyIcon}}&lt;br /&gt;
* [[Anomaly]]{{AnomalyIcon}}&lt;br /&gt;
** {{Icon Small|Electric inhibitor}} [[Electric inhibitor]]&lt;br /&gt;
** {{Icon Small|Proximity detector}} [[Proximity detector]]&lt;br /&gt;
** {{Icon Small|Electroharvester}} [[Electroharvester]]&lt;br /&gt;
** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]]&lt;br /&gt;
** {{Icon Small|Serum lab}} [[Serum lab]]&lt;br /&gt;
** {{Icon Small|Bioferrite harvester}} [[Bioferrite harvester]]&lt;br /&gt;
* [[Odyssey]]{{OdysseyIcon}}&lt;br /&gt;
** {{Icon Small|Orbital scanner}} [[Orbital scanner]]&lt;br /&gt;
** {{Icon Small|Vac barrier}} [[Vac barrier]]&lt;br /&gt;
** {{Icon Small|Pilot console}} [[Pilot console]]&lt;br /&gt;
** {{Icon Small|Small thruster}} [[Small thruster]]&lt;br /&gt;
** {{Icon Small|Large thruster}} [[Large thruster]]&lt;br /&gt;
** {{Icon Small|Oxygen pump}} [[Oxygen pump]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Luciferium&amp;diff=180334</id>
		<title>Luciferium</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Luciferium&amp;diff=180334"/>
		<updated>2026-05-14T06:56:25Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Luciferium&lt;br /&gt;
| image = Luciferium b.png&lt;br /&gt;
| description = A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.&amp;lt;br&amp;gt;After the first dose, there is no way to get the mechanites out, ever.&amp;lt;br&amp;gt;On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Medical Drug&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| marketvalue = 70&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.01&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| addictiveness = 1&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Luciferium&lt;br /&gt;
| drug category = Medical&lt;br /&gt;
| is pleasure drug = false&lt;br /&gt;
| preferability = NeverForNutrition&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_StackCount&lt;br /&gt;
| graphic path =  Things/Thing/Drug/Luciferium&lt;br /&gt;
| label = luciferium&lt;br /&gt;
| parent name = DrugPillBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true&lt;br /&gt;
&amp;lt;!-- Drug Parameters --&amp;gt;&lt;br /&gt;
| blood filtration offset = 0.7&lt;br /&gt;
| blood pumping offset = 0.15&lt;br /&gt;
| breathing offset = 0.1&lt;br /&gt;
| consciousness offset = 0.1&lt;br /&gt;
| digestion offset = 0.2&lt;br /&gt;
| moving offset = 0.05&lt;br /&gt;
| pain factor = 0.8&lt;br /&gt;
| sight offset = 0.15&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Luciferium''' is a rare, powerful, expensive and dangerous [[Medical drugs|medicinal]] [[drug]]. It can heal [[Scar|permanent injuries]], [[Ailments#Chronic|chronic health condition]]s, and helps [[Immunity Gain Speed|fight]] [[disease]], but will kill its user if not taken regularly.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Luciferium cannot be crafted, and must be either acquired through [[trade]], as a [[quest]] reward, found in [[ancient shrine]]s, or looted from pirate [[Raiders]] or ancient crates ([[Hermetic crate|hermetic]]{{IdeologyIcon}} or [[Sealed crate|sealed]]{{OdysseyIcon}}).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Taking Luciferium directly provides a variety of effects to pawn [[capacities]]:&lt;br /&gt;
* Reduced [[pain]] ({{Good|x80%}})&lt;br /&gt;
* Improved [[consciousness]] ({{+|10%}})&lt;br /&gt;
* Improved [[moving]] ({{+|5%}})&lt;br /&gt;
* Improved [[sight]] ({{+|15%}})&lt;br /&gt;
* Improved [[blood filtration]] ({{+|70%}})&lt;br /&gt;
* Improved [[blood pumping]] ({{+|15%}})&lt;br /&gt;
* Improved [[digestion]] ({{+|20%}})&lt;br /&gt;
* Improved [[breathing]] ({{+|10%}})&lt;br /&gt;
* 1 [[Scar]]/permanent injury or ailment removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days) (Also included but not limited to [[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss]] and Blindness){{Check Tag|Purely random?|Is that the selection of the injury/ailment random? If it is, note it explicitly. If its not, the order should be noted.}}&lt;br /&gt;
* If a pawn is not addicted: {{+|100%}} luciferium need&lt;br /&gt;
* If a pawn is already addicted: {{+|90%}} lucifierium need (scaled by [[body size]])&lt;br /&gt;
&lt;br /&gt;
=== Luciferium need ===&lt;br /&gt;
Luciferium is a unique drug in that it immediately forces the drug [[addiction]] &amp;quot;Luciferium need&amp;quot;. Luciferium addiction is permanent - there is no waiting it out. If not taken regularly, addicts with unmet luciferium needs will suffer and go mad before eventually being killed. Pawns will remain addicted even after applying [[healer mech serum]] or [[resurrector mech serum]]. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium.&lt;br /&gt;
&lt;br /&gt;
The addiction progress is tracked by the luciferium [[need]]. This need falls by 15% every day. Consuming luciferium satisfies the need by +90%, scaled by [[body size]]. Therefore, an adult human would need to take 1 dose of luciferium every 6 days exactly. Only the first dose sets luciferium need to 100%.&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
As soon as the luciferium need reaches 0%, the pawn suffers from the following symptoms:&lt;br /&gt;
* Intense [[pain]] ({{++|40%}}) ({{--|15}} mood normally, {{+|7}} mood with the Ideoligion meme [[Ideoligion#Pain|Pain: Idealized]] and {{+|15}} with [[Masochist]] trait)&lt;br /&gt;
* Impaired [[consciousness]] ({{Bad|80% Max}})&lt;br /&gt;
* [[Berserk]] mental breaks (''{{MTB}} of 0.4 days'')&lt;br /&gt;
* Death (''{{MTB}} of 10 days'')&lt;br /&gt;
&lt;br /&gt;
Death is caused by the brain being instantly destroyed, meaning that the [[Deathless]] gene{{BiotechIcon}} does not protect against it.&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Luciferium is useful for treating permanent injuries and conditions. Curing many of these would otherwise require the much rarer [[healer mech serum]] or DLC-exclusive options such as the [[biosculpter pod]],{{IdeologyIcon}} the Scarless [[gene]], {{BiotechIcon}} or the [[Unnatural healing]] ability.{{AnomalyIcon}} Note that with the Anomaly DLC, [[Chronophagy]]{{AnomalyIcon}} can cure scars and aging related conditions. Some other ailments require long-term and potentially ineffective medical treatment, or a surgery with an unavoidable chance of instant death. The increase in blood filtration also increases [[Immunity Gain Speed]], which can help fight off otherwise fatal diseases (whenever from old age or poor treatment). For a breakdown of what can be cured by which method, see the [[#Healing method table|healing method table]] or the page of the ailment in question.&lt;br /&gt;
&lt;br /&gt;
In addition to its medical properties, luciferium provides a small but permanent buff to many tasks a pawn can perform, in combat or out. This can make luciferium useful for the [[ship launch]] or the [[Royal Ascent]] quest,{{RoyaltyIcon}} as, once a pawn has left the planet, addiction doesn't matter for gameplay purposes.&lt;br /&gt;
&lt;br /&gt;
Lucifierium isn't ''too'' expensive. 10 doses of luciferium costs a [[market value]] of {{Icon Small|silver||{{#expr:{{P|Market Value Base}}*10}}}} [[silver]] and can sustain a human for a year. If you can get a consistent source of [[trade]] and [[Money making guide|income]], luciferium can be tolerated even if you don't need its medical properties. &lt;br /&gt;
Keeping many colonists addicted is difficult, as [[faction base]]s and traders only come with so many doses per restock. However, an extensive trade network can support into the double digits. &lt;br /&gt;
&lt;br /&gt;
Luciferium can be administered to [[animal]]s via the [[operation]]s menu, substantially improving their combat effectiveness. Sometimes, animals may also take luciferium randomly by themselves if it is within their [[allowed area]].&lt;br /&gt;
&lt;br /&gt;
=== Luciferium management ===&lt;br /&gt;
Luciferium has to be taken every 6 days on the dot, or the withdrawal risks killing them. However, due to the mechanics of a fixed drug schedule, setting their [[drug policy|drug assignment]] to take one pill every 6 days does '''NOT''' work. If this is set, pawns will only begin to take luciferium 6 days after they have taken their last drug. Therefore, even the slightest delay (e.g. the small time spent walking to an open tile to take the drug) will cause the need to slowly decay, potentially killing the pawn. &lt;br /&gt;
&lt;br /&gt;
Instead, for all adult pawns that take luciferium, players should use the &amp;quot;take for addiction&amp;quot; setting in the drug policy. This has pawns take the drug as soon as their need level hits 10%, which is both self-correcting in the event a dose is delayed, and avoids all waste. Players should also ensure that the pawn's drug policy has them carry at least one dose of the drug, to ensure that it's taken in as timely a manner as possible. For pawns younger than 18, &amp;quot;take for addiction&amp;quot; can be used for safety, though note that it can waste a small amount of dosage.&lt;br /&gt;
&lt;br /&gt;
When creating a caravan with addicted pawns, remember to either bring luciferium manually or have the pawns set up to carry several doses. For long trips or maximum safety, having [[transport pod]]s available to launch additional doses in an emergency is also advisable.&lt;br /&gt;
&lt;br /&gt;
Putting a pawn into a [[cryptosleep casket]] or a [[biosculpter pod]]{{IdeologyIcon}} will suspend their luciferium needs until they are let out. This can be a way to save their life in case the drug runs out. If you run out of luciferium before researching or building them, you can look for [[ancient shrine]]s, as they have ancient cryptosleep caskets.&lt;br /&gt;
&lt;br /&gt;
=== Addiction on non-colony pawns ===&lt;br /&gt;
While it is possible to give prisoners luciferium to make them addicted, it doesn't work out as a way to get more doses in the future, as luciferium addiction works differently to other drugs in relation to non-colonists bringing doses.&lt;br /&gt;
&lt;br /&gt;
Very rarely non-colony pawns with a luciferium addiction may appear. It has been reported that [[Transport pod crash]] and quest reward pawns may come addicted. If this happens, or if pawns are given the addiction through a custom [[Starting scenario#Scenario editor|scenario]], the possibility of outsiders bringing doses of luciferium into your map depends on the relations with their faction and the event or quest that spawned them. Generally only neutral and allied pawns will carry luciferium, and only if they come as a joiner event (Transport pod crash, [[Events#Wanderer_joins|Wanderer]], [[Creepjoiner]]{{AnomalyIcon}}...) or as a temporary guest. Raiders, trading caravans and travelling visitors will not carry luciferium for their own use. Refuguees and beggars don't carry any doses either. When they do carry luciferium, they will have 2-5 doses.&lt;br /&gt;
&lt;br /&gt;
For the average play-through this means that giving out doses to strangers is most likely a waste of expensive doses.&lt;br /&gt;
&lt;br /&gt;
=== Removing luciferium need ===&lt;br /&gt;
As of [[Version/1.6.4630|1.6.4630]], the only way to remove luciferium need from one of your colonists is to turn them into a [[shambler]].{{AnomalyIcon}} Note that having [[death refusal]]{{AnomalyIcon}} prevents a colonist from being raised as a shambler. Also, removing a colonist's luciferium addiction will also remove the beneficial luciferium effects.&lt;br /&gt;
&lt;br /&gt;
# Give the colonist a condition that causes them to be downed and is ''not'' removed when the deadlife dust is applied. [[Anesthetic]] is the easiest option, but [[catatonic breakdown]], [[resurrection sickness]], and [[psychic coma]] also work.&lt;br /&gt;
# Kill the colonist; the exact method does not matter.&lt;br /&gt;
# Use deadlife dust, such as from a [[deadlife pack]]{{AnomalyIcon}} to resurrect the pawn as a shambler. The pawn will no longer have the luciferium need as soon as it is completely raised.&lt;br /&gt;
# Wait for the shambler to expire again (or kill it), and use a [[resurrector mech serum]] to resurrect the pawn. They will be resurrected as a normal pawn and not a shambler, and will not have the luciferium need anymore.&lt;br /&gt;
&lt;br /&gt;
Since shambler corpses are always rotting no matter how fresh they were before being turned into a shambler, the negative side effects of resurrection will most likely occur. You may need another resurrection serum on hand if that is the case — or you can apply [[death refusal]]{{AnomalyIcon}} and kill the pawn again, this way no [[resurrection psychosis]] will be present when they come back to life. This method of removing luciferium addiction from a pawn is very expensive (and, in case of planning to use [[death refusal]]{{AnomalyIcon}}, requires significant progress into [[Anomaly]]{{AnomalyIcon}} content), so consider whether obtaining more luciferium would be easier than this.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Luciferium is considered to be in the [[Lore#Tech_levels|&amp;quot;Ultra&amp;quot; tech level]].&lt;br /&gt;
* Luciferium is named after Lucifer; the personification of evil in Christian theology. Its nickname, &amp;quot;The Devil's Bargain,&amp;quot; is a further hint to this; indeed, addicting a pawn to luciferium is quite like a deal with the devil: unparalleled power at the cost of a lifelong race against the death-clock.&lt;br /&gt;
** The 6 days of peace before luciferium withdrawal begins is more than likely also a reference to the [[Wikipedia:Number of the beast|Number of the beast]].&lt;br /&gt;
* In the [[Scenario editor]] luciferium is listed as a separate health condition than luciferium addiction. This is allows you to create upkeep free luciferium pawns for your custom scenarios.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Luciferium a.png|One luciferium&lt;br /&gt;
Luciferium b.png|Stack of luciferium&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fixed Luciferium not removing [[Frail]]. Now, lucifierum can remove all chronic health conditions.&lt;br /&gt;
* [[Version/1.1.2610|1.1.2610]] -  Reduced market value from 120 to 70.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Luciferium now causes death from brain destruction, meaning the [[deathless]] [[gene]] {{BiotechIcon}} cannot stop it.&lt;br /&gt;
&lt;br /&gt;
{{Nav|drugs|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Medical Drug]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smithy&amp;diff=180314</id>
		<title>Electric smithy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smithy&amp;diff=180314"/>
		<updated>2026-05-13T17:40:10Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For|the wood powered variant|Fueled smithy}}&lt;br /&gt;
{{Infobox main|production&lt;br /&gt;
| name = Electric smithy&lt;br /&gt;
| image = TableSmithing.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = An electric-powered station for smithing non-mechanical weapons and tools.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| cleanliness = -3&lt;br /&gt;
| heatpersecond = 4&lt;br /&gt;
| power = -210&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| facility = tool cabinet&lt;br /&gt;
| research = Electricity, smithing&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
| room role = Workshop&lt;br /&gt;
| work table not in room role factor = 0.8&lt;br /&gt;
}}&lt;br /&gt;
{{Info|An '''electric smithy''' is used by [[Work#Smith|smiths]] to create neolithic and medieval [[weapons]], low tech [[armor]] and some other items.  For its wood-powered counterpart, see [[fueled smithy]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The electric smithy behaves exactly the same as its fueled counterpart except that it requires [[power]] to operate instead of [[wood]]. Like other production stations, a bill must be created to specify what items are to be produced and what materials may be used. Each weapon produced has a certain quality depending on the [[Crafting]] skill of the colonist (see [[quality]] for a detailed chart).&lt;br /&gt;
&lt;br /&gt;
If a smithing job is interrupted for any reason the crafter will drop the piece, usually on the workbench, and it will be in an unfinished state until the crafter finishes it. A crafter cannot work on another crafter's piece. The piece will indicate the name of the crafter and how much work is remaining. The stockpile filter includes an entry for unfinished weapons which allows the player to control where they are stored.&lt;br /&gt;
&lt;br /&gt;
Up to two nearby [[tool cabinet]]s can be connected to a electric smithy to increase work speed.&lt;br /&gt;
&lt;br /&gt;
{{Cleanliness Note}}&lt;br /&gt;
&lt;br /&gt;
=== Bills ===&lt;br /&gt;
The following items can be crafted at the electric smithy:&lt;br /&gt;
{{Recipe List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Smithies can produce melee weapons, [[pila]], and a few medieval armor options. They are mainly useful for melee weapons, allowing access to powerful melee weapons like [[mace]]s and [[longsword]]s. They can also make [[simple helmet]]s (and [[kid helmet]]s {{BiotechIcon}}); a [[machining table]] can also make those helmets but requires a bit more research to access.&lt;br /&gt;
&lt;br /&gt;
With the [[Royalty DLC]], smithies are required to create the musical instruments required for a [[throne]] room, like the [[harp]] and [[piano]]. This means that, if you weren't making melee weapons in the first place, building the smithy can wait until you have a [[noble]] that needs said instruments.&lt;br /&gt;
&lt;br /&gt;
Electric smithies cost {{Icon Small|Component}} 3 [[component]]s more than a [[fueled smithy]], but don't require constant refueling. If [[wood]] is scarce, or if you plan to use the smithy a lot, then the electric variant should be used. If electricity is unavailable, or if you only need to create a single [[piano]], then the fueled smithy can be created instead.&lt;br /&gt;
&lt;br /&gt;
{{Nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Apparel Production]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Piano&amp;diff=180313</id>
		<title>Piano</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Piano&amp;diff=180313"/>
		<updated>2026-05-13T17:37:56Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Piano&lt;br /&gt;
| image = Piano.png&lt;br /&gt;
| audio = Concert_Piano_Room3.wav&lt;br /&gt;
| description = An advanced stationary musical instrument. It is played by pressing a row of keys, which causes hammers to strike internal strings stretched over a steel frame. The hammer mechanism and high-tension strings allow the musician to play both very soft and very loud, making the piano a very expressive instrument. &amp;lt;Br&amp;gt;It can be crafted at a smithy.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Recreation&lt;br /&gt;
| placeable = True&lt;br /&gt;
| size = 3 ˣ 3&lt;br /&gt;
| beauty = 18&lt;br /&gt;
| mass base = 60&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Piano&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Wood&lt;br /&gt;
| resource 2 amount = 220&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| marketvalue = 670&lt;br /&gt;
| hp = 180&lt;br /&gt;
| work to make = 50000&lt;br /&gt;
| cover = 0&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| recreation power = 1.0&lt;br /&gt;
| recreation type = Music&lt;br /&gt;
| has quality = true&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
| thingCategories = BuildingsJoy&lt;br /&gt;
| tradeTags = MusicalInstrument&lt;br /&gt;
| room role = Rec room&lt;br /&gt;
}}&lt;br /&gt;
A '''piano''' is a [[musical instrument]] that is a source of High Culture [[recreation]] and is a requirement for specific [[titles]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= 1) Has almost no information about unique mechanics}}&lt;br /&gt;
Nobles can put on concerts with the piano, similar to a [[Events#Party|party]], giving a [[mood]] bonus to the noble and attendees.&lt;br /&gt;
Anyone listening to or playing the piano receives a {{+|6}} thought for as long as it is being played. It can be heard within a radius of 20 tile. Pawns with {{Bad|0%}} [[Hearing]] do not get the mood bonus.&lt;br /&gt;
{{Recreation Power Quality Table}}&lt;br /&gt;
&lt;br /&gt;
The piano cannot be played if the pawn has a [[manipulation]] capacity of 0%.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Archon]] title or higher require a piano in their [[throne room]]s to meet the throne room requirement. Pianos may also be used to fulfill the musical instrument requirement of any previous title.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
For the sole purpose of recreation, [[harp]]s will suffice - the recreation power of harps, [[harpsichord]]s, and pianos are identical and is only improved by [[quality]]. The benefits of the piano are its improved mood buff within its radius and that it's required for Archons or higher.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Piano_Play.png|Pawn playing the piano&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]] - No longer crafted at the [[art bench]].&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Humans with 0% [[hearing]] no longer get thoughts from listening to instruments. Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Musical instruments don't give recreation.&lt;br /&gt;
&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Recreation]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Piano&amp;diff=180312</id>
		<title>Piano</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Piano&amp;diff=180312"/>
		<updated>2026-05-13T17:36:06Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Piano&lt;br /&gt;
| image = Piano.png&lt;br /&gt;
| audio = Concert_Piano_Room3.wav&lt;br /&gt;
| description = An advanced stationary musical instrument. It is played by pressing a row of keys, which causes hammers to strike internal strings stretched over a steel frame. The hammer mechanism and high-tension strings allow the musician to play both very soft and very loud, making the piano a very expressive instrument. &amp;lt;Br&amp;gt;It can be crafted at a smithy.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Recreation&lt;br /&gt;
| placeable = True&lt;br /&gt;
| size = 3 ˣ 3&lt;br /&gt;
| beauty = 18&lt;br /&gt;
| mass base = 60&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Piano&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Wood&lt;br /&gt;
| resource 2 amount = 220&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| marketvalue = 670&lt;br /&gt;
| hp = 180&lt;br /&gt;
| work to make = 50000&lt;br /&gt;
| cover = 0&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| recreation power = 1.0&lt;br /&gt;
| recreation type = Music&lt;br /&gt;
| has quality = true&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
| thingCategories = BuildingsJoy&lt;br /&gt;
| tradeTags = MusicalInstrument&lt;br /&gt;
| room role = Rec room&lt;br /&gt;
}}&lt;br /&gt;
A '''piano''' is a [[musical instrument]] that is a source of High Culture [[recreation]] and is a requirement for specific [[titles]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= 1) Has almost no information about unique mechanics}}&lt;br /&gt;
Nobles can put on concerts with the piano, similar to a [[Events#Party|party]], giving a [[mood]] bonus to the noble and attendees.&lt;br /&gt;
Anyone listening to or playing the piano receives a {{+|6}} thought for as long as it is being played. It can be heard within a radius of 20 tile. Pawns with {{Bad|0%}} [[Hearing]] do not get the mood bonus.&lt;br /&gt;
{{Recreation Power Quality Table}}&lt;br /&gt;
&lt;br /&gt;
The piano cannot be played if the pawn has a [[manipulation]] capacity of 0%.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Archon]] title or higher will demand a piano in their [[throne room]]s. Pianos may also be used to fulfill the musical instrument requirement of any previous title.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
For the sole purpose of recreation, [[harp]]s will suffice - the recreation power of harps, [[harpsichord]]s, and pianos are identical and is only improved by [[quality]]. The benefits of the piano are its improved mood buff within its radius and that it's required for Archons or higher.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Piano_Play.png|Pawn playing the piano&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]] - No longer crafted at the [[art bench]].&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Humans with 0% [[hearing]] no longer get thoughts from listening to instruments. Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Musical instruments don't give recreation.&lt;br /&gt;
&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Recreation]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Piano&amp;diff=180311</id>
		<title>Piano</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Piano&amp;diff=180311"/>
		<updated>2026-05-13T17:35:53Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Piano&lt;br /&gt;
| image = Piano.png&lt;br /&gt;
| audio = Concert_Piano_Room3.wav&lt;br /&gt;
| description = An advanced stationary musical instrument. It is played by pressing a row of keys, which causes hammers to strike internal strings stretched over a steel frame. The hammer mechanism and high-tension strings allow the musician to play both very soft and very loud, making the piano a very expressive instrument. &amp;lt;Br&amp;gt;It can be crafted at a smithy.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Recreation&lt;br /&gt;
| placeable = True&lt;br /&gt;
| size = 3 ˣ 3&lt;br /&gt;
| beauty = 18&lt;br /&gt;
| mass base = 60&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Piano&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Wood&lt;br /&gt;
| resource 2 amount = 220&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| marketvalue = 670&lt;br /&gt;
| hp = 180&lt;br /&gt;
| work to make = 50000&lt;br /&gt;
| cover = 0&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| recreation power = 1.0&lt;br /&gt;
| recreation type = Music&lt;br /&gt;
| has quality = true&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
| thingCategories = BuildingsJoy&lt;br /&gt;
| tradeTags = MusicalInstrument&lt;br /&gt;
| room role = Rec room&lt;br /&gt;
}}&lt;br /&gt;
A '''piano''' is a [[musical instrument]] that is a source of High Culture [[recreation]] and is a requirement for specific [[titles]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= 1) Has almost no information about unique mechanics}}&lt;br /&gt;
Nobles can put on concerts with the piano, similar to a [[Events#Party|party]], giving a [[mood]] bonus to the noble and attendees.&lt;br /&gt;
Anyone listening to or playing the piano receives a {{+|6}} thought for as long as it is being played. It can be heard within a radius of 20 tile. Pawns with {{Bad|0%}} [[Hearing]] do not get the mood bonus.&lt;br /&gt;
{{Recreation Power Quality Table}}&lt;br /&gt;
&lt;br /&gt;
The piano cannot be played if the pawn has a [[manipulation]] capacity of 0%.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Archon]] title or higher will demand a piano in their [[throne room]]s. Pianos may also be used to fulfill the musical instrument requirement of any previous title.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
For the sole purpose of recreation, [[harp]]s will suffice - the recreation power of harps, [[harpsicord]]s, and pianos are identical and is only improved by [[quality]]. The benefits of the piano are its improved mood buff within its radius and that it's required for Archons or higher.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Piano_Play.png|Pawn playing the piano&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]] - No longer crafted at the [[art bench]].&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Humans with 0% [[hearing]] no longer get thoughts from listening to instruments. Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Musical instruments don't give recreation.&lt;br /&gt;
&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Recreation]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drum&amp;diff=180309</id>
		<title>Drum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drum&amp;diff=180309"/>
		<updated>2026-05-13T17:30:38Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Recreation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Drum&lt;br /&gt;
| image = Drum.png&lt;br /&gt;
| description = A large wooden drum used as a music source for tribal rituals and parties.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 5&lt;br /&gt;
| hp = 100&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| recreation type = music&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| tradeTags = MusicalInstrument&lt;br /&gt;
| thingCategories = BuildingsJoy&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Wood&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| has quality = false&lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Drum''' is a source of musical [[recreation]] that is used in the Drum Party ritual.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Pawns do not need an ideoligion with the drum party ritual in order to build this item.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
At least 1 drum is required to start the [[Rituals#Drum party|drum party]] [[ritual]]. Each drum ''played'' adds {{+|5%}} quality to the ritual, increasing the chance for a positive outcome. 50% of participants, rounded up, will actually play a drum during a ritual. A pawn must have above 0% [[Manipulation]] to play a drum.&lt;br /&gt;
&lt;br /&gt;
While drum is being played during the ritual the colonist's recreation and music tolerance will increase. They will gain meager 3 [[Artistic]] experience which is impacted by their passion.&lt;br /&gt;
&lt;br /&gt;
If the [[Royalty DLC]] is installed, colonists will consider drums a [[recreation]] item and play it outside the drum party ritual. They are considered Musical and have a recreation power of 100%. &lt;br /&gt;
&lt;br /&gt;
Unlike the other [[Recreation#Playing_a_musical_instrument|musical instruments]], drums do ''not'' produce a mood bonus in an area of effect. This includes both colonists who are not participating in the ritual but are nearby as well as colonists who are included in the ritual and are dancing.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Drum parties are one of the strongest rituals, with the biggest ''good'' mood modifiers ({{+|8}} / {{+|16}}), and a chance at a +20% [[Global Work Speed]] buff independent of the regular ritual reward. However, drums require a [[textile]] to create, which can be a little difficult to obtain at the start of the game, before your first [[cotton plant]]s have finished growing.&lt;br /&gt;
&lt;br /&gt;
Drums are generally cheaper than the [[loudspeaker]]s used for the [[Rituals#Dance Party|dance party]]; loudspeakers require {{Required Resources|Loudspeaker}} per speaker. However, pawns do not have to play a loudspeaker - 6 loudspeakers will give max quality, regardless of how many pawns you have. Drums also take 1 more tile of space due to requiring an interaction spot. Dance Party and Drum Party are otherwise equivalent rituals, with the same moodlets and same possible [[Global Work Speed]] buff.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
If the [[Royalty DLC]] is active, drums can be played for recreation. Compared to other musical instruments, they ae unique as the only musical instrument that does not have a [[quality]], as well as the only instrument that does not require any research. Therefore, they can be useful for recreation if there are no good crafters or if the research for other musical instruments has not been unlocked yet. The other musical instruments can benefit from [[quality]] and provide a [[mood]] buff to nearby colonists, so they will eventually be superior.&lt;br /&gt;
&lt;br /&gt;
Without Royalty, colonists will only play drums during Drum Party rituals. During the ritual they gain both the recreation from the ritual passively, and the recreation from the drum from actively playing it.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Clicking drums without [[Royalty]] installed produces a missing royalty message.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Pawns will now play drums for recreation if [[Royalty]] is installed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chronophagy&amp;diff=180308</id>
		<title>Chronophagy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chronophagy&amp;diff=180308"/>
		<updated>2026-05-13T17:26:02Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Scars and ailments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Chronophagy &lt;br /&gt;
| image = Chronophagy.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Induce a distant archotech to transfer entropy from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.&lt;br /&gt;
| research = Chronophagy &lt;br /&gt;
| ritual duration = 10000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
}}&lt;br /&gt;
'''Chronophagy''' is a [[psychic ritual]] that de-ages and removes some age related [[ailments]] of the invoker while aging the target.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Needs participant kinds and numbers}}&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
Chronophagy reduces the age of the invoker by some number of years, while the target is biologically aged by the same number. The number of years transferred is dependent on the quality of the ritual, with every 4% ritual quality corresponding to an additional year transferred.{{Check Tag|Detail needed|Is it years=1+(Quality/4) or is it years=(Quality/4)? Verify, and correct here and in graph}}  See the graph below for easy reference. The ritual cannot reduce the invoker's age below 13; if the invoker is would be reduced below that age, it is capped at 13, but the target is aged the &amp;quot;full&amp;quot; amount as if the cap did not exist.&lt;br /&gt;
&lt;br /&gt;
If the invoker has an ailment that can be acquired through aging, and is rejuvenated to an age that is below the minimum age of the ailment, then the ailment will be cured. See This occurs regardless of how the ailment was acquired. Note that the minimum age is '''not''' the first birthday that an ailment can occur. For example, [[Alzheimer's]] has a minimum age of 33.6 years. The first possible chance to receive Alzheimer's is the 34th birthday, but the invoker must be de-aged to 33 or below to remove Alzheimers.&lt;br /&gt;
&lt;br /&gt;
The target gains age-related ailments as if they had had each natural birthday, with the associated chances. See the pages of the relevant ailments for the chance to receive them each year. Brain damage is inflicted in the form of a psychic burn. The amount of damage based on their age before the ritual, and is affected by the [[Incoming Damage Multiplier]] of the pawn.&lt;br /&gt;
&lt;br /&gt;
Regardless of the ritual quality or the number of years de-aged, the invoker will have one random [[scar]] removed, and will have a 50% chance to have a second scar removed.&lt;br /&gt;
&lt;br /&gt;
Chronophagy cannot heal [[crumbling mind]].&lt;br /&gt;
&lt;br /&gt;
=== List of curable ailments ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Age to cure !! Age to first gain&lt;br /&gt;
|-&lt;br /&gt;
| [[Artery blockage]] || 19 || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Carcinoma]] || 22 || 23&lt;br /&gt;
|-&lt;br /&gt;
| [[Alzheimer's]] || 33 || 34&lt;br /&gt;
|-&lt;br /&gt;
| [[Bad back]] || 39 || 41&lt;br /&gt;
|-&lt;br /&gt;
| [[Cataract]]s&amp;lt;br&amp;gt;[[Hearing loss]] || 47 || 49&lt;br /&gt;
|-&lt;br /&gt;
| [[Frail]] || 49 || 51&lt;br /&gt;
|-&lt;br /&gt;
| [[Dementia]] || 67 || 69&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Years aged and damage dealt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Years Transferred by Quality &lt;br /&gt;
! Base Brain Damage by Pre-Ritual Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400|height=150|type=area|xAxisTitle=Quality (%) |yAxisTitle=Years transferred|x=0,100|y=1,26|xGrid = |yGrid = }} &lt;br /&gt;
| {{Graph:Chart|width=400|height=150|type=line|xAxisTitle=Pre-Ritual Age|yAxisTitle=Base brain damage|x=0,70,90,100,140|y=1,1,5,8,10|yAxisMin=0|xGrid = |yGrid =}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ritual ===&lt;br /&gt;
Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[psychopath]] trait, being [[inhumanized]], or by having the [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Scars and ailments ===&lt;br /&gt;
Chronophagy is one of the few ways to cure scars, [[Alzheimer's]], [[frail]], and [[dementia]]. These can also be cured by [[luciferium]], [[healer mech serum]], the [[bioregeneration cycle]],{{IdeologyIcon}} the [[Scarless]] [[gene]],{{BiotechIcon}} and [[unnatural healing]]. Compared to these options:&lt;br /&gt;
* Chronophagy comes with no lasting downsides, unlike [[luciferium]] or [[sanguophage]]{{BiotechIcon}} implantation.&lt;br /&gt;
* Chronophagy is cheap and guaranteed to be accessible with enough [[void provocation]]s, unlike [[healer mech serum]], [[Scarless]] [[genepack]]s,{{BiotechIcon}} and pawns with [[unnatural healing]].&lt;br /&gt;
* Chronophagy takes less time than a [[bioregeneration cycle]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
Overall, chronophagy is arguably the most effective way to cure scars, as it is cheap and readily available once researched. For ailments, chronophagy relies the ritual quality being higher enough for the pawn to fall below the age threshold, or multiple rituals being used, as well as having a [[psychic sensitivity]] above 0%.&lt;br /&gt;
&lt;br /&gt;
=== Age ===&lt;br /&gt;
Reducing a colonist's age has benefits of its own. The older a pawn is, the higher their chance to develop [[Ailments#Chronic|chronic ailments]], and the lower their [[Fertility]]{{BiotechIcon}} and [[Immunity Gain Speed]]. Pawns closer in age have an easier time forming [[romance]]s, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in [[lovin']]. The [[Ideoligion#Transhumanist|transhumanist]] ideology{{IdeologyIcon}} includes a need for age reversal after pawns reach age 25.&lt;br /&gt;
&lt;br /&gt;
Conversely, there are downsides to allowing pawns to become younger than 18. Pawns from 13-17 have numerous [[Children#Stats|statistics]] lower than a fully grown pawn, including reduced HP, a [[Global Work Speed]] of .83, a move speed of 0.95x, and a higher risk of [[overdose]] and [[Drugs#Addiction|addiction]] from reduced body size. Pawns under 16 cannot have [[children]]{{BiotechIcon}} of their own.&lt;br /&gt;
&lt;br /&gt;
In most cases, it is not ''necessary'' to use chronophagy until a scar/ailment forms, are old to the point that [[Immunity Gain Speed]] is affected, or if the pawn follows a [[Transhumanist]] [[ideoligion]].{{IdeologyIcon}} Still, keeping most of the colony young has a small benefit, so chronophagy purely for age reasons should be done once the costs of acquiring [[prisoner]]s and [[bioferrite]] are minimal. In general, keeping pawns under the age of 41 protects them from the majority of chronic ailments, although keeping them under 34 also protects from Alzheimer's.&lt;br /&gt;
&lt;br /&gt;
=== Age sustaining ===&lt;br /&gt;
For most colonies, Chronophagy will transfer at minimum 4 years of age if the invoker has no psychic sensitivity adjustments and a psychic ritual spot with no void sculptures or shard beacons. At 100% ritual quality, Chronophagy will transfer 25 years of age.&lt;br /&gt;
&lt;br /&gt;
Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can also provide a sufficient number of prisoners and produce the required {{Icon Small|bioferrite||20}} [[bioferrite]] per ritual. If bioferrite is in surplus, then [[skip abduction]]s can to provide easy access to prisoners. Not all prisoners will survive numerous Chronophagy rituals especially if they are still suffering from Dark Psychic Shock from skip abduction or already at an old age, but younger prisoners can easily be the target of 2 or more Chronophagy rituals before expiring. Most colonies should find it trivial to keep their members between the ages of 18 and 40, or between 18 and 25 if Transhumanist. A 30 member transhumanist colony can reasonably hit the 7 year range for their pawns by carefully timing rituals so that only 4-5 colonists will require a chronophagy in any given year.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock.|&amp;quot;[...] from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock.&amp;quot;}}'' changed to ''{{Hover title|Induce a distant archotech to transfer entropy from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.|&amp;quot;[...] from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.&amp;quot;}}''. {{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Longsword&amp;diff=180197</id>
		<title>Longsword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Longsword&amp;diff=180197"/>
		<updated>2026-05-11T14:57:00Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Obsidian and bioferrite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Longsword&lt;br /&gt;
| image = Longsword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| description = The ancient weapon of kings, the longsword can be used for slashing or stabbing.&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = poke&lt;br /&gt;
| meleeattack1part = handle&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 23&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = point&lt;br /&gt;
| meleeattack2cool = 2.6&lt;br /&gt;
| meleeattack2ap = 34&lt;br /&gt;
| meleeattack3dmg = 23&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = blade&lt;br /&gt;
| meleeattack3cool = 2.6&lt;br /&gt;
| meleeattack3ap = 34&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Long blades&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = MedievalMeleeAdvanced, LongSword&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
}}&lt;br /&gt;
The '''longsword''' is a melee [[weapon]] that does a large amount of damage, has a long cooldown, and deals sharp damage.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The longsword has the highest base DPS out of any melee weapon in Core RimWorld. &lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]],{{RoyaltyIcon}} they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony, meaning high [[quality]] weapons are much harder to come by.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
[[Obsidian]]{{OdysseyIcon}} is the best longsword material for raw {{DPS}}, although it has a longer cooldown than plasteel. [[Plasteel]] is the best material in the base game.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite]]{{AnomalyIcon}} has a longer cooldown for  more damage and {{AP}}, overall resulting in less {{DPS}}. However, bioferrite improves [[psychic sensitivity]], making it a competitive choice for [[psycast]]ers{{RoyaltyIcon}}. In addition, bioferrite is worth significantly less [[wealth]] and is easier to come by. Also, legendary bioferite swords are stronger than legendary plasteel swords, due to bioferrite benefiting from melee verb selection - see below for details.&lt;br /&gt;
&lt;br /&gt;
=== Melee verb selection ===&lt;br /&gt;
{{See also|Weapons#Melee_formulas{{!}}Melee formulas}}&lt;br /&gt;
&lt;br /&gt;
On a base pawn, a legendary [[obsidian]]{{OdysseyIcon}} or [[bioferrite]]{{AnomalyIcon}} longsword will benefit from the [[melee verb selection]] system. Attacks in RimWorld are sorted as ''Best'' (75% to select), ''Mid'' (25%), and ''Worst'' (0%). On most longswords, e.g. a legendary [[plasteel]] sword, the handle attack is considered ''Mid'' and will be selected 25% of the time. On an legendary obsidian/bioferrite sword, the handle attack is downgraded to ''Worst'', thus guaranteeing blade attacks and improving {{DPS}}. This makes a legendary bioferrite sword better than legendary plasteel, and obsidian longswords even better.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
===Comparison to monoswords===&lt;br /&gt;
Legendary [[obsidian]]{{OdysseyIcon}} benefits from the melee verb selection mechanic only allowing blade attacks, so on a base pawn, they will beat all [[monosword]]s and excellent [[persona monosword]]s on a baseline pawn. They have less {{AP}}, but their AP is still high enough to pierce all [[mechanoid]] armor, so it is unlikely to be relevant unless against the [[empire]]s{{RoyaltyIcon}} best soldiers. If a [[melee damage factor]] boost is applied, legendary obsidian swords are worse for DPS than legendary monoswords and excellent persona monoswords (although they'll have higher {{AP}}).&lt;br /&gt;
&lt;br /&gt;
Longswords below legendary will pale in comparison to persona monoswords, with a masterwork plasteel longsword beating only a normal persona monosword, or excellent normal monosword.&lt;br /&gt;
&lt;br /&gt;
===Comparison to maces===&lt;br /&gt;
The longsword is naturally compared to the [[mace]] - the mace is the strongest craftable ''Blunt'' weapon in Core RimWorld, while the longsword is the strongest ''Sharp'' weapon. Maces cost half as much material ({{Icon Small|stuff}} 50) and is unlocked earlier at Smithing. In addition, [[uranium]] is the best mace material, while the best longsword material in Core is the more useful and expensive [[plasteel]]. &lt;br /&gt;
&lt;br /&gt;
In terms of ''raw'' damage, the longsword has {{+|{{%|(7.96/7.01)-1 round 2}} }} more base DPS than the [[mace]] as well as better {{AP}}. However, enemies lack significant Blunt armor - e.g., a [[flak vest]] has 100% Sharp armor but only 40% Blunt armor - so the mace has an &amp;quot;armor-piercing&amp;quot; effect. Breakpoints vary by material and quality. &lt;br /&gt;
* A [[plasteel]] longsword beats the same quality [[uranium]] mace against lightly armored humans, like those wearing [[flak jacket]]s without a vest, and small mechs. &lt;br /&gt;
* The uranium mace would do better against flak vests and all sorts of [[power armor]], as well as larger mechs like [[centipede]]s. For example, when excluding handle attacks, a normal uranium mace deals  +{{%|((10.7/12.16) * (1/0.74)) &amp;lt;!--Centipedes have 72% sharp - 37.4% AP from plasteel longsword's 2 sharp attacks. This results in 34.5% &amp;quot;real&amp;quot; armor, and each armor% reduces avg dmg by %0.75. This results in 26% dmg reduction.---&amp;gt; -1 round 3}} {{DPS}} to a centipede when compared to a normal plasteel longsword. (In raw DPS, before intricacies documented below.) &lt;br /&gt;
&lt;br /&gt;
Similar comparisons can be made between steel longswords vs steel maces.&lt;br /&gt;
&lt;br /&gt;
===Obsidian and bioferrite===&lt;br /&gt;
[[Obsidian]]{{OdysseyIcon}} longswords have higher damage and {{AP}}. Against a centipede when ignoring handle/fist attacks, a normal obsidian longsword actually beats a normal uranium mace against centipedes. (While the handleless uranium mace deals +{{%|((10.7/12.38) * (1/0.817)) -1 round 3}} more DPS on paper than a handleless longsword, longswords get a hidden bonus due to Cleave damage, so the longsword is better.)&lt;br /&gt;
&lt;br /&gt;
Legendary obsidian longswords in particular can benefit from the melee verb selection mechanic. A legendary obsidian longsword is by and away better for raw {{DPS}} than a uranium mace, and has enough {{AP}} to ignore any mech's armor. The mace benefits better overkill mechanics, so if melee damage boosts are used then it can be more consistent against non-tough non-robust humans.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite]]{{AnomalyIcon}} is worse as a weapon than plasteel unless it is legendary quality, where it benefits from the melee verb selection described above. However, bioferrite also provides [[psychic sensitivity]] while other weapons do not. In addition, bioferrite is worth less [[wealth]] than a uranium mace.&lt;br /&gt;
&lt;br /&gt;
====Sharp vs Blunt====&lt;br /&gt;
While raw DPS and {{AP}} are the most important factors, there are a large amount of mechanics surrounding the [[damage type]]s of the longsword and mace. For their &amp;quot;Best&amp;quot; attack, maces deal ''[[Damage types#Blunt|Blunt]]'' damage. Longswords deal either ''[[Damage types#Stab|Stab]]'' or ''[[Damage types#Cut|Cut]]'' damage. Best attacks are the most likely to hit (75%); for sake of simplicity, &amp;quot;Mid&amp;quot; attacks are ignored. They are listed in rough order of importance.&lt;br /&gt;
&lt;br /&gt;
*'''Cut damage deals bonus damage.''' If a Cut damage activates a ''cleave'', total damage is multiplied by 140%, then split between body parts. While this reduces the chance to destroy large body parts, cleaving attacks inflict more [[pain]] (causing [[pain shock]], the most common way to down a pawn) and reduce the pawn's total HP pool, making them more effective on action.&lt;br /&gt;
&lt;br /&gt;
: The chance to cleave is 40%. This improves cut DPS by 116% on average (for good sword attacks this results in 108% average damage), and the sword already is better in terms of raw DPS.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons have superior overkill damage mechanics.''' If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process. This is unlikely to matter at all below masterwork quality, as weapons aren't strong enough to one-shot limbs. It is also unlikely to matter if no [[melee damage factor]] boosts are in effect. However, if stacking the [[strong melee damage]] [[gene]]{{BiotechIcon}} and [[juggernaut serum]],{{AnomalyIcon}} then overkill damage does matter ''a lot'' against human-sized pawns.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons can stun enemies,''' though the chance is small. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso. Blunt weapons can also stun if they hit the brain, but brain damage from a mace is usually fatal anyway.&lt;br /&gt;
&lt;br /&gt;
*'''Sharp weapons cause bleeding.''' However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save [[prisoner]]s and causes [[infection]]s.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Longsword Old.png|Texture prior to 1.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wasters&amp;diff=180188</id>
		<title>Wasters</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wasters&amp;diff=180188"/>
		<updated>2026-05-11T04:37:17Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Psychite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|xenotype&lt;br /&gt;
| name = Waster&lt;br /&gt;
| image = Waster.png&lt;br /&gt;
| description = Wasters are aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite - usually flake or yayo.&amp;lt;br/&amp;gt;Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures.&lt;br /&gt;
| short description = Wasters are aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite - usually flake or yayo.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Human&lt;br /&gt;
| type2 = Xenotypes&lt;br /&gt;
&amp;lt;!-- Xenotypes --&amp;gt;&lt;br /&gt;
| can generate as combatant = true&lt;br /&gt;
| factionless generation weight = 1&lt;br /&gt;
| inheritable = true&lt;br /&gt;
| combat power factor = 1&lt;br /&gt;
| name maker = NamerPersonWaster&lt;br /&gt;
| chance to use name maker = 0.75&lt;br /&gt;
| genes = Slate gray skin, Gray hair, Gaunt head, Wake-up impervious, Total antitoxic lungs, Aggressive, Poor Artistic, Awful Animals, Poor Cooking, Psychite dependency, Unattractive, Super immunity, Pollution stimulus&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Waster&lt;br /&gt;
| label = waster&lt;br /&gt;
| iconPath = UI/Icons/Xenotypes/Waster&lt;br /&gt;
&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
'''Wasters''' are a [[Xenotypes|xenotype]] perfectly suited for post-apocalyptic pollution worlds. Their adaptation comes with several drawbacks, and their aggression and ugliness makes it hard for them to coexist with other xenotypes.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;small&amp;gt;''Wasters are gaunt-faced, grey-skinned, aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite to survive - usually flake or yayo.&amp;lt;br&amp;gt;Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures.&amp;lt;br&amp;gt;The faction of waster pirates are a diverse collection of violent xenohumans. They are mostly wasters, with a smattering of hussars, neanderthals, dirtmoles, genies, yttakins, and pigskins. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range. They’ll always be a threat. '' - '''In Game Description'''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
The table below describes the chance for a given pawn from each [[faction]] being a waster. 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|waster}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Wasters can thrive in polluted areas but sacrifice talents in other areas to do so. They are genetically dependent on psychite, with major consequences if their need is not met: they will start feeling mood effects after 5 days without it, will fall into a coma after 30 days without, and will die after 60 days of deprivation. Wasters are very noticeable, with gasmask-like gaunt gray faces.&lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Wasters have a gene complexity of 13[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''.&lt;br /&gt;
&lt;br /&gt;
All wasters have these [[germline gene]]s:&lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene SuperStrongImmunity.png|64|Super immunity|Super immunity}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene TotalPollutionResistance.png|64|Total antitoxic lungs|Total antitoxic lungs}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Aggressive.png|64|Aggressive|Aggressive}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Ugly.png|64|Unattractive|Unattractive}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PollutionRush.png|64|Pollution stimulus|Pollution stimulus}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|ChemicalDependency Psychite.png|64|Psychite dependency|Psychite dependency}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|AddictionImmune Wake Up.png|64|Wake-up impervious|Wake-up impervious}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Super immunity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Total antitoxic lungs]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Aggressive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Unattractive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Pollution stimulus]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Psychite dependency]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Wake-up impervious]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Cosmetic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene GauntHead.png|64|Gaunt head|Gaunt head}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Hair Grey.png|64|Gray hair|Gray hair}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|FanGene SkinColor Gray.png|64|Slate gray skin|Slate gray skin}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Gaunt head]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Gray hair]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Slate gray skin]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PoorCooking.png|64|Poor cooking|Poor cooking}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PoorArtistic.png|64|Poor artistic|Poor artistic}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene AwfulAnimals.png|64|Awful animals|Awful animals}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Poor cooking]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Poor artistic]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful animals]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
Many wasters found homes in the [[Factions#Waster_Pirates|Waster pirate bands]] of the Rim. If you have this band of pirates enabled you will be attacked by wasters sooner or later. There is also a slight chance for them to show up with other [[Pirate|pirate]] gangs, or with scattered groups as parts of quests.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Besides their immunity to toxicity and need for [[psychite]], wasters are relatively plain. They don't get along with others, due to the combination of Unattractive and Aggressive. They thrive in polluted environments, and decent outside of one. [[Wake-up]] is useful when you need to get stuff done, now.&lt;br /&gt;
&lt;br /&gt;
Psychite dependency is easily manageable, and can even be a positive, as covered below. For the [[gene extractor]], it's well worth to take Psychite Dependency for {{+|4}} [[metabolic efficiency]] and its own positives. Other noteworthy genes to extract are the negative Cooking / Animals / Artistic genes, which are free metabolic efficiency for colonists who don't use those skills.&lt;br /&gt;
&lt;br /&gt;
=== Psychite ===&lt;br /&gt;
A waster's psychite dependency is ''very'' affordable. Even in [[difficulty|Losing is Fun]], just 10 [[psychoid plant]]s converted into flake are enough to sustain a waster for an ''entire year'' without deficiency. In a year-round growing season, this is a field of 3 psychoid plants. If you have a grower with the required Plants 6 skill and the [[Research#Psychite refining|Psychite refining]] research, this is trivial. In exchange, you can (almost) freely ingest yayo, flake, and wake-up. (See &amp;quot;Health effects with drug genes&amp;quot; for stipulations.)&lt;br /&gt;
&lt;br /&gt;
* {{Icon Small|flake|24}} [[Flake]] is the cheapest way to handle the dependency. Compared to [[psychite tea]], flake restores more [[rest]], reduces [[Sleep Fall Rate]] significantly more, and gives a much higher [[mood]] for the same amount of [[Psychoid leaves|leaves]]. You can take flake once every 2.7 days without a net tolerance increase. While tea can be taken every 2 days, this is not sufficient to overcome the flake's statistical advantages even when [[Drug policies|scheduling]] flake to be taken every 3 days.&lt;br /&gt;
&lt;br /&gt;
* {{Icon Small|yayo|24}} [[Yayo]] consumes twice as many leaves per dose, but is superior as a drug, granting all of flake's benefits as well as {{+|15%}} [[Moving]], has a high that lasts twice as long, and restores twice as much rest.&lt;br /&gt;
&lt;br /&gt;
Yayo and flake should not be taken together unless in a mood emergency, as their [[overdose]] severity will stack and potentially result in a minor overdose. If a mood emergency does happen, it is possible to take yayo, flake, and [[psychite tea]] at the same time for {{+|82}} mood.&lt;br /&gt;
&lt;br /&gt;
If you have ''other'' colonists with the [[chemical interest]] or [[chemical fascination]] traits, you should keep them away from any hard drugs produced. To counter these traits, set an [[allowed area]] to ''exclude'' areas where drugs are produced or stored. With a gene extractor and [[gene assembler|assembler]], you can give chemically interested pawns psychite dependency yourself, allowing them to indulge in chemical need all they want.&lt;br /&gt;
&lt;br /&gt;
==== Health effects with drug genes ==== &lt;br /&gt;
Psychite dependency and wake-up impervious prevent addiction and any sort of overdose upon taking the drug. There are some health effects they do not protect from.&lt;br /&gt;
* Too high of a psychite tolerance can cause chemical damage to the [[kidney]]s. However, an adult can take up to 11 doses of flake/yayo in a row without reaching this tolerance threshold. If a pawn takes a drug every 5 days, they shouldn't ever have chemical damage, even if they take a few emergency doses every once in a while. Plus, kidneys can be replaced with either an organic or [[Detoxifier kidney|artificial]] replacement. &lt;br /&gt;
* Wake-up has a rare chance to cause a [[heart attack]] during the high. A [[prosthetic heart]] or [[bionic heart]] prevents this entirely.&lt;br /&gt;
Basically, if a colonist is only taking psychite every 5 days, then health concerns are minimal.&lt;br /&gt;
&lt;br /&gt;
=== Pollution ===&lt;br /&gt;
Generally, wasters are not worth seeking out for recruitment for their [[pollution]] genes unless the decision has been made to live in polluted areas anyway. &lt;br /&gt;
&lt;br /&gt;
That said, [[pollution stimulus]] does allow some strategies that may be useful, especially when the base pawn is worth recruiting anyway - for example, a waster with any level of stimulus will be as fast or faster than an equivalent impid as a dedicated hauler while having a more generally useful gene set. For further analysis of pollution stimulus and strategies surrounding its use, see the [[Pollution stimulus]] page.&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] release - Added.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;br /&gt;
{{#set:Image = [[File:Waster.png]]}}&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=180187</id>
		<title>Damage Types</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=180187"/>
		<updated>2026-05-11T04:31:34Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* EMP */ mention turret stunlocking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub|reason=Need breakdown of remaining damage types}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Main|Damage Types}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Damage is split into many different types, with different descriptors and [[death]] messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with [[Health Difficulties|health difficulties]].&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Category !! Armor Category !! Overkill Percent To Destroy Part&amp;lt;ref&amp;gt;See [[Damage_Types#Overkill prevention|Overkill prevention]]&amp;lt;/ref&amp;gt; !! [[Death]] Message&amp;lt;ref&amp;gt;{0} represents a pawn's name.&amp;lt;/ref&amp;gt; !! Hediffs (General / Skin / Solid / Additional) !! Harms Outer Layers&amp;lt;ref&amp;gt;Surgery doesn't hurt your outside bits, but getting shot and stuff will.&amp;lt;/ref&amp;gt; !! Affects [[shield belt|shields]] !! Stun duration !! Source&lt;br /&gt;
|- id=&amp;quot;Cut&amp;quot;&lt;br /&gt;
! Cut&lt;br /&gt;
| cut || Melee Weapon || Sharp || 0% - 10% || {0} has been cut to death. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Crush&amp;quot;&lt;br /&gt;
! Crush&lt;br /&gt;
| crush || Melee Weapon || Blunt || 40% - 100% || {0} has been crushed to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Cut|Cut]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Blunt&amp;quot;&lt;br /&gt;
! Blunt&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Poke&amp;quot;&lt;br /&gt;
! Poke&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Demolish&amp;quot;&lt;br /&gt;
! Demolish&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stab&amp;quot;&lt;br /&gt;
! Stab&lt;br /&gt;
| stab || Melee Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table RangedStab&amp;quot;&lt;br /&gt;
! RangedStab&lt;br /&gt;
| stab || Ranged Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bullet&amp;quot;&lt;br /&gt;
! Bullet&lt;br /&gt;
| bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Arrow&amp;quot;&lt;br /&gt;
! Arrow&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;ArrowHighVelocity&amp;quot;&lt;br /&gt;
! ArrowHighVelocity&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Stab|Stab]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Scratch&amp;quot;&lt;br /&gt;
! Scratch&lt;br /&gt;
| scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic scratch&amp;quot;&lt;br /&gt;
! ScratchToxic&lt;br /&gt;
| toxic scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bite&amp;quot;&lt;br /&gt;
! Bite&lt;br /&gt;
| bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic bite&amp;quot;&lt;br /&gt;
! BiteToxic&lt;br /&gt;
| toxic bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Bomb&amp;quot;&lt;br /&gt;
! Bomb &lt;br /&gt;
| bomb || Misc || Sharp || 0% - 70% || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table BombSuper&amp;quot;&lt;br /&gt;
! BombSuper &lt;br /&gt;
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Flame&amp;quot;&lt;br /&gt;
! Flame&lt;br /&gt;
| flame || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn&amp;gt;Fire currently doesn't burn your organs out or anything - ironically good for preserving them.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Burn&amp;quot;&lt;br /&gt;
! Burn&lt;br /&gt;
| burn || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn /&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Thump&amp;quot;&lt;br /&gt;
! Thump&lt;br /&gt;
| thump || Misc || Sharp || ? || {0} has been shot to death. || [[Hediffs#Crush|Crush]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Tornado&amp;quot;&lt;br /&gt;
! TornadoScratch&lt;br /&gt;
| scratch || Environmental || Sharp || 0% - 70% || {0} has been killed by a tornado. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Frostbite&amp;quot;&lt;br /&gt;
! Frostbite&lt;br /&gt;
| frostbite || Environmental || - || ? || {0} has succumbed to frostbite. || [[Hediffs#Frostbite|Frostbite]] / - / - / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Surgical cut&amp;quot;&lt;br /&gt;
! Surgical cut&lt;br /&gt;
| surgical cut || Medical || - || ? || {0} has died during surgery. || - / - / - / - || {{Bad|false}}&amp;lt;ref&amp;gt;Able to remove organs without harming outer body parts.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Execution cut&amp;quot;&lt;br /&gt;
! Execution cut&lt;br /&gt;
| execution cut || Medical || - || - || {0} has been executed by cutting. || [[Hediffs#Cut|Cut]] / - / - / - || {{Bad|false}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table EMP&amp;quot;&lt;br /&gt;
! EMP &amp;lt;ref name=&amp;quot;stun&amp;quot;&amp;gt;Does not deal physical damage so does not show up on body parts. &amp;lt;/ref&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been EMPed to death. || - / - / - / - || {{Good|true}} || {{Good|true}} || 0.25 s &amp;lt;ref name = duration&amp;gt;Per point of damage.&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Only applies to mechanoids or turrets. &amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
! Stun &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been stunned to death. || - / - / - / - || {{Bad|false}} || {{Good|true}} || 0.33 s &amp;lt;ref name = duration&amp;gt;&amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Smoke&amp;quot;&lt;br /&gt;
! Smoke &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| smoke || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Deterioration&amp;quot;&lt;br /&gt;
! [[Deterioration]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Rotting&amp;quot;&lt;br /&gt;
! Rotting&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! [[Mining]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Extinguish&amp;quot;&lt;br /&gt;
! Extinguish &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Misc || - || - || - || [[Hediffs#Covered in firefoam|Covered in firefoam]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;AcidBurn&amp;quot;&lt;br /&gt;
! AcidBurn&lt;br /&gt;
| acid burn || Misc || Sharp || - || {0} has burned to death. || [[Hediffs#Acid burn|Acid burn]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DecayedOrgan&amp;quot;&lt;br /&gt;
! Decayed&lt;br /&gt;
| decayed organ || Misc || - || - || {0} died from metabolic disruptions caused by organ decay. || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Table Vaporize&amp;quot;&lt;br /&gt;
! Vaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;MechBandShockwave&amp;quot;&lt;br /&gt;
! MechBandShockwave&lt;br /&gt;
| mech-band shockwave || Stun || - || - || {0} has been shocked to death. || - / - / - / - || - || ? || {{Ticks|1200}} || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ToxGas&amp;quot;&lt;br /&gt;
! ToxGas&lt;br /&gt;
| tox gas || Misc || - || - || - || - / - / - / - || - || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Beam&amp;quot;&lt;br /&gt;
! Beam&lt;br /&gt;
| beam || Misc || Heat || 0% - 70% || {0} has been beamed to death. || - / - / - / - || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;BulletToxic&amp;quot;&lt;br /&gt;
! BulletToxic&lt;br /&gt;
| toxic bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ElectricalBurn&amp;quot;&lt;br /&gt;
! ElectricalBurn&lt;br /&gt;
| electrical burn || Environmental || Heat || - || {0} has died from electrical burns. || [[Hediffs#Electrical burn|Electrical burn]] / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Digested&amp;quot;&lt;br /&gt;
! Digested&lt;br /&gt;
| digestion || Misc || - || - || {0} died from being digested. || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;EnergyBolt&amp;quot;&lt;br /&gt;
! EnergyBolt&lt;br /&gt;
| energy bolt || Misc || Sharp || 0% - 70% || {0} has been killed by an energy bolt. || [[Hediffs#Energy bolt|Energy bolt]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Table Nerve&amp;quot;&lt;br /&gt;
! Nerve&lt;br /&gt;
| nerve || Misc || Sharp || 0% - 70% || {0} has been killed by nerve shock. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NerveStun&amp;quot;&lt;br /&gt;
! NerveStun&lt;br /&gt;
| nerve stun || Misc || - || - || - || - / - / - / - || - || ? || {{Ticks|240}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Psychic&amp;quot;&lt;br /&gt;
! Psychic&lt;br /&gt;
| psychic || Misc || - || - || {0} has been killed by a psychic attack. || [[Hediffs#Psychic burn|Psychic burn]] / [[Hediffs#Psychic skin burn|Psychic burn (skin)]] / [[Hediffs#Psychic solid burn|Psychic burn (solid)]] / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DeadlifeDust&amp;quot;&lt;br /&gt;
! DeadlifeDust&lt;br /&gt;
| deadlife dust || Misc || - || - || - || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NociosphereVaporize&amp;quot;&lt;br /&gt;
! NociosphereVaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;VacuumBurn&amp;quot;&lt;br /&gt;
! VacuumBurn&lt;br /&gt;
| vacuum burn || Misc || - || - || {0} has died of vacuum burns. || [[Hediffs#VacuumBurn|VacuumBurn]] / - / - / - || - || - || - || {{OdysseyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Table MiningBomb&amp;quot;&lt;br /&gt;
! MiningBomb&lt;br /&gt;
| mining bomb || Misc || Sharp || 0% - 70% || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{OdysseyIcon}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
| - || - || - || - || - || - / - / - / - || - || - || - || -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
=== References ===&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== General mechanics == &lt;br /&gt;
Each damage type applies its damage in its own way - in the armor type it opposes, in the body parts it can target, in how damage is split between body parts, the multipliers it gets against certain target types, and a multitude of other effects. Most melee damage types have their hit damage multiplied by a random factor of 0.8-1.2 before application.&lt;br /&gt;
&lt;br /&gt;
This often makes comparisons of pure damage and {{DPS}} poor determining factors when comparing weapons of different damage types, even after accounting for the different armor types the attack opposes. &lt;br /&gt;
&lt;br /&gt;
=== Overkill prevention ===&lt;br /&gt;
Overkill prevention is a mechanic by which the destruction of body parts that would reduced to 0 {{HP}} or below, is occasionally prevented.&lt;br /&gt;
&lt;br /&gt;
Overkill prevention works as follows: If the damage would be insufficient to reduce the HP of the body part in question to 0 or below, full damage is dealt. If the damage would be sufficient, two outcomes are possible - either the part is destroyed or the part is reduced to 1 HP and any remaining damage is lost. First, the amount of damage over the current HP of the part is determined. This is then divided by the maximum health of the body part when completely healthy. This is the &amp;quot;Overkill Percentage&amp;quot;. For example, a body part is totally healthy and has a maximum {{HP}} of 10. It is dealt 15 damage by a single attack, which would reduce it to -5. That results in an Overkill Percentage of 50%. &lt;br /&gt;
&lt;br /&gt;
This overkill percentage is then compared to the &amp;quot;overkillPctToDestroyPart&amp;quot; range unique to the damage type. For example, Scratch has a range of 0~0.7, or 0 to 70%. An inverse lerp is then performed using the Overkill Percentage and this range. This then provides the final chance for this attack to destroy the body part.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This result is the chance that the body part is destroyed by the attack. For example, if the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage, then there is a 100% chance the body part would be destroyed. If the chance fails, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
The end result is that weapons that deal high single attack damage are more likely to result in body part destruction than lower damage attacks of their damage type, and that the chance of a body part getting destroyed by a single attack goes up as its HP goes down. It also makes the overkillPctToDestroyPart of each damage type an important factor in the combat performance of weapons that use it.&lt;br /&gt;
&lt;br /&gt;
== Damage types ==&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
First, when a blunt attack selects the initial external body part to strike, there is a 40% chance that an additional strike will be applied to one of the internal body parts contained within it. If a suitable internal part is successfully found, only 80%–90% of the basic damage (after armor calculations) is applied to the external part. The remaining 10%–20% of the basic damage is instead redirected to the internal part, which then suffer additional damage equal to 20%–35% of the basic damage.&lt;br /&gt;
&lt;br /&gt;
Then, if a strike from an attack dealing blunt damage is sufficient to destroy the struck [[body parts|body part]], excess damage is dealt to the parent part of the destroyed part instead, if and only if that parent part is considered an outside part. This allows blunt damage to deal significant damage to important body parts even if they were not the part directly targeted.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a blunt attack hits the parentless body part of a target, e.g. the torso on [[human]]s and most other pawns, there is a small chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 90% of the maximum, not remaining, HP of the torso to the torso of a pawn, it has a 15% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a blunt attack hits a body part of a target that a is source of consciousness, e.g. the brain on [[human]]s and most other pawns, there is a larger chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 50% of the maximum, not remaining, HP of the brain to the brain of a pawn, it has a 100% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
In both cases the stun duration appears to be 0.66s&lt;br /&gt;
&lt;br /&gt;
If neither the parentless body part nor a consciousness source are hit, no stun occurs.&lt;br /&gt;
&lt;br /&gt;
Eyes specifically have a 0% hit chance factor against blunt damage, meaning they will never be hit by a blunt attack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stun Chance per Percentage of Torso's Maximum HP || Stun Chance per Percentage of Brain's Maximum HP&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Torso HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 40, 90, 100 |y1=0.0, 0, 15 , 15}}&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Brain HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 4, 50, 100 |y1=0.0, 20, 100 , 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with a default {{AP}} of 10% and stopping power of 0.5. It does 4x Damage to Plants and to impassable buildings such as Nutrient Paste Dispensers and 2x to passable buildings such as armchairs. Additionally, [[Wall]]s specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage. Each hit picks 1-4 random body part targets to affect (either internal or external, and can target the same part twice). Then split the total damage evenly across those parts. Then roll for armor penetration per each hit. For ''each'' internal part that takes damage, apply the hit damage to the parent part (even if the parent was already hit) (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;BombSuper&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Bomb super ====&lt;br /&gt;
Bomb super damage follows the rules of bomb damage, but with a default damage of 550, a default {{AP}} of 130%, and a default stopping power of 2.0. Bomb super damage is dealt only by [[antigrain warhead]]s and [[IED antigrain warhead trap]]s.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;MiningBomb&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Mining bomb ====&lt;br /&gt;
Mining bomb damage follows the rules of bomb damage, but with a 30x multiplier to impassable buildings, a 5x multiplier to passable buildings, and a 10x multiplier to plants. Additionally, mining bomb damage also has an effective [[Mining Yield]] of {{Good|100%}}, causing destroyed mineable objects to drop the same yield as if a [[mining]] skill level 8 pawn mined them. Mining bomb damage is dealt only by [[ancient mining charge]]s {{OdysseyIcon}} and [[ancient explosives crate]]s. {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Bullet ===&lt;br /&gt;
Target a single random internal or external body part. Roll for AP. If an internal part takes damage, apply the hit damage to the parent part (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
=== Burn ===&lt;br /&gt;
Identical to [[#Flame|Flame]] except that it cannot ignite targets.&lt;br /&gt;
&lt;br /&gt;
=== Cut === &lt;br /&gt;
Each attack generates a random number between 0-1, which is used as x. This number is then substituted into the curve shown in the table below to calculate the number of additional hit parts, y. The decimal part of y is randomly rounded up or down, but the value of the decimal part has a linear impact on the probability of rounding up or down. Therefore, the probabilities of hitting 0, 1, 2, 3 additional parts can be considered as 30%, 45%, 20%, 5%, respectively. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Cut Extra Targets Curve&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=100|xAxisTitle=RNG Points|yAxisTitle= Additional Target Parts|type=line|x=0, 0.3, 0.6, 0.75, 0.9, 0.95, 1|y1=0, 0.5, 1, 1.5, 2, 2.5, 3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If it's more than 1 targeted parts, multiply the damage of the attack by ((1 + 1.4) / (targetsNum + 1.4) * targetsNum). Target random internal or external body parts (if a single-hit, cannot target internal parts. otherwise, can) (all multi-hit targets must be adjacent to each other). The total damage of the hit is evenly split across all targets. Roll for AP only against the first picked target regardless of the rest, and apply that damage to all targets. If an internal part is damaged without it's parent part being damaged, deal the same hit damage onto the parent part as well (this is bonus damage) (doesn't apply to bones).&lt;br /&gt;
&lt;br /&gt;
In short, a cut attack has an '''''x''''' chance of hitting '''''y''''' body parts, and the total damage is multiplied by '''''z''''':&lt;br /&gt;
* (30%, 1, 1.00)&lt;br /&gt;
* (45%, 2, 1.41)&lt;br /&gt;
* (20%, 3, 1.64)&lt;br /&gt;
* (5%, 4, 1.78)&lt;br /&gt;
The expectation multiplier of total damage is 1.35.&lt;br /&gt;
&lt;br /&gt;
=== Demolish ===&lt;br /&gt;
Demolish damage is done by [[breach axe]]s and is additionally effective against buildings. It applies a 10x Damage multiplier when attacking buildings, but applies an additional 0.75x multiplier when attacking the target is impassible such as [[walls]], for a net multiplier of 7.5x against that class of building. In all other ways, it is otherwise identical to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
=== EMP ===&lt;br /&gt;
{{Image wanted|reason=Stun mote and electrical sparking effect}}&lt;br /&gt;
{{Stub|section=1|reason=Mech boss [[EMP resistance]], [[unique weapons]] with EMP sources, Note that {{Hover title|Version/1.6.4630|as of the time of writing}}, projectiles [[unique weapons]] with the [[EMP rounds]]{{OdysseyIcon}} trait do not disable projected shield when striking it. It is currently unknown if striking the burnout low-shield object disables the shield.{{Check Tag|Verify}}}}&lt;br /&gt;
EMP damage is a fairly unique form of damage that does no direct harm to organic pawns, but temporarily stuns mechanical pawns and some objects.&lt;br /&gt;
&lt;br /&gt;
The weapons that deal EMP damage include:&lt;br /&gt;
* [[EMP grenades]]&lt;br /&gt;
* [[EMP launcher]]&lt;br /&gt;
* [[EMP shell]]&lt;br /&gt;
* [[IED EMP trap]]&lt;br /&gt;
* [[Zeushammer]] {{RoyaltyIcon}} &lt;br /&gt;
* [[Persona zeushammer]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Unique weapons#EMP rounds|Unique weapons with the EMP rounds trait]]{{OdysseyIcon}}&lt;br /&gt;
* [[Unique weapons#EMP pulser|Unique weapons with the EMP pulser trait]]{{OdysseyIcon}}&lt;br /&gt;
* [[Unique_weapons#EMP_cannon|Unique weapons with the EMP cannon trait]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius.&lt;br /&gt;
&lt;br /&gt;
EMP mainly serves to stun [[mechanoid]]s, [[revenant]]s,{{AnomalyIcon}} [[metalhorror]]s,{{AnomalyIcon}} [[nociosphere]]s,{{AnomalyIcon}} [[drone]]s,{{OdysseyIcon}} [[turret]]s, and [[mortar]]s. Every stun &amp;quot;damage&amp;quot; inflicts {{Ticks|30}} of stun. Most items do 50 EMP damage, or 25 seconds of stun.&lt;br /&gt;
&lt;br /&gt;
After being stunned, targets become 'Adapted', gaining immunity from further stuns for {{Ticks|2200}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation. The post-stun Adapted duration is {{Ticks|2200-(30*50)}} for most items. Some pawns such as command mechanoids{{BiotechIcon}} and nociospheres{{AnomalyIcon}} have EMP resistance, so are stunned for less time. Buildings and metalhorrors{{AnomalyIcon}} are incapable of adapting and can be stun locked.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime&lt;br /&gt;
|-&lt;br /&gt;
| 4    || [[Unique weapons#EMP rounds|Unique weapons with the EMP rounds trait]]{{OdysseyIcon}}  ||  {{Ticks|30*4}}   || {{Ticks|2200-(30*4)}}     || {{%|(30*4) / ((30*4)+(2200-(30*4))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 9    || [[Zeushammer]], [[Persona zeushammer]]  ||  {{Ticks|30*9}}   || {{Ticks|2200-(30*9)}}     || {{%|(30*9) / ((30*9)+(2200-(30*9))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 45   || Awful [[quality]] [[EMP launcher]]      || {{Ticks|30*45}}   || {{Ticks|2200-(30*45)}}    || {{%|(30*45) / ((30*45)+(2200-(30*45))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 50   || ''All other sources''                   || {{Ticks|30*50}}   || {{Ticks|2200-(30*50)}}    || {{%|(30*50) / ((30*50)+(2200-(30*50))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 62.5 || Masterwork [[quality]] [[EMP launcher]] || {{Ticks|30*62.5}} || {{Ticks|2200-(30*62.5)}}  || {{%|(30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 75   || Legendary [[quality]] [[EMP launcher]]  || {{Ticks|30*75}}   || {{Ticks|0}} &amp;lt;!--{{Ticks|2200-(30*75)}} is less than 0 --&amp;gt; || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any amount of EMP damage will also:&lt;br /&gt;
* Inflict [[brain shock]] on pawns with brain implants ([[Learning assistant]] {{RoyaltyIcon}}, [[Neurocalculator]] {{RoyaltyIcon}}, [[Circadian assistant]] {{RoyaltyIcon}}, [[Circadian half-cycler]] {{RoyaltyIcon}},  [[Pilot assistant]] {{OdysseyIcon}} )&lt;br /&gt;
* Inflicts vomiting on pawns with certain stomach implants ([[Nuclear stomach]] {{RoyaltyIcon}}, [[Reprocessor stomach]] {{RoyaltyIcon}}, [[Sterilizing stomach]] {{RoyaltyIcon}})&lt;br /&gt;
* Break [[shield belt]]s, which will recharge as if they reached 0 HP normally.&lt;br /&gt;
* Disable the power generation of generators. &lt;br /&gt;
* Disable [[low-shield pack]]s {{RoyaltyIcon}} for {{Ticks|600}}; the burnout timer continues to run while stunned.&lt;br /&gt;
* Disable [[mech low-shield]]s {{RoyaltyIcon}} and [[mech high-shield]]s {{RoyaltyIcon}} for {{Ticks|1200}}. For mech high-shields, an [[EMP shell]] must impact the actual shield; the blast will not disable it.&lt;br /&gt;
* Reveal revenants and sightstealers.{{AnomalyIcon}}&lt;br /&gt;
* If an EMP attack does more EMP damage to a mortar than the remaining HP it has, the mortar will explode.&lt;br /&gt;
&lt;br /&gt;
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.&lt;br /&gt;
&lt;br /&gt;
=== RangedStab ===&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
RangedStab's damage distribution is unlike other types, with 1/3rd of the damage being applied to internal parts when targeted, while the remaining 2/3rds are applied to the external parent part. &lt;br /&gt;
In comparison, melee stabs will split damage between equally internal and parent, while ranged attacks like bullets and arrows will duplicate the damage in its entirety for each part. &lt;br /&gt;
&lt;br /&gt;
Further investigation as to RangedStab's abnormally high probability of hitting internal parts is required as it may be similar to regular Stab.&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
{{Rewrite|reason=[[Version/1.5.4062]] changed how flammability interacts with Flame damage. Needs to be updated on [[Flammability]], [[Damage Types#Flame]]/[[Damage Types#Burn]], and [[Fire]] - note changelog states that it only affects buildings but don't assume. Verify all mechanics with testing.}}&lt;br /&gt;
Flame damage has a default damage of 10 and typically has no armor penetration at all. If any damage is dealt by flame damage at all, i.e. it is not fully negated by [[Apparel#Protection|protective apparel]], there is a chance to [[Fire|ignite]] the pawn. &lt;br /&gt;
&lt;br /&gt;
This chance does not scale with the damage done i.e. a partial mitigation does not reduce the chance. However, it does scale with the [[Flammability]] of the target, and is defined by the following graph:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ignition Chance per Target Flammability&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Target Flammability (%)|yAxisTitle=Ignition Chance (%)|type=line|x=0, 10, 30, 100 |y1=0, 7, 100, 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a normal human has a flammability of 70% and so has a 100% chance to ignite if any flame damage is taken, while a human wearing [[phoenix armor]] {{RoyaltyIcon}} has a flammability of 2% and so has a 1.4% chance to ignite if any flame damage is taken. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factors !! Flammability !! Ignition Chance upon&amp;lt;br&amp;gt;Flame Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Human'' &lt;br /&gt;
| 70% || 100% (1 in 1)&lt;br /&gt;
|-&lt;br /&gt;
! [[Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 10% || 7% (1 in 14.3)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} &lt;br /&gt;
| 2% || 1.4% (1 in 71.4)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} +&amp;lt;br&amp;gt;[[Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 0.2% || 0.14% (1 in 714.3)&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Mechanoid'' &lt;br /&gt;
| 0% || 0% (Never)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the pawn is ignited the size of the [[fire]] is randomly selected between 15% and 25%, which affects the difficulty of putting it out and the chance to spread.&lt;br /&gt;
&lt;br /&gt;
In addition to weapons that deal flame damage, [[lightning]] also deals 10 flame damage its area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Scratch ===&lt;br /&gt;
Scratch damage does damage differently depending on what part is initially targeted.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is internal, then a count is made of all parts from the targeted part, and that part's parent, and that part's parent, etc. until a part that is external is found. The damage dealt is then evenly divided among these parts, including the targeted part and the final outside part. Note that in testing, no scratch attack was seen initially targeting an internal part. It is unclear if this is even possible to occur in game.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is external, then a list is created including: the originally targeted part, the children parts of the original part, the parent of the original part, and the children of the parent of the original part. Two parts are then selected from this list at random,{{Check Tag|Verify|Is it two parts are picked at random, or the chosen part and 1 random part}} and then 67% of the original post-armor damage is dealt to both parts. Note that is usually result in {{DPS}} 34% higher than the weapon's nominal value, though damage may be also limited by [[#Overkill prevention|overkill prevention]].&lt;br /&gt;
&lt;br /&gt;
In this instance, Scratch has a overkillPctToDestroyPart range of 0~0.7, or 0% to 70%. This means there is a linear probability from 0% chance of destruction when the no damage over current HP is dealt, to 100% chance the body part would be destroyed when the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
For example, a [[power claw]] deals {{Q|Power claw|Attack 1 Damage}} scratch damage. If the initial attack targets the nose, the head's child part, then an eye could be selected as it is also a child part of the head. If the initial attack was also halved by armor, then this attack would deal between {{#expr: 0.5*0.5*{{Q|Power claw|Attack 1 Damage}}}} and {{#expr: 0.8*0.5*{{Q|Power claw|Attack 1 Damage}}}} damage to nose and eye.&lt;br /&gt;
&lt;br /&gt;
=== Toxic bite ===&lt;br /&gt;
Identical to [[#Bite|Bite]], but also inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Bite damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.{{Check Tag|Wildmen?|Wildman pawn with the venom fangs implant hunting prey - do they apply it?}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic bullet ===&lt;br /&gt;
Identical to [[#Bullet|Bullet]], but also inflicts a 0.65% severity increase of [[toxic buildup]] for each point of Bullet damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
The tag is set such that animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type, however it is unclear if this is functional or merely a hold over from copying the standard set by [[#Toxic bite|toxic bite]] as that condition cannot occur in vanilla. It is also unclear whether it would apply to colonists hunting with such weapons.{{Check Tag|Verify|Have pawn hunt with dev mod spawned in toxic needle gun}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic scratch ===&lt;br /&gt;
Identical to [[#Scratch|Scratch]], but inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Scratch damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Thump ===&lt;br /&gt;
Thump damage is done by [[Thump cannon]], and is exceptionally effective against buildings. The default damage is only 5, with 0 AP, however it does 4x Damage to Plants, 15x damage to impassable buildings such as Nutrient Paste Dispensers, 7.5x to passable buildings such as armchairs. Additionally, both [[wall]]s and natural rock walls specifically have an additional 2x multiplier, stacking with the previous 15x, for a total of 30x damage.&lt;br /&gt;
&lt;br /&gt;
=== Vaporize ===&lt;br /&gt;
Vaporize damage is done by the [[hellsphere cannon]] of [[Diabolus]]{{BiotechIcon}} and the fleshmelter bolt of [[Nociosphere]]{{AnomalyIcon}}. The default damage is 800, with a default {{AP}} of 100% and stopping power of 1.5. It does 4x to impassable buildings such as Nutrient Paste Dispensers, 2x to Plants and  passable buildings such as armchairs, and 0.1x damage to corpses. &lt;br /&gt;
&lt;br /&gt;
It is resisted by heat armor and heats up the area in which it is fired.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Decayed Organ ===&lt;br /&gt;
A result of [[Organ decay]], which can apply to the [[Heart]], [[Lung]]s, and [[Kidney]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acid Burn ===&lt;br /&gt;
Can be received via the various acid spits: [[Fleshmass spitter]] acid, [[Corrosive heart]] acid, and [[Acid spray]] acid. [[Devourer]]s also inflict this damage to the swallowed pawn.&lt;br /&gt;
&lt;br /&gt;
=== Psychic ===&lt;br /&gt;
An awoken [[unnatural corpse]] will psychically incinerate the target's brain.&lt;br /&gt;
&lt;br /&gt;
=== Nerve ===&lt;br /&gt;
{{Stub|section=1|reason=Inadequate mechanical detail}}&lt;br /&gt;
Damage dealt from the [[Nerve spiker]].&lt;br /&gt;
&lt;br /&gt;
==== Nerve Stun ====&lt;br /&gt;
The stun ability of the nerve spiker.&lt;br /&gt;
&lt;br /&gt;
=== Mech-band Shockwave ===&lt;br /&gt;
From the Apocrition shockwave upon its death{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Energy Bolt ===&lt;br /&gt;
One of the projectiles fired by the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
=== Digestion ===&lt;br /&gt;
Inflicted to corpses by the [[Harbinger tree]], and to pawns swallowed by a Devourer{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Electrical Burn ===&lt;br /&gt;
Electrical burns are periodically received by [[entities]] connected to an [[Electroharvester]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - Bomb damage now does 2x damage vs plants. '''Note:''' this was increased in a later version to 4x, as noted above.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - New visual effects for the EMP state on mechs or turrets, with electrical arcs and sparks.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Thump damage multiplier versus [[wall]]s reduced from 4x to 2x. Demolish damage multiplier versus impassible buildings reduced from 1 to 0.75.&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sentry_drone&amp;diff=180186</id>
		<title>Sentry drone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sentry_drone&amp;diff=180186"/>
		<updated>2026-05-10T23:10:49Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Missing Occurrence details. Summary incomplete}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Sentry drone&lt;br /&gt;
| image = SentryDrone_east.png&lt;br /&gt;
| description = An automated security drone. It continuously patrols an area, looking for intruders. Once an intruder is found, it will relentlessly attack with a short-range scattergun. Its long-lasting battery can keep it going for centuries.&lt;br /&gt;
| type = Drone&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| combatPower = 75&lt;br /&gt;
| movespeed = 2.9&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| armorblunt = 15&lt;br /&gt;
| armorsharp = 45&lt;br /&gt;
| armorheat = 150&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1.3&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = stab&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = shell spike&lt;br /&gt;
| weaponTags = SentryDroneGunShortRange&lt;br /&gt;
}}&lt;br /&gt;
'''Sentry drones''' are a type of hostile [[drone]] from the [[Odyssey DLC]] that can be found in ancient ruins. They will patrol the halls of the ruins and attack colonists if spotted.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Sentry drones spawn on specific quest sites belonging to the [[Ancients#Hostile Ancients|Hostile Ancients]] faction. Those quests are either [[Quests#Odyssey|gravship-related]] or given by the [[orbital scanner]]:&lt;br /&gt;
* Frozen terraformer (gravship quest)&lt;br /&gt;
* Ancient reactor (gravship quest)&lt;br /&gt;
* Abandoned orbital platform (gravship quest)&lt;br /&gt;
* Abandoned Platform (orbital scanner quest)&lt;br /&gt;
* Orbital Satellite (orbital scanner quest)&lt;br /&gt;
&lt;br /&gt;
The number of drones spawned is on a curve based on the number of [[Raid points|threat points]], with the ancient reactor and orbital satellite quests spawning more drones than the other quest sites at higher threat point levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Drones spawned per threat points (TP)&lt;br /&gt;
! Quest&lt;br /&gt;
! Location&lt;br /&gt;
! Origin&lt;br /&gt;
! 0 TP&lt;br /&gt;
! 100 TP&lt;br /&gt;
! 1000 TP&lt;br /&gt;
! 5000 TP&lt;br /&gt;
|-&lt;br /&gt;
! Frozen terraformer&lt;br /&gt;
| planet || gravship|| 0 || 2 || 8 || 16&lt;br /&gt;
|-&lt;br /&gt;
! Ancient reactor&lt;br /&gt;
| planet || gravship || 0 || 2 || 10 || 20&lt;br /&gt;
|-&lt;br /&gt;
! Abandoned orbital platform&lt;br /&gt;
| orbit || gravship|| 0 || 2 || 8 || 16&lt;br /&gt;
|-&lt;br /&gt;
! Abandoned Platform&lt;br /&gt;
| orbit || scanner || 0 || 2 || 8 || 16&lt;br /&gt;
|-&lt;br /&gt;
! Orbital satellite&lt;br /&gt;
| orbit || scanner || 0 || 2 || 10 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sentry drones cannot be constructed or controlled by players, unlike [[hunter drone]]s and most [[mechanoid]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Links and additional detail like EMP. Adapt [[Template: Mechanoid Summary]] for basis}}&lt;br /&gt;
Drones are similar to [[mechanoids]] in several ways - they avoid cover, do not drop equipment when destroyed, die when downed, and have 100% toxic environnment resistance and 100% vacuum resistance. Unlike mechs they are not totally immune to flame and heat damage, but are non-flammable and can open doors, even player owned doors. This has been confirmed by the developers as intentional.&lt;br /&gt;
&lt;br /&gt;
When generated as part of a map, drones will be at least 200 years old{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
[[Psychic sensitivity]] of 0%.&lt;br /&gt;
&lt;br /&gt;
Dead sentry drones may be shredded at a [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]]{{Check Tag|Verify}} as well as any missing parts on the drone.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Sentry drones are always equipped with a [[scattergun]], which they do not drop upon death. See the [[scattergun]] page for further information.&lt;br /&gt;
&lt;br /&gt;
Sentry drones have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of ?%,{{Check Tag|Detail needed}} equivalent to a pawn with a [[Melee]] skill of ?.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Past the early game, sentry drones are not a dangerous threat on their own. Their [[scattergun]] is a worse [[pump shotgun]]. In close quarters, they can easily be engaged in melee. In the open, they are easy to [[kiting|kite]] due to their short range and slow movement speed. Also, they always appear in quest sites - where threats are scaled down to compensate for traveling - meaning that if bringing an entire colony via [[gravship]] they are unlikely to pose a serious threat.&lt;br /&gt;
&lt;br /&gt;
Sentry drones still pose some threat to pawns, as they can serve as distractions for [[hunter drone]]s and other types of drones.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Recode|section=1|reason=DroneWithTreads body type not supported}}&lt;br /&gt;
{{Animal Health Table|DroneWithTreads}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table|weapon=Scattergun}}&lt;br /&gt;
&lt;br /&gt;
== Graphs == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Hover title|link=no|dotted=yes|DPS taking into account both weapon accuracy and pawn/turret accuracy|True DPS}} over Range&lt;br /&gt;
|-&lt;br /&gt;
| {{Weapon Iterated DPS Chart|Scattergun|Normal|0.96}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SentryDrone_east.png|Facing east&lt;br /&gt;
File:SentryDrone_north.png|Facing north&lt;br /&gt;
File:SentryDrone_south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
[[Category: Drones]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drones&amp;diff=180185</id>
		<title>Drones</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drones&amp;diff=180185"/>
		<updated>2026-05-10T23:08:50Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Recode|reason=Needs a pawnkind table}}&lt;br /&gt;
{{For|psychic drone event in the base game|Psychic drone}}&lt;br /&gt;
&lt;br /&gt;
'''Drones''' are hostile, [[mechanoid]]-like creatures introduced in the [[Odyssey DLC]] that can occasionally be found guarding ancient landmarks, defending them from [[mechanoids]] and most humanlikes. Unlike mechanoids, enemy drones operate as part of the [[Ancients#Hostile Ancients|Hostile Ancients]] faction, as opposed to the [[mechanoid hive]].&lt;br /&gt;
&lt;br /&gt;
There are currently three types of drones, listed below:&lt;br /&gt;
* [[Sentry drone]]&lt;br /&gt;
* [[Wasp drone]]&lt;br /&gt;
* [[Hunter drone]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Drones are mechanical beings. They do not eat, do not feel [[mood]] or [[pain]], and are immune to [[toxic buildup]], [[vacuum exposure]], and temperature extremes - despite having a Comfortable Temperature range. They cannot be lit on fire but are not completely immune to flame or heat damage.&lt;br /&gt;
&lt;br /&gt;
Drones are vulnerable to [[EMP]] damage and will adapt like mechanoids after being stunned.&lt;br /&gt;
&lt;br /&gt;
All drones have a [[Psychic Sensitivity]] of 0%.&lt;br /&gt;
&lt;br /&gt;
[[Category: Creatures]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drones&amp;diff=180184</id>
		<title>Drones</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drones&amp;diff=180184"/>
		<updated>2026-05-10T23:05:54Z</updated>

		<summary type="html">&lt;p&gt;Hordes: basic shared info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Recode|reason=Needs a pawnkind table}}&lt;br /&gt;
{{For|psychic drone event in the base game|Psychic drone}}&lt;br /&gt;
&lt;br /&gt;
'''Drones''' are hostile, [[mechanoid]]-like creatures introduced in the [[Odyssey DLC]] that can occasionally be found guarding ancient landmarks, defending them from [[mechanoids]] and most humanlikes. Unlike mechanoids, enemy drones operate as part of the [[Ancients#Hostile Ancients|Hostile Ancients]] faction, as opposed to the [[mechanoid hive]].&lt;br /&gt;
&lt;br /&gt;
There are currently three types of drones, listed below:&lt;br /&gt;
* [[Sentry drone]]&lt;br /&gt;
* [[Wasp drone]]&lt;br /&gt;
* [[Hunter drone]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Drones are mechanical beings. Like [[mechanoid]]s, they do not eat, do not feel [[mood]] or [[pain]], and are immune to [[fire]], [[toxic buildup]], [[vacuum exposure]], and temperature extremes - despite having a Comfortable Temperature range.&lt;br /&gt;
&lt;br /&gt;
Drones are vulnerable to [[EMP]] damage and will adapt like mechanoids after being stunned.&lt;br /&gt;
&lt;br /&gt;
All drones have a [[Psychic Sensitivity]] of 0%.&lt;br /&gt;
&lt;br /&gt;
[[Category: Creatures]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=180183</id>
		<title>Damage Types</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=180183"/>
		<updated>2026-05-10T23:02:22Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* EMP */ the drones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub|reason=Need breakdown of remaining damage types}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Main|Damage Types}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Damage is split into many different types, with different descriptors and [[death]] messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with [[Health Difficulties|health difficulties]].&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Category !! Armor Category !! Overkill Percent To Destroy Part&amp;lt;ref&amp;gt;See [[Damage_Types#Overkill prevention|Overkill prevention]]&amp;lt;/ref&amp;gt; !! [[Death]] Message&amp;lt;ref&amp;gt;{0} represents a pawn's name.&amp;lt;/ref&amp;gt; !! Hediffs (General / Skin / Solid / Additional) !! Harms Outer Layers&amp;lt;ref&amp;gt;Surgery doesn't hurt your outside bits, but getting shot and stuff will.&amp;lt;/ref&amp;gt; !! Affects [[shield belt|shields]] !! Stun duration !! Source&lt;br /&gt;
|- id=&amp;quot;Cut&amp;quot;&lt;br /&gt;
! Cut&lt;br /&gt;
| cut || Melee Weapon || Sharp || 0% - 10% || {0} has been cut to death. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Crush&amp;quot;&lt;br /&gt;
! Crush&lt;br /&gt;
| crush || Melee Weapon || Blunt || 40% - 100% || {0} has been crushed to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Cut|Cut]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Blunt&amp;quot;&lt;br /&gt;
! Blunt&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Poke&amp;quot;&lt;br /&gt;
! Poke&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Demolish&amp;quot;&lt;br /&gt;
! Demolish&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stab&amp;quot;&lt;br /&gt;
! Stab&lt;br /&gt;
| stab || Melee Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table RangedStab&amp;quot;&lt;br /&gt;
! RangedStab&lt;br /&gt;
| stab || Ranged Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bullet&amp;quot;&lt;br /&gt;
! Bullet&lt;br /&gt;
| bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Arrow&amp;quot;&lt;br /&gt;
! Arrow&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;ArrowHighVelocity&amp;quot;&lt;br /&gt;
! ArrowHighVelocity&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Stab|Stab]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Scratch&amp;quot;&lt;br /&gt;
! Scratch&lt;br /&gt;
| scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic scratch&amp;quot;&lt;br /&gt;
! ScratchToxic&lt;br /&gt;
| toxic scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bite&amp;quot;&lt;br /&gt;
! Bite&lt;br /&gt;
| bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic bite&amp;quot;&lt;br /&gt;
! BiteToxic&lt;br /&gt;
| toxic bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Bomb&amp;quot;&lt;br /&gt;
! Bomb &lt;br /&gt;
| bomb || Misc || Sharp || 0% - 70% || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table BombSuper&amp;quot;&lt;br /&gt;
! BombSuper &lt;br /&gt;
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Flame&amp;quot;&lt;br /&gt;
! Flame&lt;br /&gt;
| flame || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn&amp;gt;Fire currently doesn't burn your organs out or anything - ironically good for preserving them.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Burn&amp;quot;&lt;br /&gt;
! Burn&lt;br /&gt;
| burn || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn /&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Thump&amp;quot;&lt;br /&gt;
! Thump&lt;br /&gt;
| thump || Misc || Sharp || ? || {0} has been shot to death. || [[Hediffs#Crush|Crush]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Tornado&amp;quot;&lt;br /&gt;
! TornadoScratch&lt;br /&gt;
| scratch || Environmental || Sharp || 0% - 70% || {0} has been killed by a tornado. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Frostbite&amp;quot;&lt;br /&gt;
! Frostbite&lt;br /&gt;
| frostbite || Environmental || - || ? || {0} has succumbed to frostbite. || [[Hediffs#Frostbite|Frostbite]] / - / - / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Surgical cut&amp;quot;&lt;br /&gt;
! Surgical cut&lt;br /&gt;
| surgical cut || Medical || - || ? || {0} has died during surgery. || - / - / - / - || {{Bad|false}}&amp;lt;ref&amp;gt;Able to remove organs without harming outer body parts.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Execution cut&amp;quot;&lt;br /&gt;
! Execution cut&lt;br /&gt;
| execution cut || Medical || - || - || {0} has been executed by cutting. || [[Hediffs#Cut|Cut]] / - / - / - || {{Bad|false}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table EMP&amp;quot;&lt;br /&gt;
! EMP &amp;lt;ref name=&amp;quot;stun&amp;quot;&amp;gt;Does not deal physical damage so does not show up on body parts. &amp;lt;/ref&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been EMPed to death. || - / - / - / - || {{Good|true}} || {{Good|true}} || 0.25 s &amp;lt;ref name = duration&amp;gt;Per point of damage.&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Only applies to mechanoids or turrets. &amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
! Stun &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been stunned to death. || - / - / - / - || {{Bad|false}} || {{Good|true}} || 0.33 s &amp;lt;ref name = duration&amp;gt;&amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Smoke&amp;quot;&lt;br /&gt;
! Smoke &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| smoke || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Deterioration&amp;quot;&lt;br /&gt;
! [[Deterioration]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Rotting&amp;quot;&lt;br /&gt;
! Rotting&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! [[Mining]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Extinguish&amp;quot;&lt;br /&gt;
! Extinguish &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Misc || - || - || - || [[Hediffs#Covered in firefoam|Covered in firefoam]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;AcidBurn&amp;quot;&lt;br /&gt;
! AcidBurn&lt;br /&gt;
| acid burn || Misc || Sharp || - || {0} has burned to death. || [[Hediffs#Acid burn|Acid burn]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DecayedOrgan&amp;quot;&lt;br /&gt;
! Decayed&lt;br /&gt;
| decayed organ || Misc || - || - || {0} died from metabolic disruptions caused by organ decay. || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Table Vaporize&amp;quot;&lt;br /&gt;
! Vaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;MechBandShockwave&amp;quot;&lt;br /&gt;
! MechBandShockwave&lt;br /&gt;
| mech-band shockwave || Stun || - || - || {0} has been shocked to death. || - / - / - / - || - || ? || {{Ticks|1200}} || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ToxGas&amp;quot;&lt;br /&gt;
! ToxGas&lt;br /&gt;
| tox gas || Misc || - || - || - || - / - / - / - || - || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Beam&amp;quot;&lt;br /&gt;
! Beam&lt;br /&gt;
| beam || Misc || Heat || 0% - 70% || {0} has been beamed to death. || - / - / - / - || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;BulletToxic&amp;quot;&lt;br /&gt;
! BulletToxic&lt;br /&gt;
| toxic bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ElectricalBurn&amp;quot;&lt;br /&gt;
! ElectricalBurn&lt;br /&gt;
| electrical burn || Environmental || Heat || - || {0} has died from electrical burns. || [[Hediffs#Electrical burn|Electrical burn]] / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Digested&amp;quot;&lt;br /&gt;
! Digested&lt;br /&gt;
| digestion || Misc || - || - || {0} died from being digested. || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;EnergyBolt&amp;quot;&lt;br /&gt;
! EnergyBolt&lt;br /&gt;
| energy bolt || Misc || Sharp || 0% - 70% || {0} has been killed by an energy bolt. || [[Hediffs#Energy bolt|Energy bolt]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Table Nerve&amp;quot;&lt;br /&gt;
! Nerve&lt;br /&gt;
| nerve || Misc || Sharp || 0% - 70% || {0} has been killed by nerve shock. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NerveStun&amp;quot;&lt;br /&gt;
! NerveStun&lt;br /&gt;
| nerve stun || Misc || - || - || - || - / - / - / - || - || ? || {{Ticks|240}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Psychic&amp;quot;&lt;br /&gt;
! Psychic&lt;br /&gt;
| psychic || Misc || - || - || {0} has been killed by a psychic attack. || [[Hediffs#Psychic burn|Psychic burn]] / [[Hediffs#Psychic skin burn|Psychic burn (skin)]] / [[Hediffs#Psychic solid burn|Psychic burn (solid)]] / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DeadlifeDust&amp;quot;&lt;br /&gt;
! DeadlifeDust&lt;br /&gt;
| deadlife dust || Misc || - || - || - || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NociosphereVaporize&amp;quot;&lt;br /&gt;
! NociosphereVaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;VacuumBurn&amp;quot;&lt;br /&gt;
! VacuumBurn&lt;br /&gt;
| vacuum burn || Misc || - || - || {0} has died of vacuum burns. || [[Hediffs#VacuumBurn|VacuumBurn]] / - / - / - || - || - || - || {{OdysseyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Table MiningBomb&amp;quot;&lt;br /&gt;
! MiningBomb&lt;br /&gt;
| mining bomb || Misc || Sharp || 0% - 70% || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{OdysseyIcon}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
| - || - || - || - || - || - / - / - / - || - || - || - || -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
=== References ===&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== General mechanics == &lt;br /&gt;
Each damage type applies its damage in its own way - in the armor type it opposes, in the body parts it can target, in how damage is split between body parts, the multipliers it gets against certain target types, and a multitude of other effects. Most melee damage types have their hit damage multiplied by a random factor of 0.8-1.2 before application.&lt;br /&gt;
&lt;br /&gt;
This often makes comparisons of pure damage and {{DPS}} poor determining factors when comparing weapons of different damage types, even after accounting for the different armor types the attack opposes. &lt;br /&gt;
&lt;br /&gt;
=== Overkill prevention ===&lt;br /&gt;
Overkill prevention is a mechanic by which the destruction of body parts that would reduced to 0 {{HP}} or below, is occasionally prevented.&lt;br /&gt;
&lt;br /&gt;
Overkill prevention works as follows: If the damage would be insufficient to reduce the HP of the body part in question to 0 or below, full damage is dealt. If the damage would be sufficient, two outcomes are possible - either the part is destroyed or the part is reduced to 1 HP and any remaining damage is lost. First, the amount of damage over the current HP of the part is determined. This is then divided by the maximum health of the body part when completely healthy. This is the &amp;quot;Overkill Percentage&amp;quot;. For example, a body part is totally healthy and has a maximum {{HP}} of 10. It is dealt 15 damage by a single attack, which would reduce it to -5. That results in an Overkill Percentage of 50%. &lt;br /&gt;
&lt;br /&gt;
This overkill percentage is then compared to the &amp;quot;overkillPctToDestroyPart&amp;quot; range unique to the damage type. For example, Scratch has a range of 0~0.7, or 0 to 70%. An inverse lerp is then performed using the Overkill Percentage and this range. This then provides the final chance for this attack to destroy the body part.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This result is the chance that the body part is destroyed by the attack. For example, if the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage, then there is a 100% chance the body part would be destroyed. If the chance fails, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
The end result is that weapons that deal high single attack damage are more likely to result in body part destruction than lower damage attacks of their damage type, and that the chance of a body part getting destroyed by a single attack goes up as its HP goes down. It also makes the overkillPctToDestroyPart of each damage type an important factor in the combat performance of weapons that use it.&lt;br /&gt;
&lt;br /&gt;
== Damage types ==&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
First, when a blunt attack selects the initial external body part to strike, there is a 40% chance that an additional strike will be applied to one of the internal body parts contained within it. If a suitable internal part is successfully found, only 80%–90% of the basic damage (after armor calculations) is applied to the external part. The remaining 10%–20% of the basic damage is instead redirected to the internal part, which then suffer additional damage equal to 20%–35% of the basic damage.&lt;br /&gt;
&lt;br /&gt;
Then, if a strike from an attack dealing blunt damage is sufficient to destroy the struck [[body parts|body part]], excess damage is dealt to the parent part of the destroyed part instead, if and only if that parent part is considered an outside part. This allows blunt damage to deal significant damage to important body parts even if they were not the part directly targeted.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a blunt attack hits the parentless body part of a target, e.g. the torso on [[human]]s and most other pawns, there is a small chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 90% of the maximum, not remaining, HP of the torso to the torso of a pawn, it has a 15% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a blunt attack hits a body part of a target that a is source of consciousness, e.g. the brain on [[human]]s and most other pawns, there is a larger chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 50% of the maximum, not remaining, HP of the brain to the brain of a pawn, it has a 100% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
In both cases the stun duration appears to be 0.66s&lt;br /&gt;
&lt;br /&gt;
If neither the parentless body part nor a consciousness source are hit, no stun occurs.&lt;br /&gt;
&lt;br /&gt;
Eyes specifically have a 0% hit chance factor against blunt damage, meaning they will never be hit by a blunt attack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stun Chance per Percentage of Torso's Maximum HP || Stun Chance per Percentage of Brain's Maximum HP&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Torso HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 40, 90, 100 |y1=0.0, 0, 15 , 15}}&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Brain HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 4, 50, 100 |y1=0.0, 20, 100 , 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with a default {{AP}} of 10% and stopping power of 0.5. It does 4x Damage to Plants and to impassable buildings such as Nutrient Paste Dispensers and 2x to passable buildings such as armchairs. Additionally, [[Wall]]s specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage. Each hit picks 1-4 random body part targets to affect (either internal or external, and can target the same part twice). Then split the total damage evenly across those parts. Then roll for armor penetration per each hit. For ''each'' internal part that takes damage, apply the hit damage to the parent part (even if the parent was already hit) (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;BombSuper&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Bomb super ====&lt;br /&gt;
Bomb super damage follows the rules of bomb damage, but with a default damage of 550, a default {{AP}} of 130%, and a default stopping power of 2.0. Bomb super damage is dealt only by [[antigrain warhead]]s and [[IED antigrain warhead trap]]s.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;MiningBomb&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Mining bomb ====&lt;br /&gt;
Mining bomb damage follows the rules of bomb damage, but with a 30x multiplier to impassable buildings, a 5x multiplier to passable buildings, and a 10x multiplier to plants. Additionally, mining bomb damage also has an effective [[Mining Yield]] of {{Good|100%}}, causing destroyed mineable objects to drop the same yield as if a [[mining]] skill level 8 pawn mined them. Mining bomb damage is dealt only by [[ancient mining charge]]s {{OdysseyIcon}} and [[ancient explosives crate]]s. {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Bullet ===&lt;br /&gt;
Target a single random internal or external body part. Roll for AP. If an internal part takes damage, apply the hit damage to the parent part (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
=== Burn ===&lt;br /&gt;
Identical to [[#Flame|Flame]] except that it cannot ignite targets.&lt;br /&gt;
&lt;br /&gt;
=== Cut === &lt;br /&gt;
Each attack generates a random number between 0-1, which is used as x. This number is then substituted into the curve shown in the table below to calculate the number of additional hit parts, y. The decimal part of y is randomly rounded up or down, but the value of the decimal part has a linear impact on the probability of rounding up or down. Therefore, the probabilities of hitting 0, 1, 2, 3 additional parts can be considered as 30%, 45%, 20%, 5%, respectively. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Cut Extra Targets Curve&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=100|xAxisTitle=RNG Points|yAxisTitle= Additional Target Parts|type=line|x=0, 0.3, 0.6, 0.75, 0.9, 0.95, 1|y1=0, 0.5, 1, 1.5, 2, 2.5, 3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If it's more than 1 targeted parts, multiply the damage of the attack by ((1 + 1.4) / (targetsNum + 1.4) * targetsNum). Target random internal or external body parts (if a single-hit, cannot target internal parts. otherwise, can) (all multi-hit targets must be adjacent to each other). The total damage of the hit is evenly split across all targets. Roll for AP only against the first picked target regardless of the rest, and apply that damage to all targets. If an internal part is damaged without it's parent part being damaged, deal the same hit damage onto the parent part as well (this is bonus damage) (doesn't apply to bones).&lt;br /&gt;
&lt;br /&gt;
In short, a cut attack has an '''''x''''' chance of hitting '''''y''''' body parts, and the total damage is multiplied by '''''z''''':&lt;br /&gt;
* (30%, 1, 1.00)&lt;br /&gt;
* (45%, 2, 1.41)&lt;br /&gt;
* (20%, 3, 1.64)&lt;br /&gt;
* (5%, 4, 1.78)&lt;br /&gt;
The expectation multiplier of total damage is 1.35.&lt;br /&gt;
&lt;br /&gt;
=== Demolish ===&lt;br /&gt;
Demolish damage is done by [[breach axe]]s and is additionally effective against buildings. It applies a 10x Damage multiplier when attacking buildings, but applies an additional 0.75x multiplier when attacking the target is impassible such as [[walls]], for a net multiplier of 7.5x against that class of building. In all other ways, it is otherwise identical to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
=== EMP ===&lt;br /&gt;
{{Image wanted|reason=Stun mote and electrical sparking effect}}&lt;br /&gt;
{{Stub|section=1|reason=Mech boss [[EMP resistance]], [[unique weapons]] with EMP sources, Note that {{Hover title|Version/1.6.4630|as of the time of writing}}, projectiles [[unique weapons]] with the [[EMP rounds]]{{OdysseyIcon}} trait do not disable projected shield when striking it. It is currently unknown if striking the burnout low-shield object disables the shield.{{Check Tag|Verify}}}}&lt;br /&gt;
EMP damage is a fairly unique form of damage that does no direct harm to organic pawns, but temporarily stuns mechanical pawns and some objects.&lt;br /&gt;
&lt;br /&gt;
The weapons that deal EMP damage include:&lt;br /&gt;
* [[EMP grenades]]&lt;br /&gt;
* [[EMP launcher]]&lt;br /&gt;
* [[EMP shell]]&lt;br /&gt;
* [[IED EMP trap]]&lt;br /&gt;
* [[Zeushammer]] {{RoyaltyIcon}} &lt;br /&gt;
* [[Persona zeushammer]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Unique weapons#EMP rounds|Unique weapons with the EMP rounds trait]]{{OdysseyIcon}}&lt;br /&gt;
* [[Unique weapons#EMP pulser|Unique weapons with the EMP pulser trait]]{{OdysseyIcon}}&lt;br /&gt;
* [[Unique_weapons#EMP_cannon|Unique weapons with the EMP cannon trait]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius.&lt;br /&gt;
&lt;br /&gt;
EMP mainly serves to stun [[mechanoid]]s, [[revenant]]s,{{AnomalyIcon}} [[metalhorror]]s,{{AnomalyIcon}} [[nociosphere]]s,{{AnomalyIcon}} [[drone]]s,{{OdysseyIcon}} [[turret]]s, and [[mortar]]s. Every stun &amp;quot;damage&amp;quot; inflicts {{Ticks|30}} of stun. Most items do 50 EMP damage, or 25 seconds of stun.&lt;br /&gt;
&lt;br /&gt;
After being stunned, targets become 'Adapted', gaining immunity from further stuns for {{Ticks|2200}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation. The post-stun Adapted duration is {{Ticks|2200-(30*50)}} for most items. Some pawns such as command mechanoids{{BiotechIcon}} and nociospheres{{AnomalyIcon}} have EMP resistance, so are stunned for less time. Metalhorrors{{AnomalyIcon}} are incapable of adapting and can be stun locked.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime&lt;br /&gt;
|-&lt;br /&gt;
| 4    || [[Unique weapons#EMP rounds|Unique weapons with the EMP rounds trait]]{{OdysseyIcon}}  ||  {{Ticks|30*4}}   || {{Ticks|2200-(30*4)}}     || {{%|(30*4) / ((30*4)+(2200-(30*4))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 9    || [[Zeushammer]], [[Persona zeushammer]]  ||  {{Ticks|30*9}}   || {{Ticks|2200-(30*9)}}     || {{%|(30*9) / ((30*9)+(2200-(30*9))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 45   || Awful [[quality]] [[EMP launcher]]      || {{Ticks|30*45}}   || {{Ticks|2200-(30*45)}}    || {{%|(30*45) / ((30*45)+(2200-(30*45))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 50   || ''All other sources''                   || {{Ticks|30*50}}   || {{Ticks|2200-(30*50)}}    || {{%|(30*50) / ((30*50)+(2200-(30*50))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 62.5 || Masterwork [[quality]] [[EMP launcher]] || {{Ticks|30*62.5}} || {{Ticks|2200-(30*62.5)}}  || {{%|(30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 75   || Legendary [[quality]] [[EMP launcher]]  || {{Ticks|30*75}}   || {{Ticks|0}} &amp;lt;!--{{Ticks|2200-(30*75)}} is less than 0 --&amp;gt; || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any amount of EMP damage will also:&lt;br /&gt;
* Inflict [[brain shock]] on pawns with brain implants ([[Learning assistant]] {{RoyaltyIcon}}, [[Neurocalculator]] {{RoyaltyIcon}}, [[Circadian assistant]] {{RoyaltyIcon}}, [[Circadian half-cycler]] {{RoyaltyIcon}},  [[Pilot assistant]] {{OdysseyIcon}} )&lt;br /&gt;
* Inflicts vomiting on pawns with certain stomach implants ([[Nuclear stomach]] {{RoyaltyIcon}}, [[Reprocessor stomach]] {{RoyaltyIcon}}, [[Sterilizing stomach]] {{RoyaltyIcon}})&lt;br /&gt;
* Break [[shield belt]]s, which will recharge as if they reached 0 HP normally.&lt;br /&gt;
* Disable the power generation of generators. &lt;br /&gt;
* Disable [[low-shield pack]]s {{RoyaltyIcon}} for {{Ticks|600}}; the burnout timer continues to run while stunned.&lt;br /&gt;
* Disable [[mech low-shield]]s {{RoyaltyIcon}} and [[mech high-shield]]s {{RoyaltyIcon}} for {{Ticks|1200}}. For mech high-shields, an [[EMP shell]] must impact the actual shield; the blast will not disable it.&lt;br /&gt;
* Reveal revenants and sightstealers.{{AnomalyIcon}}&lt;br /&gt;
* If an EMP attack does more EMP damage to a mortar than the remaining HP it has, the mortar will explode.&lt;br /&gt;
&lt;br /&gt;
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.&lt;br /&gt;
&lt;br /&gt;
=== RangedStab ===&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
RangedStab's damage distribution is unlike other types, with 1/3rd of the damage being applied to internal parts when targeted, while the remaining 2/3rds are applied to the external parent part. &lt;br /&gt;
In comparison, melee stabs will split damage between equally internal and parent, while ranged attacks like bullets and arrows will duplicate the damage in its entirety for each part. &lt;br /&gt;
&lt;br /&gt;
Further investigation as to RangedStab's abnormally high probability of hitting internal parts is required as it may be similar to regular Stab.&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
{{Rewrite|reason=[[Version/1.5.4062]] changed how flammability interacts with Flame damage. Needs to be updated on [[Flammability]], [[Damage Types#Flame]]/[[Damage Types#Burn]], and [[Fire]] - note changelog states that it only affects buildings but don't assume. Verify all mechanics with testing.}}&lt;br /&gt;
Flame damage has a default damage of 10 and typically has no armor penetration at all. If any damage is dealt by flame damage at all, i.e. it is not fully negated by [[Apparel#Protection|protective apparel]], there is a chance to [[Fire|ignite]] the pawn. &lt;br /&gt;
&lt;br /&gt;
This chance does not scale with the damage done i.e. a partial mitigation does not reduce the chance. However, it does scale with the [[Flammability]] of the target, and is defined by the following graph:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ignition Chance per Target Flammability&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Target Flammability (%)|yAxisTitle=Ignition Chance (%)|type=line|x=0, 10, 30, 100 |y1=0, 7, 100, 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a normal human has a flammability of 70% and so has a 100% chance to ignite if any flame damage is taken, while a human wearing [[phoenix armor]] {{RoyaltyIcon}} has a flammability of 2% and so has a 1.4% chance to ignite if any flame damage is taken. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factors !! Flammability !! Ignition Chance upon&amp;lt;br&amp;gt;Flame Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Human'' &lt;br /&gt;
| 70% || 100% (1 in 1)&lt;br /&gt;
|-&lt;br /&gt;
! [[Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 10% || 7% (1 in 14.3)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} &lt;br /&gt;
| 2% || 1.4% (1 in 71.4)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} +&amp;lt;br&amp;gt;[[Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 0.2% || 0.14% (1 in 714.3)&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Mechanoid'' &lt;br /&gt;
| 0% || 0% (Never)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the pawn is ignited the size of the [[fire]] is randomly selected between 15% and 25%, which affects the difficulty of putting it out and the chance to spread.&lt;br /&gt;
&lt;br /&gt;
In addition to weapons that deal flame damage, [[lightning]] also deals 10 flame damage its area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Scratch ===&lt;br /&gt;
Scratch damage does damage differently depending on what part is initially targeted.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is internal, then a count is made of all parts from the targeted part, and that part's parent, and that part's parent, etc. until a part that is external is found. The damage dealt is then evenly divided among these parts, including the targeted part and the final outside part. Note that in testing, no scratch attack was seen initially targeting an internal part. It is unclear if this is even possible to occur in game.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is external, then a list is created including: the originally targeted part, the children parts of the original part, the parent of the original part, and the children of the parent of the original part. Two parts are then selected from this list at random,{{Check Tag|Verify|Is it two parts are picked at random, or the chosen part and 1 random part}} and then 67% of the original post-armor damage is dealt to both parts. Note that is usually result in {{DPS}} 34% higher than the weapon's nominal value, though damage may be also limited by [[#Overkill prevention|overkill prevention]].&lt;br /&gt;
&lt;br /&gt;
In this instance, Scratch has a overkillPctToDestroyPart range of 0~0.7, or 0% to 70%. This means there is a linear probability from 0% chance of destruction when the no damage over current HP is dealt, to 100% chance the body part would be destroyed when the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
For example, a [[power claw]] deals {{Q|Power claw|Attack 1 Damage}} scratch damage. If the initial attack targets the nose, the head's child part, then an eye could be selected as it is also a child part of the head. If the initial attack was also halved by armor, then this attack would deal between {{#expr: 0.5*0.5*{{Q|Power claw|Attack 1 Damage}}}} and {{#expr: 0.8*0.5*{{Q|Power claw|Attack 1 Damage}}}} damage to nose and eye.&lt;br /&gt;
&lt;br /&gt;
=== Toxic bite ===&lt;br /&gt;
Identical to [[#Bite|Bite]], but also inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Bite damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.{{Check Tag|Wildmen?|Wildman pawn with the venom fangs implant hunting prey - do they apply it?}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic bullet ===&lt;br /&gt;
Identical to [[#Bullet|Bullet]], but also inflicts a 0.65% severity increase of [[toxic buildup]] for each point of Bullet damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
The tag is set such that animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type, however it is unclear if this is functional or merely a hold over from copying the standard set by [[#Toxic bite|toxic bite]] as that condition cannot occur in vanilla. It is also unclear whether it would apply to colonists hunting with such weapons.{{Check Tag|Verify|Have pawn hunt with dev mod spawned in toxic needle gun}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic scratch ===&lt;br /&gt;
Identical to [[#Scratch|Scratch]], but inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Scratch damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Thump ===&lt;br /&gt;
Thump damage is done by [[Thump cannon]], and is exceptionally effective against buildings. The default damage is only 5, with 0 AP, however it does 4x Damage to Plants, 15x damage to impassable buildings such as Nutrient Paste Dispensers, 7.5x to passable buildings such as armchairs. Additionally, both [[wall]]s and natural rock walls specifically have an additional 2x multiplier, stacking with the previous 15x, for a total of 30x damage.&lt;br /&gt;
&lt;br /&gt;
=== Vaporize ===&lt;br /&gt;
Vaporize damage is done by the [[hellsphere cannon]] of [[Diabolus]]{{BiotechIcon}} and the fleshmelter bolt of [[Nociosphere]]{{AnomalyIcon}}. The default damage is 800, with a default {{AP}} of 100% and stopping power of 1.5. It does 4x to impassable buildings such as Nutrient Paste Dispensers, 2x to Plants and  passable buildings such as armchairs, and 0.1x damage to corpses. &lt;br /&gt;
&lt;br /&gt;
It is resisted by heat armor and heats up the area in which it is fired.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Decayed Organ ===&lt;br /&gt;
A result of [[Organ decay]], which can apply to the [[Heart]], [[Lung]]s, and [[Kidney]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acid Burn ===&lt;br /&gt;
Can be received via the various acid spits: [[Fleshmass spitter]] acid, [[Corrosive heart]] acid, and [[Acid spray]] acid. [[Devourer]]s also inflict this damage to the swallowed pawn.&lt;br /&gt;
&lt;br /&gt;
=== Psychic ===&lt;br /&gt;
An awoken [[unnatural corpse]] will psychically incinerate the target's brain.&lt;br /&gt;
&lt;br /&gt;
=== Nerve ===&lt;br /&gt;
{{Stub|section=1|reason=Inadequate mechanical detail}}&lt;br /&gt;
Damage dealt from the [[Nerve spiker]].&lt;br /&gt;
&lt;br /&gt;
==== Nerve Stun ====&lt;br /&gt;
The stun ability of the nerve spiker.&lt;br /&gt;
&lt;br /&gt;
=== Mech-band Shockwave ===&lt;br /&gt;
From the Apocrition shockwave upon its death{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Energy Bolt ===&lt;br /&gt;
One of the projectiles fired by the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
=== Digestion ===&lt;br /&gt;
Inflicted to corpses by the [[Harbinger tree]], and to pawns swallowed by a Devourer{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Electrical Burn ===&lt;br /&gt;
Electrical burns are periodically received by [[entities]] connected to an [[Electroharvester]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - Bomb damage now does 2x damage vs plants. '''Note:''' this was increased in a later version to 4x, as noted above.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - New visual effects for the EMP state on mechs or turrets, with electrical arcs and sparks.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Thump damage multiplier versus [[wall]]s reduced from 4x to 2x. Demolish damage multiplier versus impassible buildings reduced from 1 to 0.75.&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Love_enhancer&amp;diff=180182</id>
		<title>Love enhancer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Love_enhancer&amp;diff=180182"/>
		<updated>2026-05-10T22:57:16Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|&lt;br /&gt;
| name = Love enhancer&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = Humans have always tried to use every new technology to enhance sexual satisfaction. Bionics were no exception. This implant makes physical and chemical changes to the body which enhance the experience of lovin' for both partners - both physically and psychologically. The implant unit can adapt to enhance both men and women upon being implanted.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Flesh shaping&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| resource 1 = plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 1030&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
}}&lt;br /&gt;
A '''Love Enhancer''' is a torso slot implant that grants a 50% bonus to the Lovin' mood boost.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Increases the base {{Thought|desc=There's nothing like a tumble between the sheets to lift the mood.|label=Got some lovin'|value=+8|multi=0.6|stack=3}} bonus to {{+|12}} mood. The mood increase is applied to both the implantee and their partner, and multiple enhancers do not have any further effect.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The love enhancer costs the same amount of resources as a [[bionic arm]] or [[bionic leg]] while being much less useful. A small mood increase is typically not worth the material cost, as mid/late-game colonies often have better ways of increasing mood ([[fine meal|fine]] / [[lavish meal]]s, [[drug]]s, making [[room]]s more impressive). Still, there are no downsides beyond the cost of creation, so they can be installed once material and time does not matter.&lt;br /&gt;
&lt;br /&gt;
As only one enhancer per couple is required, it can be beneficial to pick a single gender of colonist to give enhancers to so that as couples change over time, there is never a redundant doubling of enhancers outside of the occasional gay couple. For such couples, a pattern-breaking installation or removal can ensure efficiency or the loss of an enhancer or the additional mood buff can just be accepted.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Somewhere between Royalty DLC Release and [[Version/1.1.2563|1.1.2563]] (inclusive) - Added.&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - Reduce love enhancer impact by 50%.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vac_barrier&amp;diff=180181</id>
		<title>Vac barrier</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vac_barrier&amp;diff=180181"/>
		<updated>2026-05-10T22:36:42Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */ mention rooms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=needs documentation of temperature properties}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Vac barrier&lt;br /&gt;
| image = VacBarrier.png&lt;br /&gt;
| description = An ultrasonic barrier that prevents depressurization in space. The field compresses air molecules near the threshold, preventing gases from escaping while allowing people to freely travel through it. A vac barrier will do nothing to prevent intruders. Must be powered to prevent depressurization.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| Cover effectiveness = 75%&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1x1&lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = 50&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| skill 1 = Construction &lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 2040&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Component &lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| resource 3 = Gravlite panel &lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = true&lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
| page verified for version = 1.6.4633&lt;br /&gt;
}}&lt;br /&gt;
'''Vac barriers''' are [[buildings]] introduced in the [[Odyssey DLC]] that allow passage by pawns while containing [[vacuum]] and [[temperature]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
While powered, a vac barrier is [[airtight]] without obstructing movement. If power is lost, the vac barrier is functionally the same as an open [[door]]. Vac barriers are not exempt from being disabled by [[solar flare]]s or suffering component [[breakdown]]. &lt;br /&gt;
&lt;br /&gt;
Vac barriers hold temperature{{Check Tag|how much?}} very well, effectively able to insulate separate rooms. A room at {{Temperature|1000}} will not heat the room next to it if separated by vac barriers. Temperature will still bleed in and out through [[roof]]s meaning [[heater]]s are still required for maintaining temperature in [[orbit]].&lt;br /&gt;
&lt;br /&gt;
Although vac barriers are not impassable, vac barriers will seperate [[room]]s, and they can be [[Orders#Forbid|disallowed]] with the forbid tool to prevent colonists from crossing through them.&lt;br /&gt;
&lt;br /&gt;
Vac barriers maintain full functionality planet-side.&lt;br /&gt;
&lt;br /&gt;
Strangely, vac barriers cannot block [[gas]] flow.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Vac barriers are useful due to their lossless nature in vacuums and the unimpeded nature of passage through them. This makes them the ideal way to exit pressurized areas and allows them to be used as emergency seals between rooms in places where normally-closed doors would be needlessly slow traffic outside of emergencies.&lt;br /&gt;
&lt;br /&gt;
Vac barriers can be disabled by events and power outages and offer no resistance to enemy raiders however. Therefore critical barriers should be supplemented by [[door]]s made from an airtight material. These doors can be held open normally and closed in the event of a barrier failure or incoming threat. &lt;br /&gt;
&lt;br /&gt;
In addition to its nominal purpose, vac barriers make ideal doors for freezers and other temperature controlled rooms, as pawns can freely pass through without the temperature equalizing. As this free passage also applies to raiders, these characteristics make them ideal entryways to [[Defense_structures#Fire_killbox|burnboxes]] - killbox designs in which high temperatures down non-mechanoid raiders.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Removed forced low-power mode for vac barriers when they're not in space, allowing them to still function while on the planet. Fix: Vac barriers not exchanging temperatures properly when off.&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
{{Nav|structure|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sniper_rifle&amp;diff=180163</id>
		<title>Sniper rifle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sniper_rifle&amp;diff=180163"/>
		<updated>2026-05-09T06:29:18Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Aiming Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For|the [[Unique weapons|unique variant]] of this weapon added by the [[Odyssey DLC]]|Unique sniper rifle}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Sniper rifle&lt;br /&gt;
| image = SniperRifle.png&lt;br /&gt;
| description = An ancient design of precision sniper rifle. Bolt action. It has an exceptionally long range, great accuracy and good power. Because it's so unwieldy, other weapons outclass it at close range.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| damage = 25&lt;br /&gt;
| damage type = Bullet&lt;br /&gt;
| armorPenetration = 38&lt;br /&gt;
| range = 44.9&lt;br /&gt;
| accuracyTouch = 50&lt;br /&gt;
| accuracyShort = 70&lt;br /&gt;
| accuracyMedium = 88&lt;br /&gt;
| accuracyLong = 90&lt;br /&gt;
| mode = Single-Shot	&lt;br /&gt;
| warmup = 210&lt;br /&gt;
| cooldown = 90&lt;br /&gt;
| velocity = 100&lt;br /&gt;
| burst = 1	&lt;br /&gt;
| marketvalue = 530&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Precision rifling&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 8&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| stoppingPower = 1.5&lt;br /&gt;
| work to make = 45000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = SniperRifle&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''sniper rifle''' is a slightly heavier, single-shot [[Weapons|firearm]] in RimWorld which deals a high amount of damage per shot; a long time between shots; very long range and high overall accuracy.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Sniper rifles can also be [[Trader|purchased]] from [[outlander]] and orbital combat suppliers or from outlander [[faction base]]s, or recovered from [[raider#human|raider]]s:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Raiders#Mercenary sniper|Mercenary sniper]] || 99.89% || Normal || 70-320%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Sniper rifles have the longest range of all standard weapons, and have excellent long-distance accuracy. They also have high per-shot damage and high {{AP}}, making them notorious for destroying body parts, but their {{DPS}} is poor due to their sluggish firerate. For regular pawns, their overall {{DPS}} is inferior to the [[bolt-action rifle]] at all ranges the bolt-action rifle can hit, and much worse than burst-fire weapons like [[assault rifle]]s and [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
Therefore, sniper rifles are a specialized weapon - they are great at picking off sieges, [[kiting]] long range enemies like [[lancer]]s, and are the safest hunting weapons. They can also allow [[children]]{{BiotechIcon}} to gain Shooting experience while not putting them at much risk. For kiting low-range enemies like tribals, snipers are a weaker and more tedious option than [[assault rifle]]s.&lt;br /&gt;
&lt;br /&gt;
As snipers function best at long distances, they are best for high skill shooters, who are better at firing from afar regardless of their weapon type. For reference, a shooter with a [[Shooting Accuracy]] of 95% (Shooting 6) would have a &amp;lt;code&amp;gt;0.95^30&amp;lt;/code&amp;gt; chance, or only ~21%, to hit a target from 30 tiles. A shooter with Shooting Accuracy 99% (Shooting 20) would have a ~74% shooter-side chance to hit from 30 tiles, a {{DPS}} ''increase'' of {{+|{{%|74/21 - 1 round 2}}}}.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[bolt-action rifle]], the sniper rifle has worse firerate, {{DPS}}, and close-range accuracy in exchange for higher range, extra per-shot damage, and improved long-distance accuracy. However, [[Aiming Time]] reductions can cause the sniper to be better - see below for details.&lt;br /&gt;
&lt;br /&gt;
===Aiming Time===&lt;br /&gt;
Due to the sniper's massive warmup time and lower than average cooldown, [[Aiming Time]] reductions are especially good at improving their {{DPS}}. A [[trigger-happy]] [[shooting specialist]]{{IdeologyIcon}} will have an Aiming Time of 1%, causing it to have a equal or faster firing cycle than most weapons. A shooting specialist affected by another specialist's Marksman Aura will reach 10% Aiming Time, which still provides a great boost to sniper rifle DPS.&lt;br /&gt;
&lt;br /&gt;
On a trigger-happy shooting specialist, an excellent sniper rifle will outright beat an excellent [[charge rifle]] for average theoretical {{DPS}} if firing at medium range (25 tiles) or further. However, the charge rifle retains several practical advantages: they are better at short ranges, better if the sniper reaches the accuracy cap (e.g., against [[centipede]]s or on pawns with [[Combat in darkness]]{{IdeologyIcon}}), and their burst fire makes it more likely to get at least 1 hit in.&lt;br /&gt;
&lt;br /&gt;
In addition, at legendary qualities, the charge rifle is better within its range (as the sniper reaches the cap of 100% gun accuracy at excellent, while the charge rifle continues to benefit from legendary's accuracy boost).&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
Against an unarmored human, the sniper rifle can kill with 2 shots to the torso or 1 shot to the head, brain or any vital organ. It'll generally take around 3 hits (~20.9 seconds average) to incapacitate that human from pain shock.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&amp;lt;!--Added as M-24 in or prior to Version/0.1.334--&amp;gt;&lt;br /&gt;
* Aproximately A9 -  Name changed from '''M-24''' to '''Sniper Rifle''', sprite changed.&lt;br /&gt;
* Beta 19 - Received a great reduction in damage dealt, but fires slightly faster; overall, its DPS was massively nerfed.&lt;br /&gt;
* Beta 19/1.0 - Barrel melee attack damage reduced 10 -&amp;gt; 9, cooldown increased from 1.9s -&amp;gt; 2s. Stock cooldown increased from 1.8 -&amp;gt; 2.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Cooldown reduced from 2.3 to 1.5 seconds, medium range accuracy increased from 86% to 88%, and long range accuracy increased from 88% to 90%.&lt;br /&gt;
* [[Odyssey DLC]] release - Added unique version.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Equipment M24.png|Old sprite of the M-24 sniper rifle.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Rifles]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravship_substructure&amp;diff=180126</id>
		<title>Gravship substructure</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravship_substructure&amp;diff=180126"/>
		<updated>2026-05-06T14:41:23Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */ shield gens require the gravship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason = Missing mechanical detail and analysis.}}&lt;br /&gt;
{{Infobox main|structure&lt;br /&gt;
| name = Gravship substructure&lt;br /&gt;
| image = Substructure.png&lt;br /&gt;
| description = A lightweight truss structure with flooring on top that forms the deck of a gravship. Only things on top of this substructure can be lifted by the grav engine's levitation field. This floor must be constructed within range of a grav engine.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| max hit points = 100&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| terrain requirement = Light, medium, heavy, walkable&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 = 0.9&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| work to make = 600&lt;br /&gt;
| resource 1 = Gravlite panel&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
| deconstructyieldfraction = 1&lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
'''Gravship substructure''' is a type of [[floor]] that makes up the foundation of a [[Gravship]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Gravship substructure does not have a traditional research requirement, but can only be constructed once a [[grav engine]] has been inspected.{{Check Tag|Gravship crew|What about the gravship start?}}&lt;br /&gt;
&lt;br /&gt;
Gravship substructure must be built within the radius of a [[grav engine]] or [[grav field extender]], and cannot be built under [[rock roof (thin)]] or [[overhead mountain]]. [[Bridge]]s and [[heavy bridge]]s occupy the same layer, so substructure cannot be placed with them.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Gravship substructure is built on the foundation layer, above natural terrain, below [[floor]]s, and on the same layer as [[bridge]]s and [[heavy bridge]]s. Buildings and floors can be built on top of it. While not floors, substructure does count as floored tile for [[noble]]{{RoyaltyIcon}} purposes.&lt;br /&gt;
&lt;br /&gt;
Gravship substructure is used to connect tiles to the [[grav engine]], and are thus mandatory for the [[gravship]] to function. Tiles connected to the grav engine by tiles of substructure will be brought along with the gravship, with the following limitations:&lt;br /&gt;
* Only 500 tiles of substructure can be connected to the gravship, increased by 250 tiles per [[grav field extender]] (up to 6 extenders).&lt;br /&gt;
* Substructure must be placed within a 19-tile radius of the gravship, or a 16-tile radius from a [[grav field extender]].&lt;br /&gt;
&lt;br /&gt;
Any substructure not connected will be displayed in red when selecting the grav engine.&lt;br /&gt;
&lt;br /&gt;
While substructure must first be built within the radius of a grav engine, the engine can be safely uninstalled once the substructure is built.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Gravship substructure is mandatory for [[gravship]]s. However, they are fairly expensive in the early game, requiring plenty of [[steel]] as well as [[gravlite panel]]s, which are in limited supply before they are researched.&lt;br /&gt;
&lt;br /&gt;
By uninstalling the grav engine and placing it somewhere else, it is possible to build substructures that are unattached to the gravship. This can allow substructure to act as an alternative to [[heavy bridge]]s. It can also be useful for placing [[gravcore power cell]]s outside the gravship (which continue to function even if not connected to a grav engine).&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drum&amp;diff=180080</id>
		<title>Drum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drum&amp;diff=180080"/>
		<updated>2026-05-06T06:47:05Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Recreation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Drum&lt;br /&gt;
| image = Drum.png&lt;br /&gt;
| description = A large wooden drum used as a music source for tribal rituals and parties.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 5&lt;br /&gt;
| hp = 100&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| recreation type = music&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| tradeTags = MusicalInstrument&lt;br /&gt;
| thingCategories = BuildingsJoy&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Wood&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| has quality = false&lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Drum''' is a source of musical [[recreation]] that is used in the Drum Party ritual.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Pawns do not need an ideoligion with the drum party ritual in order to build this item.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
At least 1 drum is required to start the [[Rituals#Drum party|drum party]] [[ritual]]. Each drum ''played'' adds {{+|5%}} quality to the ritual, increasing the chance for a positive outcome. 50% of participants, rounded up, will actually play a drum during a ritual. A pawn must have above 0% [[Manipulation]] to play a drum.&lt;br /&gt;
&lt;br /&gt;
While drum is being played during the ritual the colonist's recreation and music tolerance will increase. They will gain meager 3 [[Artistic]] experience which is impacted by their passion.&lt;br /&gt;
&lt;br /&gt;
If the [[Royalty DLC]] is installed, colonists will consider drums a [[recreation]] item and play it outside the drum party ritual. They are considered Musical and have a recreation power of 100%. &lt;br /&gt;
&lt;br /&gt;
Unlike the other [[Recreation#Playing_a_musical_instrument|musical instruments]], drums do ''not'' produce a mood bonus in an area of effect. This includes both colonists who are not participating in the ritual but are nearby as well as colonists who are included in the ritual and are dancing.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Drum parties are one of the strongest rituals, with the biggest ''good'' mood modifiers ({{+|8}} / {{+|16}}), and a chance at a +20% [[Global Work Speed]] buff independent of the regular ritual reward. However, drums require a [[textile]] to create, which can be a little difficult to obtain at the start of the game, before your first [[cotton plant]]s have finished growing.&lt;br /&gt;
&lt;br /&gt;
Drums are generally cheaper than the [[loudspeaker]]s used for the [[Rituals#Dance Party|dance party]]; loudspeakers require {{Required Resources|Loudspeaker}} per speaker. However, pawns do not have to play a loudspeaker - 6 loudspeakers will give max quality, regardless of how many pawns you have. Drums also take 1 more tile of space due to requiring an interaction spot. Dance Party and Drum Party are otherwise equivalent rituals, with the same moodlets and same possible [[Global Work Speed]] buff.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
If the [[Royalty DLC]] is active, drums can be played for recreation. Compared to other musical instruments, they ae unique as the only musical instrument that does not have a [[quality]], as well as the only instrument that does not require any research. Therefore, they can be useful for recreation if there are no good constructors or if the research for other musical instruments has not been unlocked yet. The other musical instruments can benefit from [[quality]] and provide a [[mood]] buff to nearby colonists, so they will eventually be superior.&lt;br /&gt;
&lt;br /&gt;
Without Royalty, colonists will only play drums during Drum Party rituals. During the ritual they gain both the recreation from the ritual passively, and the recreation from the drum from actively playing it.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Clicking drums without [[Royalty]] installed produces a missing royalty message.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Pawns will now play drums for recreation if [[Royalty]] is installed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drum&amp;diff=180078</id>
		<title>Drum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drum&amp;diff=180078"/>
		<updated>2026-05-06T06:43:31Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Drum&lt;br /&gt;
| image = Drum.png&lt;br /&gt;
| description = A large wooden drum used as a music source for tribal rituals and parties.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 5&lt;br /&gt;
| hp = 100&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| recreation type = music&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| tradeTags = MusicalInstrument&lt;br /&gt;
| thingCategories = BuildingsJoy&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Wood&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| has quality = false&lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Drum''' is a source of musical [[recreation]] that is used in the Drum Party ritual.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Pawns do not need an ideoligion with the drum party ritual in order to build this item.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
At least 1 drum is required to start the [[Rituals#Drum party|drum party]] [[ritual]]. Each drum ''played'' adds {{+|5%}} quality to the ritual, increasing the chance for a positive outcome. 50% of participants, rounded up, will actually play a drum during a ritual. A pawn must have above 0% [[Manipulation]] to play a drum.&lt;br /&gt;
&lt;br /&gt;
While drum is being played during the ritual the colonist's recreation and music tolerance will increase. They will gain meager 3 [[Artistic]] experience which is impacted by their passion.&lt;br /&gt;
&lt;br /&gt;
If the [[Royalty DLC]] is installed, colonists will consider drums a [[recreation]] item and play it outside the drum party ritual. They are considered Musical and have a recreation power of 100%. &lt;br /&gt;
&lt;br /&gt;
Unlike the other [[Recreation#Playing_a_musical_instrument|musical instruments]], drums do ''not'' produce a mood bonus in an area of effect. This includes both colonists who are not participating in the ritual but are nearby as well as colonists who are included in the ritual and are dancing.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Drum parties are one of the strongest rituals, with the biggest ''good'' mood modifiers ({{+|8}} / {{+|16}}), and a chance at a +20% [[Global Work Speed]] buff independent of the regular ritual reward. However, drums require a [[textile]] to create, which can be a little difficult to obtain at the start of the game, before your first [[cotton plant]]s have finished growing.&lt;br /&gt;
&lt;br /&gt;
Drums are generally cheaper than the [[loudspeaker]]s used for the [[Rituals#Dance Party|dance party]]; loudspeakers require {{Required Resources|Loudspeaker}} per speaker. However, pawns do not have to play a loudspeaker - 6 loudspeakers will give max quality, regardless of how many pawns you have. Drums also take 1 more tile of space due to requiring an interaction spot. Dance Party and Drum Party are otherwise equivalent rituals, with the same moodlets and same possible [[Global Work Speed]] buff.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
If the [[Royalty DLC]] is active, drums can be played for recreation. Compared to other musical instruments, they ae unique as the only musical instrument that does not have a [[quality]], as well as the only instrument that does not require any research. Therefore, they can be useful for recreation if there are no good constructors or if the research for [[harp]]s{{RoyaltyIcon}} or better has not been unlocked yet.&lt;br /&gt;
&lt;br /&gt;
Without Royalty, colonists will only play drums during Drum Party rituals. During the ritual they gain both the recreation from the ritual passively, and the recreation from the drum from actively playing it.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Clicking drums without [[Royalty]] installed produces a missing royalty message.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Pawns will now play drums for recreation if [[Royalty]] is installed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drum&amp;diff=180077</id>
		<title>Drum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drum&amp;diff=180077"/>
		<updated>2026-05-06T06:41:12Z</updated>

		<summary type="html">&lt;p&gt;Hordes: correct version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Drum&lt;br /&gt;
| image = Drum.png&lt;br /&gt;
| description = A large wooden drum used as a music source for tribal rituals and parties.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 5&lt;br /&gt;
| hp = 100&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| recreation type = music&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| tradeTags = MusicalInstrument&lt;br /&gt;
| thingCategories = BuildingsJoy&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Wood&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| has quality = false&lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Drum''' is a source of musical [[recreation]] that is used in the Drum Party ritual.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Pawns do not need an ideoligion with the drum party ritual in order to build this item.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
At least 1 drum is required to start the [[Rituals#Drum party|drum party]] [[ritual]]. Each drum ''played'' adds {{+|5%}} quality to the ritual, increasing the chance for a positive outcome. 50% of participants, rounded up, will actually play a drum during a ritual. A pawn must have above 0% [[Manipulation]] to play a drum.&lt;br /&gt;
&lt;br /&gt;
While drum is being played during the ritual the colonist's recreation and music tolerance will increase. They will gain meager 3 [[Artistic]] experience which is impacted by their passion.&lt;br /&gt;
&lt;br /&gt;
If the [[Royalty DLC]] is installed, colonists will consider drums a [[recreation]] item and play it outside the drum party ritual. They are considered Musical and have a recreation power of 100%. &lt;br /&gt;
&lt;br /&gt;
Unlike the other [[Recreation#Playing_a_musical_instrument|musical instruments]], drums do ''not'' produce a mood bonus in an area of effect. This includes both colonists who are not participating in the ritual but are nearby as well as colonists who are included in the ritual and are dancing.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Drum parties are one of the strongest rituals, with the biggest ''good'' mood modifiers ({{+|8}} / {{+|16}}), and a chance at a +20% [[Global Work Speed]] buff independent of the regular ritual reward. However, drums require a [[textile]] to create, which can be a little difficult to obtain at the start of the game, before your first [[cotton plant]]s have finished growing.&lt;br /&gt;
&lt;br /&gt;
Drums are generally cheaper than the [[loudspeaker]]s used for the [[Rituals#Dance Party|dance party]]; loudspeakers require {{Required Resources|Loudspeaker}} per speaker. However, pawns do not have to play a loudspeaker - 6 loudspeakers will give max quality, regardless of how many pawns you have. Drums also take 1 more tile of space due to requiring an interaction spot. Dance Party and Drum Party are otherwise equivalent rituals, with the same moodlets and same possible [[Global Work Speed]] buff.&lt;br /&gt;
&lt;br /&gt;
Colonists cannot gain recreation from playing the drums and will not randomly decide to play it for recreational purposes unless the [[Royalty DLC]] is active. Otherwise, colonists will only play drums during Drum Party rituals, during which they gain both the recreation from the ritual passively, and the recreation from the drum from actively playing it.&lt;br /&gt;
&lt;br /&gt;
If [[Royalty]] is active, drums are unique as the only musical instrument that does not have a [[quality]], as well as the only instrument that does not require any research. They can thus be useful for recreation if there are no good constructors or if the research for [[harp]]s{{RoyaltyIcon}} or better has not been unlocked yet.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Clicking drums without [[Royalty]] installed produces a missing royalty message.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Pawns will now play drums for recreation if [[Royalty]] is installed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drum&amp;diff=180076</id>
		<title>Drum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drum&amp;diff=180076"/>
		<updated>2026-05-06T06:39:05Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Drum&lt;br /&gt;
| image = Drum.png&lt;br /&gt;
| description = A large wooden drum used as a music source for tribal rituals and parties.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 5&lt;br /&gt;
| hp = 100&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| recreation type = music&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| tradeTags = MusicalInstrument&lt;br /&gt;
| thingCategories = BuildingsJoy&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Wood&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| has quality = false&lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Drum''' is a source of musical [[recreation]] that is used in the Drum Party ritual.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Pawns do not need an ideoligion with the drum party ritual in order to build this item.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
At least 1 drum is required to start the [[Rituals#Drum party|drum party]] [[ritual]]. Each drum ''played'' adds {{+|5%}} quality to the ritual, increasing the chance for a positive outcome. 50% of participants, rounded up, will actually play a drum during a ritual. A pawn must have above 0% [[Manipulation]] to play a drum.&lt;br /&gt;
&lt;br /&gt;
While drum is being played during the ritual the colonist's recreation and music tolerance will increase. They will gain meager 3 [[Artistic]] experience which is impacted by their passion.&lt;br /&gt;
&lt;br /&gt;
If the [[Royalty DLC]] is installed, colonists will consider drums a [[recreation]] item and play it outside the drum party ritual. They are considered Musical and have a recreation power of 100%. &lt;br /&gt;
&lt;br /&gt;
Unlike the other [[Recreation#Playing_a_musical_instrument|musical instruments]], drums do ''not'' produce a mood bonus in an area of effect. This includes both colonists who are not participating in the ritual but are nearby as well as colonists who are included in the ritual and are dancing.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Drum parties are one of the strongest rituals, with the biggest ''good'' mood modifiers ({{+|8}} / {{+|16}}), and a chance at a +20% [[Global Work Speed]] buff independent of the regular ritual reward. However, drums require a [[textile]] to create, which can be a little difficult to obtain at the start of the game, before your first [[cotton plant]]s have finished growing.&lt;br /&gt;
&lt;br /&gt;
Drums are generally cheaper than the [[loudspeaker]]s used for the [[Rituals#Dance Party|dance party]]; loudspeakers require {{Required Resources|Loudspeaker}} per speaker. However, pawns do not have to play a loudspeaker - 6 loudspeakers will give max quality, regardless of how many pawns you have. Drums also take 1 more tile of space due to requiring an interaction spot. Dance Party and Drum Party are otherwise equivalent rituals, with the same moodlets and same possible [[Global Work Speed]] buff.&lt;br /&gt;
&lt;br /&gt;
Colonists cannot gain recreation from playing the drums and will not randomly decide to play it for recreational purposes unless the [[Royalty DLC]] is active. Otherwise, colonists will only play drums during Drum Party rituals, during which they gain both the recreation from the ritual passively, and the recreation from the drum from actively playing it.&lt;br /&gt;
&lt;br /&gt;
If [[Royalty]] is active, drums are unique as the only musical instrument that does not have a [[quality]], as well as the only instrument that does not require any research. They can thus be useful for recreation if there are no good constructors or if the research for [[harp]]s{{RoyaltyIcon}} or better has not been unlocked yet.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Clicking drums without [[Royalty]] installed produces a missing royalty message.&lt;br /&gt;
* 1.5 - Drums can now be played for recreation if [[Royalty]] is installed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
</feed>