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	<updated>2026-04-06T13:19:06Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacuum&amp;diff=165705</id>
		<title>Vacuum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacuum&amp;diff=165705"/>
		<updated>2025-07-20T02:56:19Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: /* Pressurization */ clean up stuffable buildings section a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{stub|reason=formatting, general cleanup}}&lt;br /&gt;
'''Vacuum''' is an environmental factor unique to locations in [[orbit]], and represents the amount of breathable air within a room. Vacuum management is a vital consideration during trips into orbit and especially for spacebound colonies; [[plant]]s will die if even briefly exposed to vacuum, and most living pawns will be severely endangered if caught in airless environments without sufficient protection.&lt;br /&gt;
&lt;br /&gt;
Vacuum is never a consideration on planet-bound maps. In such locations, all tiles are always considered to be fully pressurized.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
=== Measurement ===&lt;br /&gt;
&lt;br /&gt;
Vacuum is measured as a percentage per cell. A cell with 100% vacuum is considered to be completely depressurized, while a cell with 0% vacuum is considered to be fully pressurized. All tiles within a room share the same vacuum level.&lt;br /&gt;
&lt;br /&gt;
The vacuum level of a tile is listed in the tile's information area located above the Architect menu, just above its [[light]] level. A vacuum overlay can also be toggled on and off from the bottom right corner of the screen, and will visualize the vacuum level from red (100%) to green (0%).&lt;br /&gt;
&lt;br /&gt;
Airtight rooms with at least 50% vacuum will have a visible overlay resembling gray clouds and white motes of dust, with its visibility inversely scaling with vacuum level; at 50% vacuum, the overlay will be nearly transparent, while at 100% vacuum it will be totally visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Vacuum overlay demonstration.png|300px|thumb|right|An airtight room with 100% vacuum.]]&lt;br /&gt;
&lt;br /&gt;
=== Pressurization ===&lt;br /&gt;
&lt;br /&gt;
In orbit, all outdoors areas are always considered to be a complete vacuum, no matter what. &lt;br /&gt;
&lt;br /&gt;
Each [[building]] is designated as airtight or not airtight, visible in its information window. Pressurizable areas can be created by constructing spaces that are completely enclosed by airtight constructions. Whether or not [[wall]]s and [[door]]s are airtight is determined by the [[stuff]] used to create them; [[metallic]] stuff types (other than [[obsidian]]) and [[bioferrite]] {{AnomalyIcon}} will create airtight walls, while all other stuff types will not.&lt;br /&gt;
&lt;br /&gt;
Enclosed areas must be completely [[roof]]ed to remain airtight. Even one missing roof tile will cause a space to instantly become a total vacuum, as will the removal of any building that is keeping the room airtight.&lt;br /&gt;
&lt;br /&gt;
Open [[vent]]s and [[door]]s will exchange vacuum across both sides of one another.{{Check Tag|What rate?}} For practical purposes, this means that a single door leading to a depressurized area will cause the entire room to quickly vent whenever it is opened. To avoid unwanted depressurization, powered [[vac barrier]]s can be utilized; otherwise, creating a manual airlock by using multiple doors in sequence will suffice as an unpowered solution at the cost of leaking a small amount of air whenever they are used.&lt;br /&gt;
&lt;br /&gt;
Airtight spaces can be artificially pressurized with oxygen to gradually reduce their vacuum percentage, making them safe for living creatures to inhabit without protection. [[Oxygen pump]]s are the most accessible method for this, although [[archean tree]]s can also be used on asteroids. [[Life support unit]]s can be found in some naturally-generating locations and faction bases that pressurize the room they are in at no cost, but they cannot be moved or deconstructed.&lt;br /&gt;
&lt;br /&gt;
== Danger ==&lt;br /&gt;
Vacuum is very dangerous to unprotected creatures. [[Human]]s and [[animal]]s will take vacuum burns to uncovered body parts while caught without protection in vacuum, and will suffer from [[vacuum exposure]] that causes rapid loss of [[Consciousness]] and a quick [[death]].&lt;br /&gt;
&lt;br /&gt;
Roughly every hour, any and all types of plant except [[archean tree]]s will ''instantly die'' if they are exposed to at least 50% vacuum.{{Check Tag|Checks on long ticks -- describe more accurately?}}&lt;br /&gt;
&lt;br /&gt;
=== Vacuum exposure ===&lt;br /&gt;
{{Main|Vacuum exposure}}&lt;br /&gt;
Without complete [[vacuum resistance]], a pawn that enters a tile with at least 50% vacuum will immediately begin suffering from [[vacuum exposure]], which becomes more severe until they return to a pressurized areas.&lt;br /&gt;
&lt;br /&gt;
=== Vacuum burns ===&lt;br /&gt;
{{stub|section=1|reason=needs injury type definitions in the relevant locations}}&lt;br /&gt;
Pawns in vacuum will suffer periodic ''vacuum burn'' injuries to random external body parts that are not covered by vacuum-resistant gear. This happens at an interval scaling linearly from one burn every {{ticks|1200}} at 50% vacuum to one burn every {{ticks|300}} at 100% vacuum. Vacuum burns deal a flat 1-2 damage each - regardless of multipliers to incoming damage such as the [[Tough]] trait - and will combine together when inflicted to the same body part.&lt;br /&gt;
&lt;br /&gt;
Vacuum burns never [[scar]], and cannot become [[infection|infected]]. This makes them mostly a tertiary danger compared to vacuum exposure, but the penalties caused by compounding burns can still add up to become a significant danger.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[vacuum resistant]] or [[breathless]] [[genes]] {{BiotechIcon}} will never suffer vacuum burns.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Unpowered Airlock Demonstration.png|A practical example of a simple unpowered airlock. Note the [[door]]s constructed in sequence.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacuum&amp;diff=165704</id>
		<title>Vacuum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacuum&amp;diff=165704"/>
		<updated>2025-07-20T02:55:06Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{stub|reason=formatting, general cleanup}}&lt;br /&gt;
'''Vacuum''' is an environmental factor unique to locations in [[orbit]], and represents the amount of breathable air within a room. Vacuum management is a vital consideration during trips into orbit and especially for spacebound colonies; [[plant]]s will die if even briefly exposed to vacuum, and most living pawns will be severely endangered if caught in airless environments without sufficient protection.&lt;br /&gt;
&lt;br /&gt;
Vacuum is never a consideration on planet-bound maps. In such locations, all tiles are always considered to be fully pressurized.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
=== Measurement ===&lt;br /&gt;
&lt;br /&gt;
Vacuum is measured as a percentage per cell. A cell with 100% vacuum is considered to be completely depressurized, while a cell with 0% vacuum is considered to be fully pressurized. All tiles within a room share the same vacuum level.&lt;br /&gt;
&lt;br /&gt;
The vacuum level of a tile is listed in the tile's information area located above the Architect menu, just above its [[light]] level. A vacuum overlay can also be toggled on and off from the bottom right corner of the screen, and will visualize the vacuum level from red (100%) to green (0%).&lt;br /&gt;
&lt;br /&gt;
Airtight rooms with at least 50% vacuum will have a visible overlay resembling gray clouds and white motes of dust, with its visibility inversely scaling with vacuum level; at 50% vacuum, the overlay will be nearly transparent, while at 100% vacuum it will be totally visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Vacuum overlay demonstration.png|300px|thumb|right|An airtight room with 100% vacuum.]]&lt;br /&gt;
&lt;br /&gt;
=== Pressurization ===&lt;br /&gt;
&lt;br /&gt;
In orbit, all outdoors areas are always considered to be a complete vacuum, no matter what. &lt;br /&gt;
&lt;br /&gt;
Each [[building]] is designated as airtight or not airtight, visible in its information window. Pressurizable areas can be created by constructing spaces that are completely enclosed by airtight constructions. [[Wall]]s, [[door]]s, and other [[stuffable]] buildings have their airtightness determined by the material used to create them; [[metallic|metals]] stuff types (excepting [[obsidian]]) and [[bioferrite]] {{AnomalyIcon}} will create airtight buildings, while all other stuff types will not.&lt;br /&gt;
&lt;br /&gt;
Enclosed areas must be completely [[roof]]ed to remain airtight. Even one missing roof tile will cause a space to instantly become a total vacuum, as will the removal of any building that is keeping the room airtight.&lt;br /&gt;
&lt;br /&gt;
Open [[vent]]s and [[door]]s will exchange vacuum across both sides of one another.{{Check Tag|What rate?}} For practical purposes, this means that a single door leading to a depressurized area will cause the entire room to quickly vent whenever it is opened. To avoid unwanted depressurization, powered [[vac barrier]]s can be utilized; otherwise, creating a manual airlock by using multiple doors in sequence will suffice as an unpowered solution at the cost of leaking a small amount of air whenever they are used.&lt;br /&gt;
&lt;br /&gt;
Airtight spaces can be artificially pressurized with oxygen to gradually reduce their vacuum percentage, making them safe for living creatures to inhabit without protection. [[Oxygen pump]]s are the most accessible method for this, although [[archean tree]]s can also be used on asteroids. [[Life support unit]]s can be found in some naturally-generating locations and faction bases that pressurize the room they are in at no cost, but they cannot be moved or deconstructed.&lt;br /&gt;
&lt;br /&gt;
== Danger ==&lt;br /&gt;
Vacuum is very dangerous to unprotected creatures. [[Human]]s and [[animal]]s will take vacuum burns to uncovered body parts while caught without protection in vacuum, and will suffer from [[vacuum exposure]] that causes rapid loss of [[Consciousness]] and a quick [[death]].&lt;br /&gt;
&lt;br /&gt;
Roughly every hour, any and all types of plant except [[archean tree]]s will ''instantly die'' if they are exposed to at least 50% vacuum.{{Check Tag|Checks on long ticks -- describe more accurately?}}&lt;br /&gt;
&lt;br /&gt;
=== Vacuum exposure ===&lt;br /&gt;
{{Main|Vacuum exposure}}&lt;br /&gt;
Without complete [[vacuum resistance]], a pawn that enters a tile with at least 50% vacuum will immediately begin suffering from [[vacuum exposure]], which becomes more severe until they return to a pressurized areas.&lt;br /&gt;
&lt;br /&gt;
=== Vacuum burns ===&lt;br /&gt;
{{stub|section=1|reason=needs injury type definitions in the relevant locations}}&lt;br /&gt;
Pawns in vacuum will suffer periodic ''vacuum burn'' injuries to random external body parts that are not covered by vacuum-resistant gear. This happens at an interval scaling linearly from one burn every {{ticks|1200}} at 50% vacuum to one burn every {{ticks|300}} at 100% vacuum. Vacuum burns deal a flat 1-2 damage each - regardless of multipliers to incoming damage such as the [[Tough]] trait - and will combine together when inflicted to the same body part.&lt;br /&gt;
&lt;br /&gt;
Vacuum burns never [[scar]], and cannot become [[infection|infected]]. This makes them mostly a tertiary danger compared to vacuum exposure, but the penalties caused by compounding burns can still add up to become a significant danger.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[vacuum resistant]] or [[breathless]] [[genes]] {{BiotechIcon}} will never suffer vacuum burns.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Unpowered Airlock Demonstration.png|A practical example of a simple unpowered airlock. Note the [[door]]s constructed in sequence.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacuum&amp;diff=165703</id>
		<title>Vacuum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacuum&amp;diff=165703"/>
		<updated>2025-07-20T02:53:44Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: basic pass -- hopefully details some of the mechanics and general functions. could definitely use some touching up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{stub|reason=formatting, general cleanup}}&lt;br /&gt;
'''Vacuum''' is an environmental factor unique to locations in [[orbit]], and represents the amount of breathable air within a room. Vacuum management is a vital consideration during trips into orbit and especially for spacebound colonies; [[plant]]s will die if even briefly exposed to vacuum, and most living pawns will be severely endangered if caught in airless environments without sufficient protection.&lt;br /&gt;
&lt;br /&gt;
Vacuum is never a consideration on planet-bound maps. In such locations, all tiles are always considered to be fully pressurized.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
=== Measurement ===&lt;br /&gt;
&lt;br /&gt;
Vacuum is measured as a percentage per cell. A cell with 100% vacuum is considered to be completely depressurized, while a cell with 0% vacuum is considered to be fully pressurized. All tiles within a room share the same vacuum level.&lt;br /&gt;
&lt;br /&gt;
The vacuum level of a tile is listed in the tile's information area located above the Architect menu, just above its [[light]] level. A vacuum overlay can also be toggled on and off from the bottom right corner of the screen, and will visualize the vacuum level from red (100%) to green (0%).&lt;br /&gt;
&lt;br /&gt;
Airtight rooms with at least 50% vacuum will have a visible overlay resembling gray clouds and white motes of dust, with its visibility inversely scaling with vacuum level; at 50% vacuum, the overlay will be nearly transparent, while at 100% vacuum it will be totally visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Vacuum overlay demonstration.png|300px|thumb|right|An airtight room with 100% vacuum.]]&lt;br /&gt;
&lt;br /&gt;
=== Pressurization ===&lt;br /&gt;
&lt;br /&gt;
In orbit, all outdoors areas are always considered to be a complete vacuum, no matter what. &lt;br /&gt;
&lt;br /&gt;
Each [[building]] is designated as airtight or not airtight, visible in its information window. Pressurizable areas can be created by constructing spaces that are completely enclosed by airtight constructions. [[Wall]]s, [[door]]s, and other [[stuffable]] buildings have their airtightness determined by the material used to create them; [[metallic|metals]] stuff types (excepting [[obsidian]]) and [[bioferrite]] {{AnomalyIcon}} will create airtight buildings, while all other stuff types will not.&lt;br /&gt;
&lt;br /&gt;
Enclosed areas must be completely [[roof]]ed to remain airtight. Even one missing roof tile will cause a space to instantly become a total vacuum, as will the removal of any building that is keeping the room airtight.&lt;br /&gt;
&lt;br /&gt;
Open [[vent]]s and [[door]]s will exchange vacuum across both sides of one another.{{Check Tag|What rate?}} For practical purposes, this means that a single door leading to a depressurized area will cause the entire room to quickly vent whenever it is opened. To avoid unwanted depressurization, powered [[vac barrier]]s can be utilized; otherwise, creating a manual airlock by using multiple doors in sequence will suffice as an unpowered solution at the cost of leaking a small amount of air whenever they are used.&lt;br /&gt;
&lt;br /&gt;
Airtight spaces can be artificially pressurized with oxygen to gradually reduce their vacuum percentage, making them safe for living creatures to inhabit without protection. [[Oxygen pump]]s are the most accessible method for this, although [[archean tree]]s can also be used on asteroids. [[Life support unit]]s can be found in some naturally-generating locations and faction bases that pressurize the room they are in at no cost, but they cannot be moved or deconstructed.&lt;br /&gt;
&lt;br /&gt;
== Danger ==&lt;br /&gt;
Vacuum is very dangerous to unprotected creatures. [[Human]]s and [[animal]]s will take vacuum burns to uncovered body parts while caught without protection in vacuum, and will suffer from [[vacuum exposure]] that causes rapid loss of [[Consciousness]] and a quick [[death]].&lt;br /&gt;
&lt;br /&gt;
Roughly every hour, any and all types of plant except [[archean tree]]s will ''instantly die'' if they are exposed to at least 50% vacuum.&lt;br /&gt;
&lt;br /&gt;
=== Vacuum exposure ===&lt;br /&gt;
{{Main|Vacuum exposure}}&lt;br /&gt;
Without complete [[vacuum resistance]], a pawn that enters a tile with at least 50% vacuum will immediately begin suffering from [[vacuum exposure]], which becomes more severe until they return to a pressurized areas.&lt;br /&gt;
&lt;br /&gt;
=== Vacuum burns ===&lt;br /&gt;
{{stub|section=1|reason=needs injury type definitions in the relevant locations}}&lt;br /&gt;
Pawns in vacuum will suffer periodic ''vacuum burn'' injuries to random external body parts that are not covered by vacuum-resistant gear. This happens at an interval scaling linearly from one burn every {{ticks|1200}} at 50% vacuum to one burn every {{ticks|300}} at 100% vacuum. Vacuum burns deal a flat 1-2 damage each - regardless of multipliers to incoming damage such as the [[Tough]] trait - and will combine together when inflicted to the same body part.&lt;br /&gt;
&lt;br /&gt;
Vacuum burns never [[scar]], and cannot become [[infection|infected]]. This makes them mostly a tertiary danger compared to vacuum exposure, but the penalties caused by compounding burns can still add up to become a significant danger.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[vacuum resistant]] or [[breathless]] [[genes]] {{BiotechIcon}} will never suffer vacuum burns.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Unpowered Airlock Demonstration.png|A practical example of a simple unpowered airlock. Note the [[door]]s constructed in sequence.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Vacuum_overlay_demonstration.png&amp;diff=165702</id>
		<title>File:Vacuum overlay demonstration.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Vacuum_overlay_demonstration.png&amp;diff=165702"/>
		<updated>2025-07-20T02:50:43Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: Ilysen uploaded a new version of File:Vacuum overlay demonstration.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A room from an orbital platform with 100% vacuum. The damage has been repaired through the addition of new walls, but the room has yet to pressurize.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Vacuum_overlay_demonstration.png&amp;diff=165701</id>
		<title>File:Vacuum overlay demonstration.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Vacuum_overlay_demonstration.png&amp;diff=165701"/>
		<updated>2025-07-20T02:45:50Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: A room from an orbital platform with 100% vacuum. The damage has been repaired through the addition of new walls, but the room has yet to pressurize.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A room from an orbital platform with 100% vacuum. The damage has been repaired through the addition of new walls, but the room has yet to pressurize.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Unpowered_Airlock_Demonstration.png&amp;diff=165661</id>
		<title>File:Unpowered Airlock Demonstration.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Unpowered_Airlock_Demonstration.png&amp;diff=165661"/>
		<updated>2025-07-20T02:03:14Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: A simple space station built on heavy bridges, featuring an unpowered airlock.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A simple space station built on heavy bridges, featuring an unpowered airlock.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Oxygen_pump&amp;diff=165649</id>
		<title>Oxygen pump</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Oxygen_pump&amp;diff=165649"/>
		<updated>2025-07-20T01:37:10Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: first draft, including detailed mechanics and some modest analysis. tested on unstable version 1.6.4524&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Oxygen pump&lt;br /&gt;
| image = Oxygen pump.png&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| placeable = True&lt;br /&gt;
| description = A small wall-mounted unit that releases oxygen into the surrounding room, allowing enclosed areas to repressurize in space. Essential for long stays in orbit&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| passability = standable&lt;br /&gt;
| hp = 80&lt;br /&gt;
| power = -150&lt;br /&gt;
| market value = 200&lt;br /&gt;
| mass base = 8&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| work to make = 2000&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 = 2&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''oxygen pump''' is a constructable building device that can be used to lower the [[vacuum]] in a room, making it safe for habitation. It requires [[power]] to operate.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Every {{ticks|250}}, a powered oxygen pump lower the vacuum percentage of its current room. It has a base effectiveness of 1% per second per 100 tiles, scaling proportionally to the amount of tiles present; for instance, a room with 25 tiles will gain 4% oxygen per second, while a room with 200 tiles will gain only 0.5% per second. Multiple oxygen pumps may be required to pressurize especially large rooms.&lt;br /&gt;
&lt;br /&gt;
Oxygen pumps in operation are completely binary, having two states of power consumption: high and low.&lt;br /&gt;
* '''High:''' An oxygen pump that is actively pressurizing a room is in the high power state and consumes 150 W. It will stay in this state so long as the room's vacuum percentage is above 0%.&lt;br /&gt;
* '''Low:''' If a room's vacuum percentage is at 0%, an oxygen pump will switch to this state and cease function unless the room becomes depressurized again. Power consumption is reduced to a modest 15 W. Oxygen pumps will also enter this state if placed in a position that can never be pressurized (i.e. built outdoors or in a space that is not airtight).&lt;br /&gt;
&lt;br /&gt;
Note that oxygen pumps do ''not'' change the [[temperature]] of the rooms they are in; even once fully pressurized, a room will still be dangerously cold unless warmed to habitable temperatures through the use of [[heater]]s, [[campfire]]s, and so on.&lt;br /&gt;
&lt;br /&gt;
Oxygen pumps can be uninstalled and freely moved as needed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Oxygen pumps are the most accessible method of pressurizing rooms. While [[archean tree]]s and [[life support unit]]s both passively reduce vacuum around themselves at no cost, both of them are restricted to specific locations and cannot be moved, meaning that new constructions and especially [[gravship]]s must have oxygen pumps built to keep them breathable unless every pawn aboard is fully [[vacuum resistance|vacuum resistant]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]]: Introduced with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Oxygen_pump.png&amp;diff=165645</id>
		<title>File:Oxygen pump.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Oxygen_pump.png&amp;diff=165645"/>
		<updated>2025-07-20T01:09:17Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: North-facing oxygen pump sprite. Category:Images - Furniture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
North-facing oxygen pump sprite. [[Category:Images - Furniture]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacsuit&amp;diff=165122</id>
		<title>Vacsuit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacsuit&amp;diff=165122"/>
		<updated>2025-07-16T02:29:07Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: I'm not sure if it's a formula thing or something I messed up with the data, but the in-game market value for vacsuits (620) is different from what the wiki automatically calculates despite ostensibly being auto-generated. includes a manual override for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{stub|reason=needs logic documenting how it appears on raiders; it uses the game's pawn apparel generator and so is a bit difficult to untangle}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Vacsuit&lt;br /&gt;
| image = Vacsuit.png&lt;br /&gt;
| description = A protective suit that keeps the user safe in the vacuum of space.  The suit restricts the wearer's movement, considerably reducing their movement speed.&lt;br /&gt;
| type = Apparel&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 180&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| work to make = 48000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Component &lt;br /&gt;
| resource 1 amount = 3&lt;br /&gt;
| resource 2 = Steel &lt;br /&gt;
| resource 2 amount = 90&lt;br /&gt;
| resource 3 = Plasteel &lt;br /&gt;
| resource 3 amount = 30&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| marketvalue = 620&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 52&lt;br /&gt;
| armorheat = 66&lt;br /&gt;
| insulationcold = 90&lt;br /&gt;
| insulationheat = 15&lt;br /&gt;
| mass base = 12&lt;br /&gt;
| lifestage = Adult&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 = Middle, Outer&lt;br /&gt;
| has quality = True &lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = Armor, HiTechArmor&lt;br /&gt;
| tags = SpacerMilitary&lt;br /&gt;
| defaultOutfitTags = Spacefarer&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
}}&lt;br /&gt;
The '''vacsuit''' is an item of [[apparel]] added by the [[Odyssey DLC]]. It forms a set with the [[vacsuit helmet]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, vacsuits can be received as a quest reward or obtained from raiders in orbit.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A vacsuits increases the [[vacuum resistance]] of its wearer by {{+|32%}}.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|1.25}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Vacsuits function as the cheapest obtainable apparel that colonists can use to safely move in the vacuum of [[Orbit|space]]. Their cheap crafting cost and early position on the research tree means that they can be accessed with little difficulty, enabling safe trips to orbital locations relatively early in the game.&lt;br /&gt;
&lt;br /&gt;
When worn with a [[vacsuit helmet]], vacsuits offer complete protection against vacuum, and are the only apparel to do so. This comes at the downside of severely restricting movement; vacsuits carry a whopping {{--|1.25}} {{CS}} penalty to move speed - over double that of [[cataphract armor]] {{RoyaltyIcon}}. Colonists should only equip vacsuits when needed - the prohibitive reduction to movement speed will otherwise greatly impact their productivity even during regular activities in and around the colony.&lt;br /&gt;
&lt;br /&gt;
While vacsuits have respectable statistics when used as armor, the fact that they take up both the Middle and Outer layers ultimately makes them an inferior option compared to combining a [[flak jacket]] and a [[flak vest]]. Their primary utility as armor is during orbital operations where colonists may have nothing else available.&lt;br /&gt;
&lt;br /&gt;
Despite not providing ''total'' [[vacuum resistance]], all forms of [[power armor]] still provide ''enough'' protection to allow a pawn to survive for extended periods before [[vacuum exposure]] becomes dangerous. Once obtaining these armors becomes a viable option, they can feasibly replace vacsuits for most use cases. Even [[recon armor]] and a [[recon helmet]] will provide {{+|95%}} vacuum resistance when worn together, allowing a pawn to survive in airless environments for as long as {{ticks/gametime/days|60000}}. Simply equipping a vacsuit helmet instead of a recon helmet further increases this to {{+|99%}}, granting an impressive {{ticks/gametime/days|300000}} of safety with none of the drawbacks of a vacsuit.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacsuit&amp;diff=165121</id>
		<title>Vacsuit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacsuit&amp;diff=165121"/>
		<updated>2025-07-16T02:26:50Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: attempt at a first draft on the page. lots of data sourced from testing and from XML. sourced from game version 1.6.4522&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{stub|reason=needs logic documenting how it appears on raiders; it uses the game's pawn apparel generator and so is a bit difficult to untangle}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Vacsuit&lt;br /&gt;
| image = Vacsuit.png&lt;br /&gt;
| description = A protective suit that keeps the user safe in the vacuum of space.  The suit restricts the wearer's movement, considerably reducing their movement speed.&lt;br /&gt;
| type = Apparel&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 180&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| work to make = 48000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Component &lt;br /&gt;
| resource 1 amount = 3&lt;br /&gt;
| resource 2 = Steel &lt;br /&gt;
| resource 2 amount = 90&lt;br /&gt;
| resource 3 = Plasteel &lt;br /&gt;
| resource 3 amount = 30&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 52&lt;br /&gt;
| armorheat = 66&lt;br /&gt;
| insulationcold = 90&lt;br /&gt;
| insulationheat = 15&lt;br /&gt;
| mass base = 12&lt;br /&gt;
| lifestage = Adult&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 = Middle, Outer&lt;br /&gt;
| has quality = True &lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = Armor, HiTechArmor&lt;br /&gt;
| tags = SpacerMilitary&lt;br /&gt;
| defaultOutfitTags = Spacefarer&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
}}&lt;br /&gt;
The '''vacsuit''' is an item of [[apparel]] added by the [[Odyssey DLC]]. It forms a set with the [[vacsuit helmet]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, vacsuits can be received as a quest reward or obtained from raiders in orbit.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A vacsuits increases the [[vacuum resistance]] of its wearer by {{+|32%}}.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|1.25}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Vacsuits function as the cheapest obtainable apparel that colonists can use to safely move in the vacuum of [[Orbit|space]]. Their cheap crafting cost and early position on the research tree means that they can be accessed with little difficulty, enabling safe trips to orbital locations relatively early in the game.&lt;br /&gt;
&lt;br /&gt;
When worn with a [[vacsuit helmet]], vacsuits offer complete protection against vacuum, and are the only apparel to do so. This comes at the downside of severely restricting movement; vacsuits carry a whopping {{--|1.25}} {{CS}} penalty to move speed - over double that of [[cataphract armor]] {{RoyaltyIcon}}. Colonists should only equip vacsuits when needed - the prohibitive reduction to movement speed will otherwise greatly impact their productivity even during regular activities in and around the colony.&lt;br /&gt;
&lt;br /&gt;
While vacsuits have respectable statistics when used as armor, the fact that they take up both the Middle and Outer layers ultimately makes them an inferior option compared to combining a [[flak jacket]] and a [[flak vest]]. Their primary utility as armor is during orbital operations where colonists may have nothing else available.&lt;br /&gt;
&lt;br /&gt;
Despite not providing ''total'' [[vacuum resistance]], all forms of [[power armor]] still provide ''enough'' protection to allow a pawn to survive for extended periods before [[vacuum exposure]] becomes dangerous. Once obtaining these armors becomes a viable option, they can feasibly replace vacsuits for most use cases. Even [[recon armor]] and a [[recon helmet]] will provide {{+|95%}} vacuum resistance when worn together, allowing a pawn to survive in airless environments for as long as {{ticks/gametime/days|60000}}. Simply equipping a vacsuit helmet instead of a recon helmet further increases this to {{+|99%}}, granting an impressive {{ticks/gametime/days|300000}} of safety with none of the drawbacks of a vacsuit.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacuum_Resistance&amp;diff=165119</id>
		<title>Vacuum Resistance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacuum_Resistance&amp;diff=165119"/>
		<updated>2025-07-16T01:29:10Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: capitalize a word. I need to proofread these more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Recode|reason=Some of these offsets could be automated and displayed in a table; currently they're manually sourced from XML when instead they could be tied to each object's data table}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| min value = 0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How resistant this creature is to the negative effects of the vacuum of [[Orbit|space]].&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
A pawn with 50% vacuum resistance gains [[vacuum exposure]] severity half as quickly, while a pawn with 100% resistance would take none at all. Vacuum resistance does ''not'' affect vacuum burns, although in practice pawns with full vacuum resistance will typically be immune to vacuum burns as well.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s and [[animal]]s have a base value of 0%. [[Mechanoids]] and some [[entity|entities]] {{AnomalyIcon}} have 100%. All [[insectoids]] have 100% vacuum resistance, but may still suffer from [[hypothermic slowdown]] due to the extremely low ambient temperature in orbit.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Base ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center mw-collapsible}}&lt;br /&gt;
! Animal!! Vacuum Resistance &lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Vacuum Resistance::+]]&lt;br /&gt;
| ?Vacuum Resistance&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
* [[Vacsuit helmet]]: {{+|69%}} &amp;lt;!-- nice --&amp;gt;&lt;br /&gt;
* [[Vacsuit]] &amp;lt;small&amp;gt;([[Kid vacsuit|Kid]] {{BiotechIcon}})&amp;lt;/small&amp;gt;: {{+|32%}}&lt;br /&gt;
* [[Marine helmet]] &amp;lt;small&amp;gt;([[Prestige marine helmet|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|67%}}&lt;br /&gt;
* [[Marine armor]] &amp;lt;small&amp;gt;([[Prestige marine armor|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|30%}}&lt;br /&gt;
* [[Recon helmet]] &amp;lt;small&amp;gt;([[Prestige recon helmet|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|65%}}&lt;br /&gt;
* [[Recon armor]] &amp;lt;small&amp;gt;([[Prestige recon armor|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|30%}}&lt;br /&gt;
* [[Cataphract helmet]] &amp;lt;small&amp;gt;([[Prestige cataphract helmet|Prestige]])&amp;lt;/small&amp;gt;:{{RoyaltyIcon}} {{+|68%}}&lt;br /&gt;
* [[Cataphract armor]] &amp;lt;small&amp;gt;([[Prestige cataphract armor|Prestige]])&amp;lt;/small&amp;gt;:{{RoyaltyIcon}} {{+|30%}}&lt;br /&gt;
* [[Mechcommander helmet]] {{BiotechIcon}}: {{+|67%}}&lt;br /&gt;
* [[Mechlord suit]] {{BiotechIcon}}: {{+|30%}}&lt;br /&gt;
* [[Vacuum resistant]] gene {{BiotechIcon}}: {{+|45%}}&lt;br /&gt;
* [[Breathless]] gene {{BiotechIcon}}: {{+|100%}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]]: Introduced with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Breathless&amp;diff=165118</id>
		<title>Breathless</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Breathless&amp;diff=165118"/>
		<updated>2025-07-16T01:27:28Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: Convenience redirect (points to the relevant gene of the same name)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Genes#Breathless]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacuum_Resistance&amp;diff=165117</id>
		<title>Vacuum Resistance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacuum_Resistance&amp;diff=165117"/>
		<updated>2025-07-16T01:26:12Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: /* Version history */ missed a colon, oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Recode|reason=Some of these offsets could be automated and displayed in a table; currently they're manually sourced from XML when instead they could be tied to each object's data table}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| min value = 0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How resistant this creature is to the negative effects of the vacuum of [[Orbit|space]].&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
A pawn with 50% vacuum resistance gains [[vacuum exposure]] severity half as quickly, while a pawn with 100% resistance would take none at all. Vacuum resistance does ''not'' affect vacuum burns, although in practice pawns with full vacuum resistance will typically be immune to vacuum burns as well.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s and [[animal]]s have a base value of 0%. [[mechanoids]] and some [[entity|entities]] {{AnomalyIcon}} have 100%. All [[insectoids]] have 100% vacuum resistance, but may still suffer from [[hypothermic slowdown]] due to the extremely low ambient temperature in orbit.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Base ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center mw-collapsible}}&lt;br /&gt;
! Animal!! Vacuum Resistance &lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Vacuum Resistance::+]]&lt;br /&gt;
| ?Vacuum Resistance&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
* [[Vacsuit helmet]]: {{+|69%}} &amp;lt;!-- nice --&amp;gt;&lt;br /&gt;
* [[Vacsuit]] &amp;lt;small&amp;gt;([[Kid vacsuit|Kid]] {{BiotechIcon}})&amp;lt;/small&amp;gt;: {{+|32%}}&lt;br /&gt;
* [[Marine helmet]] &amp;lt;small&amp;gt;([[Prestige marine helmet|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|67%}}&lt;br /&gt;
* [[Marine armor]] &amp;lt;small&amp;gt;([[Prestige marine armor|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|30%}}&lt;br /&gt;
* [[Recon helmet]] &amp;lt;small&amp;gt;([[Prestige recon helmet|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|65%}}&lt;br /&gt;
* [[Recon armor]] &amp;lt;small&amp;gt;([[Prestige recon armor|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|30%}}&lt;br /&gt;
* [[Cataphract helmet]] &amp;lt;small&amp;gt;([[Prestige cataphract helmet|Prestige]])&amp;lt;/small&amp;gt;:{{RoyaltyIcon}} {{+|68%}}&lt;br /&gt;
* [[Cataphract armor]] &amp;lt;small&amp;gt;([[Prestige cataphract armor|Prestige]])&amp;lt;/small&amp;gt;:{{RoyaltyIcon}} {{+|30%}}&lt;br /&gt;
* [[Mechcommander helmet]] {{BiotechIcon}}: {{+|67%}}&lt;br /&gt;
* [[Mechlord suit]] {{BiotechIcon}}: {{+|30%}}&lt;br /&gt;
* [[Vacuum resistant]] gene {{BiotechIcon}}: {{+|45%}}&lt;br /&gt;
* [[Breathless]] gene {{BiotechIcon}}: {{+|100%}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]]: Introduced with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hive_queen&amp;diff=165116</id>
		<title>Hive queen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hive_queen&amp;diff=165116"/>
		<updated>2025-07-16T01:25:00Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: immune to vacuum. giant bugs are no joke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|animal&lt;br /&gt;
| name = Hive queen&lt;br /&gt;
| image = HiveQueen east.png&lt;br /&gt;
| description = The birth mother of an insect megahive. Under suitable conditions, several distinct insect hives will merge together and produce a hive queen. The queen quickly grows in size, becoming trapped in her own burrow.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| flammability = &lt;br /&gt;
| marketvalue = &lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorblunt = 27&lt;br /&gt;
| armorsharp = 22&lt;br /&gt;
| armorheat =&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| movespeed = 3.40&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = &lt;br /&gt;
| max comfortable temperature = &lt;br /&gt;
| bodysize = 4.5&lt;br /&gt;
| filth rate = 28&lt;br /&gt;
| healthscale = &lt;br /&gt;
| hungerrate =  &lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in an insect hive. Insect hives spawn as part of insect megahives and infested colony [[Landmarks|landmarks]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Naturally spawning.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{Error|Remove if not applicable}}&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HiveQueen east.png|Facing east&lt;br /&gt;
HiveQueen north.png|Facing north &lt;br /&gt;
HiveQueen south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated HiveQueen east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated HiveQueen north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated HiveQueen south.png|Desiccated 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|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacuum_Resistance&amp;diff=165115</id>
		<title>Vacuum Resistance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacuum_Resistance&amp;diff=165115"/>
		<updated>2025-07-16T01:24:48Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: I think I got em all. resaves the table so that it updates. some anomaly entities are immune, all insectoids are immune. I set the value on the human page to 0 for a reference point, but anything not listed here is assumed to have no resistance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Recode|reason=Some of these offsets could be automated and displayed in a table; currently they're manually sourced from XML when instead they could be tied to each object's data table}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| min value = 0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How resistant this creature is to the negative effects of the vacuum of [[Orbit|space]].&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
A pawn with 50% vacuum resistance gains [[vacuum exposure]] severity half as quickly, while a pawn with 100% resistance would take none at all. Vacuum resistance does ''not'' affect vacuum burns, although in practice pawns with full vacuum resistance will typically be immune to vacuum burns as well.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s and [[animal]]s have a base value of 0%. [[mechanoids]] and some [[entity|entities]] {{AnomalyIcon}} have 100%. All [[insectoids]] have 100% vacuum resistance, but may still suffer from [[hypothermic slowdown]] due to the extremely low ambient temperature in orbit.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Base ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center mw-collapsible}}&lt;br /&gt;
! Animal!! Vacuum Resistance &lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Vacuum Resistance::+]]&lt;br /&gt;
| ?Vacuum Resistance&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
* [[Vacsuit helmet]]: {{+|69%}} &amp;lt;!-- nice --&amp;gt;&lt;br /&gt;
* [[Vacsuit]] &amp;lt;small&amp;gt;([[Kid vacsuit|Kid]] {{BiotechIcon}})&amp;lt;/small&amp;gt;: {{+|32%}}&lt;br /&gt;
* [[Marine helmet]] &amp;lt;small&amp;gt;([[Prestige marine helmet|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|67%}}&lt;br /&gt;
* [[Marine armor]] &amp;lt;small&amp;gt;([[Prestige marine armor|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|30%}}&lt;br /&gt;
* [[Recon helmet]] &amp;lt;small&amp;gt;([[Prestige recon helmet|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|65%}}&lt;br /&gt;
* [[Recon armor]] &amp;lt;small&amp;gt;([[Prestige recon armor|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|30%}}&lt;br /&gt;
* [[Cataphract helmet]] &amp;lt;small&amp;gt;([[Prestige cataphract helmet|Prestige]])&amp;lt;/small&amp;gt;:{{RoyaltyIcon}} {{+|68%}}&lt;br /&gt;
* [[Cataphract armor]] &amp;lt;small&amp;gt;([[Prestige cataphract armor|Prestige]])&amp;lt;/small&amp;gt;:{{RoyaltyIcon}} {{+|30%}}&lt;br /&gt;
* [[Mechcommander helmet]] {{BiotechIcon}}: {{+|67%}}&lt;br /&gt;
* [[Mechlord suit]] {{BiotechIcon}}: {{+|30%}}&lt;br /&gt;
* [[Vacuum resistant]] gene {{BiotechIcon}}: {{+|45%}}&lt;br /&gt;
* [[Breathless]] gene {{BiotechIcon}}: {{+|100%}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] Introduced with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Locust&amp;diff=165114</id>
		<title>Locust</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Locust&amp;diff=165114"/>
		<updated>2025-07-16T01:17:32Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: this page may be unfinished but it cannot hide from me!! they're vacuum-immune like the other bug types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|animal&lt;br /&gt;
| name = Locust&lt;br /&gt;
| image = Locust east.png&lt;br /&gt;
| description = A bioengineered insect capable of flying short distances. Specialized chemical receptors allow locusts to effectively forage for food. While relatively weak on their own, swarms of locusts can be deadly.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid &lt;br /&gt;
| flammability = &lt;br /&gt;
| marketvalue =&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorblunt = &lt;br /&gt;
| armorsharp = &lt;br /&gt;
| armorheat = &lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 55&lt;br /&gt;
| movespeed = 3&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = &lt;br /&gt;
| max comfortable temperature = &lt;br /&gt;
| bodysize = 0.60&lt;br /&gt;
| healthscale = &lt;br /&gt;
| hungerrate =  &lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}.&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{Error|Remove if not applicable}}&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Locust east.png|Facing east&lt;br /&gt;
Locust north.png|Facing north &lt;br /&gt;
Locust south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated Locust east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated Locust north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated Locust south.png|Desiccated 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|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Megaspider&amp;diff=165113</id>
		<title>Megaspider</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Megaspider&amp;diff=165113"/>
		<updated>2025-07-16T01:16:47Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: megaspiders, like all insectoids, are immune to vacuum in odyssey&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|animal&lt;br /&gt;
| name = Megaspider&lt;br /&gt;
| image = Megaspider east.png&lt;br /&gt;
| description = Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long ripper-blades make it deadly at close quarters. It is, however, quite slow in open terrain.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 500&lt;br /&gt;
| armorblunt = 18&lt;br /&gt;
| armorsharp = 27&lt;br /&gt;
| combatPower = 150&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| bodysize = 1.2&lt;br /&gt;
| body = BeetleLikeWithClaw&lt;br /&gt;
| healthscale = 2.5&lt;br /&gt;
| hungerrate = 0.35&lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| wildness = 0.4&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| lifespan = 6&lt;br /&gt;
| juvenileage = 0.03&lt;br /&gt;
| maturityage = 0.2&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = head claw&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = HeadClaw&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = head&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = HeadAttackTool&lt;br /&gt;
| attack2ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| devNote = insect&lt;br /&gt;
| defName = Megaspider&lt;br /&gt;
| label = megaspider&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
}}&lt;br /&gt;
'''Megaspiders''' are giant, bio-engineered, subterranean invertebrates and the largest and most dangerous of the three [[insectoid]] types.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They are hostile towards any nearby [[colonists]], have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. Like all insects, megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In [[World generation#Caves|caves]], when opening an [[ancient danger]], during an [[Events#Infestation|infestation]], or by [[Deep drill|deep drilling]].&lt;br /&gt;
&lt;br /&gt;
{{Insectoid Summary}}&lt;br /&gt;
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Megaspiders are slightly slower than [[spelopede]]s and [[megascarab]]s. A common feature of any insectoid swarm is for these smaller, less dangerous creatures to glove the megaspiders' approach, absorbing the fire of your colonists and bogging them down until the big hitters are in range. Fully fit humans can outrun even megascarabs, so the strongest tactic is to hit and run, continually falling back in front of the swarm. If they've infested your base, open your doors and try to lead them out into the open.&lt;br /&gt;
&lt;br /&gt;
[[Melee block]] tactics are very effective, but otherwise you should avoid melee combat. Megaspiders are sturdy and can do a lot of damage very quickly. Do not underestimate how many bullets they take to go down.&lt;br /&gt;
&lt;br /&gt;
== Taming ==&lt;br /&gt;
Wild megaspiders always generate hostile, making them difficult to tame as they will try to attack the animal handler. However, animal interactions during the process will interrupt any attacks. It may be ideal to equip your handler with armor, or to select a handler with a high [[melee]] skill for a higher [[melee dodge chance]] to reduce the risk of harm, though this is not strictly necessary.&lt;br /&gt;
&lt;br /&gt;
Megaspiders are practically impossible to tame when they first spawn from an [[infestation]]. In order to try and tame a megaspider, you will need to [[down]] them, then destroy all [[hive]]s from the infestation. With Too Deep: Infestation event and Wastepack Infestations, there are no hives, so all you need to do is down the insect. This ''does not make them non-hostile'', but it will prevent them from seeking out colonists like a raider would. Note that wild megaspiders unlike other animals cannot be operated on and thus can't be anesthetized, and they are prone to waking up and attacking the pawn treating them, Waiting for [[Ailments#Blood loss|blood loss]] to reach extreme can prevent this.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a doctor has a small chance to [[bond]] when tending to a wild megaspider, instantly taming them.&lt;br /&gt;
&lt;br /&gt;
As tamed pets, megaspiders offer few advantages over [[bear]]s, [[cougar]]s/[[panther]]s, or [[elephant]]s. Although the latter are all easier to tame, Megaspiders can be tamed en-masse depending on how many were downed during an infestation, require less training because of their lower wildness, and produce less filth than comparable animals.&lt;br /&gt;
&lt;br /&gt;
Colonists who go near a hostile megaspider will flee from it by default, so you may need to adjust your handler's [[hostility response]] setting, or manually order your handler to interact with it.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|BeetleLikeWithClaw}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Megaspider east.png| Megaspider facing east&lt;br /&gt;
Megaspider north.png| Megaspider facing north&lt;br /&gt;
Megaspider south.png| Megaspider facing south&lt;br /&gt;
Dessicated megaspider east.png| Megaspider decaying&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - All insects main attack cooldowns 2.5 -&amp;gt; 2.9&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Wildness decreased from 0.95 to 0.40, manhunter on tame chance reduced from 40% to 0. Trainability changed from intermediate to advanced, gestation changed from N/A to 6.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Remove gestation period stat, since they do not breed.&lt;br /&gt;
* [[Biotech DLC]] release - Now gains [[pollution stimulus]] on [[polluted]] terrain.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Megascarab&amp;diff=165112</id>
		<title>Megascarab</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Megascarab&amp;diff=165112"/>
		<updated>2025-07-16T01:16:29Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: megascarabs, like all insectoids, are immune to vacuum in odyssey&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|animal&lt;br /&gt;
| name = Megascarab&lt;br /&gt;
| image = Megascarab east.png&lt;br /&gt;
| description = A large, genetically-engineered beetle. Once the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions, it is now often seen without its deadlier insectoid cousins. Still, its size and hard shell make it dangerous when it attacks. A eusocial creature, it cannot reproduce individually.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 100&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorblunt = 18&lt;br /&gt;
| armorsharp = 72&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 40&lt;br /&gt;
| movespeed = 3.75&lt;br /&gt;
| healthscale = 0.4&lt;br /&gt;
| bodysize = 0.2&lt;br /&gt;
| body = BeetleLike&lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| lifespan = 10&lt;br /&gt;
| trainable = Intermediate&lt;br /&gt;
| hungerrate = 0.10&lt;br /&gt;
| wildness = 0.2&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| juvenileage = 0.03&lt;br /&gt;
| maturityage = 0.4&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = 0&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
&amp;lt;!-- Animal Productivity --&amp;gt;&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = mandibles&lt;br /&gt;
| attack1type = Bite&lt;br /&gt;
| attack1dmg = 5&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Mouth&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = head&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 4&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = HeadAttackTool&lt;br /&gt;
| attack2ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack2chancefactor = 0.1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| devNote = insect&lt;br /&gt;
| defName = Megascarab&lt;br /&gt;
| label = megascarab&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
}}&lt;br /&gt;
'''Megascarabs''' are a type of [[Insectoid]] found in [[Biome#Desert|regular]] and [[Biome#Extreme desert|extreme deserts]], [[infestation]]s or inside [[ancient shrine]]s, including inside the [[Ancient cryptosleep casket|caskets]]. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They are ground beetles of metallic color that posses elytra, a protective shell that provides some [[armor]]. Megascarabs are hazardous to hunt, for if they are injured by a human or a mechanoid, they will turn [[Mental break#Manhunter|manhunter]] and attack any human or mechanoid on the map they can reach. If slain, they can be butchered for insect meat. Colonists dislike eating any insect meat, but meat-eating animals have no such problem.&lt;br /&gt;
&lt;br /&gt;
{{Insectoid Summary}}&lt;br /&gt;
&lt;br /&gt;
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
{{Main|Infestation#Analysis|l1=Infestation}}&lt;br /&gt;
Megascarabs are the smallest and fastest of the 3 insectoid types, and will often catch up to colonists and &amp;quot;lock&amp;quot; them into melee. It may be wiser to focus on bigger targets, like [[megaspider]]s, as they are stronger in combat.&lt;br /&gt;
&lt;br /&gt;
[[Melee block]] tactics work well against infestations in general. In an open field, [[kiting]] works well, as even megascarabs are slower than a healthy human.&lt;br /&gt;
&lt;br /&gt;
===Taming===&lt;br /&gt;
Megascarabs offer no real niche as a tamed pet, however they ''can'' be tamed. Unlike the larger insects, they can generate non-hostile, and are found naturally in deserts.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|BeetleLike}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Megascarab east.png| Megascarab facing east&lt;br /&gt;
Megascarab north.png| Megascarab facing north&lt;br /&gt;
Megascarab south.png| Megascarab facing south&lt;br /&gt;
Dessicated megascarab east.png|Megascarab decaying&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - All insects main attack cooldowns 2.5 -&amp;gt; 2.9&lt;br /&gt;
* Some time between A6 and A13 - Sprite changed.&lt;br /&gt;
* 1.3 - Revenge on tame fail decreased from 20% to 10% - revenge on harm increased from 35% to 50% - wildness decreased from 95% to 20%.&lt;br /&gt;
* [[Biotech DLC]] release - Now gains [[pollution stimulus]] on [[polluted]] terrain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Megascarab old.png|Texture as of A6&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Spelopede&amp;diff=165111</id>
		<title>Spelopede</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Spelopede&amp;diff=165111"/>
		<updated>2025-07-16T01:16:06Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: insectoids are immune to vacuum in odyssey! I'm not sure if there's a way to propagate this automatically to all the insectoid types, so I'm putting it into the table manually&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Do spelopedes (after hive destroyed) still attack colonists like megaspiders do? Add to analysis}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| page verified for version = A14C&lt;br /&gt;
| name = Spelopede&lt;br /&gt;
| image = Spelopede east.png&lt;br /&gt;
| description = A medium-sized bioengineered insectoid the size of a sheep. The spelopede is the middle caste of a hive, taking care of most work tasks as well as fighting with its digging claws. It's dangerous in combat, but slow on open ground.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 200&lt;br /&gt;
| armorblunt = 18&lt;br /&gt;
| armorsharp = 18&lt;br /&gt;
| combatPower = 75&lt;br /&gt;
| movespeed = 3.65&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| bodysize = 0.8&lt;br /&gt;
| body = BeetleLikeWithClaw&lt;br /&gt;
| healthscale = 1.7&lt;br /&gt;
| hungerrate = 0.25&lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| wildness = 0.3&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = Advanced&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| lifespan = 6&lt;br /&gt;
| juvenileage = 0.03&lt;br /&gt;
| maturityage = 0.2&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -25&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = head claw&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = HeadClaw&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = head&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 6&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = HeadAttackTool&lt;br /&gt;
| attack2ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| devNote = insect&lt;br /&gt;
| defName = Spelopede&lt;br /&gt;
| label = spelopede&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
}}&lt;br /&gt;
'''Spelopedes''' are giant, bio-engineered, subterranean invertebrates and the middle of the three [[insectoid]] types in both size and danger. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Spelopedes can inhabit any terrain where an [[infestation]] has spawned. They are dangerous in combat, but slow on open ground.&lt;br /&gt;
&lt;br /&gt;
Their body is composed of a head, head claw, mouth, pronotum, shell, elytras (left and right), and two pairs of legs (front and back).&lt;br /&gt;
&lt;br /&gt;
{{Insectoid Summary}}&lt;br /&gt;
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Spelopedes are between [[megaspider]]s and [[megascarab]]s, with in-the-middle speed and health.&lt;br /&gt;
&lt;br /&gt;
Wild {{PAGENAME}}s always generate hostile, making them difficult to tame as they will try to attack the animal handler. However, animal interactions during the process will interrupt any attacks. It may be ideal to equip your handler with armor, or to select a handler with a high melee skill for a higher melee dodge chance to reduce the risk of harm, though this is not strictly necessary.&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s are practically impossible to tame when they first spawn from an infestation. In order to try and tame a {{PAGENAME}}, you will need to down them, then destroy all hives from the infestation. With Too Deep: Infestation event and Wastepack Infestations, there are no hives, so all you need to do is down the insect. This does not make them non-hostile, but it will prevent them from seeking out colonists like a raider would. Note that wild {{PAGENAME}}s unlike other animals cannot be operated on and thus can't be anesthetized, and they are prone to waking up and attacking the pawn treating them, Waiting for blood loss to reach extreme can prevent this. &lt;br /&gt;
&lt;br /&gt;
They are rather accessible and easy to maintain haulers having the lowest wildness, being only beaten by [[Husky|Huskies]], and [[Labrador retriever]]s however for most purposes the [[megaspider]] is the better option. Megaspiders are stronger in combat, but have 40% wildness and move {{Bad|{{#expr: {{P|Move Speed Base}} - {{Q|Megaspider|Move Speed Base}} }} }} {{CS}} slower along with slightly higher hunger rate.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|BeetleLikeWithClaw}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Spelopede east.png| Spelopede facing east&lt;br /&gt;
Spelopede north.png| Spelopede facing north&lt;br /&gt;
Spelopede south.png| Spelopede facing south&lt;br /&gt;
Dessicated spelopede east.png| Spelopede decaying&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - All insects main attack cooldowns 2.5 -&amp;gt; 2.9&lt;br /&gt;
* 1.3 - Manhunter on tame fail decreased from 20% to 10% - manhunter on harm increased from 35% to 50% - wildness decreased from 95% to 30% - trainability changed from intermediate to advanced - gestation changed from N/A to 6&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Remove gestation period stat, since they do not breed.&lt;br /&gt;
* [[Biotech DLC]] release - Now gains [[pollution stimulus]] on [[polluted]] terrain.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=165110</id>
		<title>Nociosphere</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=165110"/>
		<updated>2025-07-16T01:14:59Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: odyssey stuff - giant metal spheres are immune to vacuum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}} &lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason=Cleanup, formatting, subheadings etc, and then once that is done, verify that all content is suitably covered. add destruction details to body, note lack of corpse}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Nociosphere&lt;br /&gt;
| image = Nociosphere.png&lt;br /&gt;
| description = A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;br/&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| mass base = 500&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2.5&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 2&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = -1&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2 * 2&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorsharp = 100&lt;br /&gt;
| armorblunt = 100&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 800&lt;br /&gt;
| movespeed = 0&lt;br /&gt;
| healthscale = 10&lt;br /&gt;
| bodysize = 3.6&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 5000&lt;br /&gt;
| trainable = none&lt;br /&gt;
| psychic sensitivity = 1&lt;br /&gt;
| toxic resistance = 1.00&lt;br /&gt;
| EMP resistance = 0.50&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| minimum comfortable temperature = -100&lt;br /&gt;
| maximum comfortable temperature = 250&lt;br /&gt;
| injury healing factor = 0&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| meatyield = 0&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| destroyyield = {{Icon small|Shard||2}} + {{Icon small|Steel||200}} + {{Icon small|Plasteel||100}} + {{Icon small|Steel slag chunk||4}} + {{Icon small|Bioferrite||35}}&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Nociosphere&lt;br /&gt;
| label = nociosphere&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Nociosphere''' is an initially-dormant mechanical [[entity]] with one singular purpose - to inflict pain on those around it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The nociosphere will randomly appear on the map, playing a sound indicating its arrival. The location at which the sphere arrives is typically where [[traders]] will congregate. It will spawn in a docile state where it can be easily captured. Having a holding requirement of 0 makes this even easier, as it will never randomly escape or attack. However,  it will require a warden to suppress it.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The nociosphere is a black sphere with red highlights. The red highlights glow brighter the higher its activity level. Once it is captured it can be suppressed, and should it reach 100% instability, it will become hostile &amp;amp; attack. Study will reveal it can be used as a weapon on your local map. Extended study will reveal that it is becoming unstable; Suppression will eventually become ineffective. Even if not studied, it will become unstable with time. A warning [[letter]] will notify the player 10 days before suppression will no longer lower the nociosphere's activity, and an additional one once that happens - the letter content will vary depending if the player can manually activate the nociosphere or not. There will be additional warning [[message]] 5 and 2 days before it becomes unstable.&lt;br /&gt;
&lt;br /&gt;
The sphere emits a ''Pain field'' in a 6 tile radius around itself which induces [[pain]] on any human or animal within it. This pain effect scales with both [[psychic sensitivity]] and the nociosphere's current activity.{{Check Tag|Actual values|Hediff page has details but they should be included here}} Upon entering the radius, the pain experienced by a pawn will quickly increase up to the current maximum based on the previous factors. Leaving the radius will have the pain dissipate at a similar rate. [[Psychically deaf]] pawns are immune to the pain field.&lt;br /&gt;
&lt;br /&gt;
If it becomes active due being sent out to an attack or its activity reaching 100%, it will be active for anywhere between 90 and 120 seconds (chosen at random when activated). Once this timer expires, the entity will reappear in a dormant state wherever the origin of the attack was initiated. If it became active on its own it will end its onslaught early after at least {{Ticks|1800}} have passed if at least 40-60% colonists (minimum of 1, chosen at random when it becomes active) are dead or downed. If the nociosphere has less than 10 days before it becomes unstable, and is not destroyed during an attack, it will depart and cannot be looted. The sphere cannot be sent to a ''Pocket Map'' [[site]], even if that site originated within the same home tile the nociosphere occupies.&lt;br /&gt;
&lt;br /&gt;
After being sent on an attack, the nociosphere has a cooldown of {{Ticks/gametime|180000}} ticks before being able to manually activate again. It is possible to activate its onslaught mode during cooldown by attacking it. Once the onslaught mode ends the sphere's activity is reset to 0%.&lt;br /&gt;
&lt;br /&gt;
The nociosphere has a '''massive''' health scale{{Check Tag|Add Details}}, with some parts reaching 12,500 total HP. However, the sphere tends to be destroyed after receiving a total of 1,500 damage regardless of where it is attacked{{Check Tag|Verify}}. This, in practice, causes the sphere to be destroyed much sooner than its health pool may suggest. This also prevents the entity from dying due to lucky hits where one part is targeted consecutively, a common weakness for most creatures. The sphere will not regain health after being attacked; Only a new nociosphere will arrive with full health, a sphere which was already sent to attack will retain its injuries until it departs.&lt;br /&gt;
&lt;br /&gt;
The nociosphere has several attacks which it can use while in onslaught mode:&lt;br /&gt;
&lt;br /&gt;
* Agony Pulse - An area of effect blast centered on the nociosphere or a distant target{{Check Tag|Add Details|Verify range}} with a radius of X{{Check Tag|Verify}} tiles. Causes +100% pain in affected pawns with a duration of X{{Check Tag|Verify}} seconds (acute), and +25% pain with a duration of 3 days (dissipating){{Check Tag|Add Details}}.&lt;br /&gt;
* Heatspikes - A burst of high tech laser fire with 9 shots dealing 18 damage{{Check Tag|Add Details}}.&lt;br /&gt;
* Fleshmelter bolt - Similar to a [[Diabolus]]' [[hellsphere cannon]]{{BiotechIcon}} with a shorter aiming time and lower base damage of 100 points.{{Check Tag|Add Details}}. Deals reduced damage to mechanoids{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
If a roof collapses on top of a nociosphere it will attempt to teleport away to a nearby location. When that happens its activity will raise by 40%. If there are no valid cells on the map it will disappear completely.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The nociosphere yields 7.2 [[bioferrite]] and 720W per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Before becoming unstable, there are no downsides to farming bioferrite from a nociosphere as it will not destabilize faster and cannot escape unless its activity reaches 100%. Use of an [[electroharvester]] will cause its activity to increase at an extra 15% per day. Be sure to always have a pawn available for suppression to avoid an early escape, especially if farming electricity.&lt;br /&gt;
&lt;br /&gt;
Moving the nociosphere to a holding platform or otherwise keeping it contained in a high traffic area may cause issues for pawns with the [[wimp]] trait or [[extra pain]] [[gene]]{{BiotechIcon}}, as if these humanoids enter the sphere's vicinity they are likely to collapse from pain shock at high activity levels. Even if not incapacitated, this may cause mood penalties among the colony. Pawns that are psychically deaf are immune to this downside{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
The nociosphere is ''incredibly'' strong. Extreme care should be taken when being deployed as an offensive or defensive weapon to avoid friendly casualties. If possible, it should be released against a threat that can keep it busy for most of its 90-115 seconds of onslaught mode. &lt;br /&gt;
&lt;br /&gt;
Once it has reached the point where it can no longer be stabilized, it is imperative to get rid of it as soon as possible. If possible it should be released against a threat that can keep it busy for most or all of onslaught mode. If it is fully unstable and activates, it will enter its onslaught mode and go after everything living until onslaught mode is over. The ideal enemies to send the nociosphere against would be mechanoids, as they are highly resistant to its flame based attacks and do not feel any pain, negating its psychic abilities. This will allow the mechanoids to stall it until it disappears or even destroy it, especially if the mechanoid group is full of heavy weight mechanoids such as Centipedes.&lt;br /&gt;
&lt;br /&gt;
After being released while unstable, it will disappear regardless of whether or not it is destroyed. Once the point is reached where it can no longer be stabilized, it is imperative to get rid of the sphere before it can attack the entire colony that houses it. There are multiple strategies for doing so:&lt;br /&gt;
&lt;br /&gt;
=== Colony Defense ===&lt;br /&gt;
After completing the study of the Nociosphere, whenever the colony might be raided, or otherwise have hostile creatures within the home tile, the nociosphere can be sent to dispatch them. The sphere is much more efficient at clearing out grouped up enemies, as 2 of its 3 powerful attacks have an area of effect able to incapacitate or outright kill a majority of enemies. For groups of enemies dispersed throughout the map tile the sphere is much less consistent. This is especially true if the tile is also home to many wild animals, as the nociosphere will not prioritize attacking hostiles over neutral pawns. This will often cause the nociosphere to end its onslaught before all primary targets are defeated.&lt;br /&gt;
&lt;br /&gt;
Even low threat raids should be considered a target for the sphere, as each fight will weaken the sphere for subsequent raid; This may allow the sphere's loot to be obtained before it is able to disappear permanently. Be aware that the fewer targets given to attack, the more likely the rampage can find its way back to the colony.&lt;br /&gt;
&lt;br /&gt;
If desperate for a hostile force to distract the nociosphere, [[toxic wastepack]]s{{BiotechIcon}} can be used via [[transport pod]] dumping to initiate a hostile raid. Note that only low tech factions are guaranteed to send retaliatory raids, as higher tech factions might instead send toxic waste back to the colony. Raids initiated this way are also not guaranteed to happen right away, sometimes taking several days to arrive, so this must be done in advance.&lt;br /&gt;
&lt;br /&gt;
Use of a mechanitor can also provide further raids on command by summoning mech commanders via the [[comms console]], [[mechband antenna]]{{BiotechIcon}}, and [[mechband dish]]{{BiotechIcon}}. Similar to wastepack raids, these must be called in much earlier than the nociosphere reaching 100% activity, as they might show up several days later. Of these 3 options, the mechband dish is the most likely to distract and outlast the sphere's onslaught; The [[apocriton]]'s ability to revive mechanoids and return them to the fight grants many targets for the sphere's weaponry. Furthermore, the sphere is less likely to leave the combat area due to the abundance of robot targets.&lt;br /&gt;
&lt;br /&gt;
=== Distractions ===&lt;br /&gt;
The entity is hostile to most creatures, including mechanoids, insects, all mobile [[entities]], and wildlife. Nociospheres will not target pawns within [[cryptosleep casket]]s, buildings such as powered, unpowered turrets, or fleshmass spitters spawned by [[Fleshmass heart]]s, children under the age of 3, or other nociospheres (active or not). Nociospheres will ignore targets that are downed.&lt;br /&gt;
&lt;br /&gt;
In the event there are no enemies, the sphere can be sent near [[animals]] to distract it until the end of its onslaught. Faster animals can sometimes kite the nociosphere until its onslaught mode deactivates. Be careful that these animals do not bring the sphere back towards the colony.&lt;br /&gt;
&lt;br /&gt;
Active or inactive [[mechanoid cluster]]s{{RoyaltyIcon}} can also be a prime target for the sphere, sometimes allowing the entire cluster to be wiped out. Note that this method will likely destroy any valuable resources from the cluster, such as the [[mech node]] and [[unstable power cell]].&lt;br /&gt;
&lt;br /&gt;
A skilled animal handler or a [[mechanitor]]{{BiotechIcon}} can use disposable animals or [[mechanoids]] to either kite or distract the sphere. The use of allowed [[zones]] can be helpful in keeping the trainer or mechanitor at a distance while the bait keeps the sphere away from the colony.&lt;br /&gt;
&lt;br /&gt;
The use of [[psychic rituals]] can also serve as a nice distraction, provided the colony has the [[Bioferrite]] and manpower to conduct one. [[Psychic_rituals#Draw_Shamblers|Summoning]] [[Shambler|Shamblers]] is the best option as they always enter from a map edge which usually will not be right on top of your colony, tend to wander less than Fleshbeasts, and at higher ritual percentages the summoned horde will usually survive the Nociosphere onslaught with at least some surviving members.&lt;br /&gt;
&lt;br /&gt;
In cases of urgency where suppression is no longer possible, a pawn with sufficient movement speed can be used to kite around the nociosphere around the map until the duration ends. Note that any creatures closest to it will change it's target and possibly bring it to your colony.&lt;br /&gt;
&lt;br /&gt;
=== Direct Combat ===&lt;br /&gt;
Rarely, or within certain biomes, a large amount of disposable pawns may not be readily available on the home tile. Attacking the sphere and obtaining the loot stashed within should be considered secondary to protecting the colony and the structures within.&lt;br /&gt;
&lt;br /&gt;
EMP weaponry does affect the nociosphere and the acquisition of such weapons should considered a priority if direct combat with the sphere is warranted. Directly attacking the nociosphere without EMP weaponry is ill-advised without end-game gear and/or highly skilled colonists. and/or a large amount of disposable creatures.&lt;br /&gt;
&lt;br /&gt;
Melee attacks are generally ineffective against the sphere outside of a [[zeushammer]] due to the sphere's tendency to teleport away from enemies before attacking, as well as its agony pulse attack which affects a radius around itself. Any melee colonists should be equipped with [[longjump legs]], a [[jump pack]], or similar ability to both be able to do consistent damage and avoid damage themselves.&lt;br /&gt;
&lt;br /&gt;
Deploying the sphere at the farthest possible point can delay the attack by a precious few seconds, although the sphere's teleportation ability will quickly make up this distance if no targets are available nearby.&lt;br /&gt;
&lt;br /&gt;
===Caravans===&lt;br /&gt;
Sending away all colonists from a map as part of a caravan just before the Nociosphere goes active can entirely avoid the risk of colonist death. Active Nociospheres will still target prisoners and tamed animals, which may make this approach harder for [[Sanguophages|Sanguophage]] colonies that may keep large numbers of prisoners for hemogen farming, or colonies that have large herds of tamed animals.&lt;br /&gt;
&lt;br /&gt;
===Teleportation===&lt;br /&gt;
The Nociosphere can teleport within about a 20 cell radius. The Nociosphere can only teleport to an &amp;quot;unfilled&amp;quot; cell. Cells are considered &amp;quot;filled&amp;quot; if they contain a Colonist, animal, barricade, sandbags, column, fence tree, steel chunk or stone chunk. Furniture such as beds and tables do not stop the Nociosphere's teleportation.&lt;br /&gt;
&lt;br /&gt;
Each colonist can be drafted and placed in their own individual 1x1 room, or colonists can all be drafted and crammed into a room of size equal to colonist count. For example, if you have 10 colonists, make a room that has 10 interior cells, draft the colonists, and have them stand in the room so every cell in the room is taken up by a colonist. The Nociosphere will be unable to find an &amp;quot;unfilled&amp;quot; cell to teleport inside.&lt;br /&gt;
&lt;br /&gt;
=== Safe disposal ===&lt;br /&gt;
&lt;br /&gt;
Since the sphere can only teleport 20 cells, digging a tunnel into a mountain to create a 1x1 space by filling up the tunnel again with wall, will allow one to teleport the sphere into the 1x1 enclosed space and safely wait until the onslaught timer ticks down without anything happening.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Nociosphere's name likely comes from the words &amp;quot;[https://en.wikipedia.org/wiki/Nociception nocioception]&amp;quot;, which refers to the body's ability to feel pain, or &amp;quot;nocere&amp;quot; which is the latin word for harm/hurt.&lt;br /&gt;
* The Nociosphere has a bounding box that is 2x2 tiles in size, making it the only pawn with a box larger than 1x1.&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>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human&amp;diff=165109</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human&amp;diff=165109"/>
		<updated>2025-07-16T01:14:10Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: humans, sadly, are not vacuum-resistant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted|reason = Updated anatomy with new positions}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Human&lt;br /&gt;
| image = Colonist.png&lt;br /&gt;
| description = A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Human&lt;br /&gt;
| honor value = 3&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| toxic resistance = 0&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| vacuum resistance = 0&lt;br /&gt;
| min comfortable temperature = 16&lt;br /&gt;
| max comfortable temperature = 26&lt;br /&gt;
| marketvalue = 1750&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = omnivorous (human)&lt;br /&gt;
| leathername = human leather&lt;br /&gt;
| wildness = 0&lt;br /&gt;
| manhuntertame = 0.1&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| gestation = 18&lt;br /&gt;
| offspring = 1-3&lt;br /&gt;
| avg offspring = 1.072&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = true&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left fist&lt;br /&gt;
| attack1labelNoLocation = fist&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack1part = LeftHand&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right fist&lt;br /&gt;
| attack2labelNoLocation = fist&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack2part = RightHand&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3label = head&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack3part = HeadAttackTool&lt;br /&gt;
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.07&lt;br /&gt;
| attack4part = Teeth&lt;br /&gt;
}}&lt;br /&gt;
'''Humans''' are the primary inhabitants of the Rimworlds and the foundation of—if not the whole of—player colonies, as well as the only known sapient species in the universe of RimWorld.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
Humans are omnivores, able to eat all foodstuffs with the exception of [[hay]]. Food can generally be gathered by foraging [[plants|wild berries]], hunting wild [[animals]] for their [[meat]], [[growing zone|farming]], and in desperate times or for those of [[Cannibal|specific tastes]], through cannibalism, usually of dead [[raiders]].&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Humans have the ability to equip a weapon, either melee or ranged. If not equipped with a weapon, they will fight with their fists or relevant [[artificial body parts]].&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
{{Main|Human Resources}}&lt;br /&gt;
Like most creatures, humans can be butchered for their [[human meat|meat]] and [[human leather|leather]]. However, doing so will inflict negative thoughts on the butcher and all other pawns in the colony, and consuming meat or wearing clothes made of human leather will likewise inflict negative thoughts. However, these thoughts will be nullified or replaced with positive thoughts for pawns with the [[Cannibal (Trait)|Cannibal]] or [[Bloodlust]] traits, as well as relevant [[precepts]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Xenotypes ==&lt;br /&gt;
{{Biotech|section=1}} {{main|Xenotypes}}&lt;br /&gt;
[[Gene]] editing has created many different subspecies of humans, called [[xenotypes]]. They all remain human in nature, dropping human meat and human leather as usual. Humans without any genetic modification are called Baseliners.&lt;br /&gt;
&lt;br /&gt;
=== Baseliners by faction ===&lt;br /&gt;
The table below describes the chance for a given pawn from each [[faction]] being a baseliner. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.&lt;br /&gt;
{{Xenotype Faction Table|baseliner}}&lt;br /&gt;
&lt;br /&gt;
== Body Parts ==&lt;br /&gt;
Being biological creatures, humans have a lot of body parts that work together to make them tick.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anatomy of the pawn.png|500px]]&lt;br /&gt;
&lt;br /&gt;
; Body Part Groups &lt;br /&gt;
Each body part is part of a body part group. [[Armor]] and [[Clothing]] can go over one or more of these body part groups, but they can't go over individual body parts.  See table, below.&lt;br /&gt;
&lt;br /&gt;
{{:Table of Human Body Part Groups}}&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Brain injuries are always permanent and will '''never''' heal on their own. Eye injuries have a much greater chance of being permanent than usual.&lt;br /&gt;
{{:Table of Human Body Parts}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Naked Female south.png|Female&lt;br /&gt;
Naked Male south.png|Male&lt;br /&gt;
Naked Thin south.png|Thin&lt;br /&gt;
Naked Fat south.png|Fat&lt;br /&gt;
Naked Hulk south.png|Hulk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
==== Female ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Female Average Normal south.png|Normal average&lt;br /&gt;
Female Narrow Normal south.png|Normal narrow&lt;br /&gt;
Female Average Pointy south.png|Pointy average&lt;br /&gt;
Female Narrow Pointy south.png|Pointy narrow&lt;br /&gt;
Female Average Wide south.png|Wide average&lt;br /&gt;
Female Narrow Wide south.png|Wide narrow&lt;br /&gt;
Female HeavyJaw Normal south.png|Heavy jaw&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Male ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Male Average Normal south.png|Normal average&lt;br /&gt;
Male Narrow Normal south.png|Normal narrow&lt;br /&gt;
Male Average Pointy south.png|Pointy average&lt;br /&gt;
Male Narrow Pointy south.png|Pointy narrow&lt;br /&gt;
Male Average Wide south.png|Wide average&lt;br /&gt;
Male Narrow Wide south.png|Wide narrow&lt;br /&gt;
Male HeavyJaw Normal south.png|Heavy jaw&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Corpses ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated thin south.png|Decaying thin&lt;br /&gt;
Dessicated male south.png|Decaying male&lt;br /&gt;
None Average Skull south.png|Skull&lt;br /&gt;
None Average Stump south.png|Stump&lt;br /&gt;
None Gaunt Average south.png|Gaunt&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
Below are the 79 hairstyles (facing east). 50 from the base game, eleven from [[Royalty (DLC)]], and eighteen from [[Anomaly (DLC)]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Afro east.png|Afro&lt;br /&gt;
Anne east.png|Anne {{RoyaltyIcon}}&lt;br /&gt;
Artist east.png|Artist {{RoyaltyIcon}}&lt;br /&gt;
Bob east.png|Bob&lt;br /&gt;
Bowlcut east.png|Bowlcut&lt;br /&gt;
Braidbun east.png|Braidbun&lt;br /&gt;
Bravo east.png|Bravo&lt;br /&gt;
Burgundy east.png|Burgundy&lt;br /&gt;
Cleopatra east.png|Cleopatra&lt;br /&gt;
Curly east.png|Curly&lt;br /&gt;
Cute east.png|Cute&lt;br /&gt;
Decent east.png|Decent&lt;br /&gt;
DoubleTuft east.png|Double tuft {{AnomalyIcon}}&lt;br /&gt;
Elder east.png|Elder&lt;br /&gt;
Elisabeth east.png|Elisabeth {{RoyaltyIcon}}&lt;br /&gt;
Fancybun east.png|Fancybun&lt;br /&gt;
Firestarter east.png|Firestarter&lt;br /&gt;
Flowy east.png|Flowy&lt;br /&gt;
Fringe east.png|Fringe&lt;br /&gt;
Frozen east.png|Frozen&lt;br /&gt;
GhoulHair Furious east.png|Furious {{AnomalyIcon}}&lt;br /&gt;
Gaston east.png|Gaston&lt;br /&gt;
Greasy swoop east.png|Greasy swoop&lt;br /&gt;
Henry east.png|Henry {{RoyaltyIcon}}&lt;br /&gt;
GhoulHair Hungry east.png|Hungry {{AnomalyIcon}}&lt;br /&gt;
Jane east.png|Jane {{RoyaltyIcon}}&lt;br /&gt;
Junkie east.png|Junkie&lt;br /&gt;
Keeper east.png|Keeper&lt;br /&gt;
Lackland east.png|Lackland&lt;br /&gt;
LargeTuft east.png|Large tuft {{AnomalyIcon}}&lt;br /&gt;
Lisa east.png|Lisa {{RoyaltyIcon}}&lt;br /&gt;
Locks east.png|Locks&lt;br /&gt;
Long east.png|Long&lt;br /&gt;
LongMess east.png|Long mess {{AnomalyIcon}}&lt;br /&gt;
LongOily east.png|Long oily {{AnomalyIcon}}&lt;br /&gt;
Mary east.png|Mary {{RoyaltyIcon}}&lt;br /&gt;
Mess east.png|Mess&lt;br /&gt;
Mohawk east.png|Mohawk&lt;br /&gt;
Mop east.png|Mop&lt;br /&gt;
Parted east.png|Parted {{AnomalyIcon}}&lt;br /&gt;
PatchyShave east.png|Patchy shave {{AnomalyIcon}}&lt;br /&gt;
Pigtails east.png|Pigtails&lt;br /&gt;
Ponytails east.png|Ponytails&lt;br /&gt;
Primal east.png|Primal&lt;br /&gt;
Princess east.png|Princess&lt;br /&gt;
Randy east.png|Randy&lt;br /&gt;
GhoulHair Ravenous east.png|Ravenous {{AnomalyIcon}}&lt;br /&gt;
Recruit east.png|Recruit&lt;br /&gt;
Revolt east.png|Revolt&lt;br /&gt;
Richard east.png|Richard {{RoyaltyIcon}}&lt;br /&gt;
Rockstar east.png|Rockstar&lt;br /&gt;
Rookie east.png|Rookie&lt;br /&gt;
Savage east.png|Savage&lt;br /&gt;
Scat east.png|Scat&lt;br /&gt;
Scorpiontail east.png|Scorpiontail&lt;br /&gt;
Scrapper east.png|Scrapper&lt;br /&gt;
Senorita east.png|Senorita&lt;br /&gt;
Shave top braid east.png|Shave top braid&lt;br /&gt;
Shaved east.png|Shaved&lt;br /&gt;
ShavedMohawk east.png|Shaved mohawk {{AnomalyIcon}}&lt;br /&gt;
ShortCut east.png|Short cut {{AnomalyIcon}}&lt;br /&gt;
SideCut east.png|Side cut {{AnomalyIcon}}&lt;br /&gt;
SideSpikes east.png|Side spikes {{AnomalyIcon}}&lt;br /&gt;
Snazzy east.png|Snazzy&lt;br /&gt;
Spikes east.png|Spikes&lt;br /&gt;
Stephen east.png|Stephen {{RoyaltyIcon}}&lt;br /&gt;
Sticky east.png|Sticky&lt;br /&gt;
Topdog east.png|Topdog&lt;br /&gt;
Troubadour east.png|Troubadour&lt;br /&gt;
Tuft east.png|Tuft&lt;br /&gt;
GhoulHair Twisted east.png|Twisted {{AnomalyIcon}}&lt;br /&gt;
Victoria east.png|Victoria {{RoyaltyIcon}}&lt;br /&gt;
GhoulHair Vengeful east.png|Vengeful {{AnomalyIcon}}&lt;br /&gt;
Warden east.png|Warden&lt;br /&gt;
GhoulHair Warped east.png|Warped {{AnomalyIcon}}&lt;br /&gt;
Wavy east.png|Wavy&lt;br /&gt;
GhoulHair Wicked east.png|Wicked {{AnomalyIcon}}&lt;br /&gt;
William east.png|William {{RoyaltyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Beards ===&lt;br /&gt;
Below are the 30 types of beards (facing south).  &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Beard anchor south.png|Anchor&lt;br /&gt;
Beard balin south.png|Balin&lt;br /&gt;
Beard bifur south.png|Bifur&lt;br /&gt;
Beard boxed south.png|Boxed&lt;br /&gt;
Beard circle south.png|Circle&lt;br /&gt;
Beard curly south.png|Curly&lt;br /&gt;
Beard curtain south.png|Curtain&lt;br /&gt;
Beard dori south.png|Dori&lt;br /&gt;
Beard ducktail south.png|Ducktail&lt;br /&gt;
Beard dwalin south.png|Dwalin&lt;br /&gt;
Beard fork south.png|Fork&lt;br /&gt;
Beard french south.png|French&lt;br /&gt;
Beard full south.png|Full&lt;br /&gt;
Beard goatee south.png|Goatee&lt;br /&gt;
Beard imperial south.png|Imperial&lt;br /&gt;
Beard khal south.png|Kahl&lt;br /&gt;
Beard lincoln south.png|Lincoln&lt;br /&gt;
Beard long dutch south.png|Long dutch&lt;br /&gt;
Beard machete south.png|Machete&lt;br /&gt;
Beard moustache south.png|Moustache&lt;br /&gt;
Beard mutton chops south.png|Mutton chops&lt;br /&gt;
Beard nori south.png|Nori&lt;br /&gt;
Beard old dutch south.png|Old dutch&lt;br /&gt;
Beard seer south.png|Seer&lt;br /&gt;
Beard side whiskers south.png|Side whiskers&lt;br /&gt;
Beard soul patch south.png|Soul patch&lt;br /&gt;
Beard stubble south.png|Stubble&lt;br /&gt;
Beard urist south.png|Urist&lt;br /&gt;
Beard van dyke south.png|Van Dyke&lt;br /&gt;
Beard wizard south.png|Wizard&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tattoos ===&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
&lt;br /&gt;
==== Body tattoos ====&lt;br /&gt;
Below are the 16 body tattoos (facing south).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tattoo buttons south.png|Buttons {{IdeologyIcon}}&lt;br /&gt;
Tattoo cross south.png|Cross {{IdeologyIcon}}&lt;br /&gt;
Body heart south.png|Heart {{IdeologyIcon}}&lt;br /&gt;
Tattoo insect south.png|Insect {{IdeologyIcon}}&lt;br /&gt;
Tattoo jester south.png|Jester {{IdeologyIcon}}&lt;br /&gt;
Tattoo moon south.png|Moon {{IdeologyIcon}}&lt;br /&gt;
Tattoo power south.png|Power {{IdeologyIcon}}&lt;br /&gt;
Tattoo rings south.png|Rings {{IdeologyIcon}}&lt;br /&gt;
Tattoo royal south.png|Royal {{IdeologyIcon}}&lt;br /&gt;
Tattoo scar south.png|Scar {{IdeologyIcon}}&lt;br /&gt;
Tattoo skeleton south.png|Skeleton {{IdeologyIcon}}&lt;br /&gt;
Body skull south.png|Skull {{IdeologyIcon}}&lt;br /&gt;
Tattoo spike south.png|Spike {{IdeologyIcon}}&lt;br /&gt;
Tattoo sun south.png|Sun {{IdeologyIcon}}&lt;br /&gt;
Body tiger south.png|Tiger {{IdeologyIcon}}&lt;br /&gt;
Tattoo wings north.png|Wings {{IdeologyIcon}} (facing north)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Face tattoos ====&lt;br /&gt;
Below are the 13 face tattoos (facing south).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Face tattoo cobweb south.png|Cobweb {{IdeologyIcon}}&lt;br /&gt;
Face tattoo eclipse south.png|Eclipse {{IdeologyIcon}}&lt;br /&gt;
Face tattoo headshot south.png|Headshot {{IdeologyIcon}}&lt;br /&gt;
Face tattoo line south.png|Line {{IdeologyIcon}}&lt;br /&gt;
Face tattoo love south.png|Love {{IdeologyIcon}}&lt;br /&gt;
Face tattoo oracle south.png|Oracle {{IdeologyIcon}}&lt;br /&gt;
Face tattoo pantheon south.png|Pantheon {{IdeologyIcon}}&lt;br /&gt;
Face tattoo spider south.png|Spider {{IdeologyIcon}}&lt;br /&gt;
Face tattoo stars south.png|Stars {{IdeologyIcon}}&lt;br /&gt;
Face tear south.png|Tear {{IdeologyIcon}}&lt;br /&gt;
Face tiger south.png|Tiger {{IdeologyIcon}}&lt;br /&gt;
Face tattoo warpaint south.png|Warpaint {{IdeologyIcon}}&lt;br /&gt;
Face tattoo worried south.png|Worried {{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Tongue coverage changed from 0% to 0.1%.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sightstealer&amp;diff=165108</id>
		<title>Sightstealer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sightstealer&amp;diff=165108"/>
		<updated>2025-07-16T01:13:00Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: odyssey stuff - sightstealers are immune to vacuum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Sightstealer&lt;br /&gt;
| image = Sightstealer.png&lt;br /&gt;
| description = Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 30&lt;br /&gt;
| anomaly knowledge = 1.5&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 2&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 70&lt;br /&gt;
| movespeed = 4.83&lt;br /&gt;
| healthscale = 0.75&lt;br /&gt;
| bodysize = 0.8&lt;br /&gt;
| body = Human&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 250&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 2&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| minimum comfortable temperature = -40&lt;br /&gt;
| maximum comfortable temperature = 60 &lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left claw&lt;br /&gt;
| attack1labelNoLocation = claw&lt;br /&gt;
| attack1dmg = 7.0&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1part = LeftHand&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right claw&lt;br /&gt;
| attack2labelNoLocation = claw&lt;br /&gt;
| attack2dmg = 7.0&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2part = RightHand&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3label = head&lt;br /&gt;
| attack3dmg = 3&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3part = HeadAttackTool&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3chancefactor = 0.1&lt;br /&gt;
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Sightstealer&lt;br /&gt;
| label = sightstealer&lt;br /&gt;
}}&lt;br /&gt;
The '''sightstealer''' is an [[entity]] added by the [[Anomaly DLC]]. It is likely to be one of the first anomalous entities a colony will encounter.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Sightstealers appear:&lt;br /&gt;
* In the [[sightstealer arrival]] event.&lt;br /&gt;
* When a [[creepjoiner]] becomes hostile due to friendly fire and has the [[Creepjoiner#Drawbacks|Sightstealer attack]] drawback.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Check tags}}&lt;br /&gt;
{{For|further detail about howling and multi-wave sightstealer attacks|Sightstealer arrival}}&lt;br /&gt;
Sightstealers are ambush predators, entering a map [[invisible]] to both pawns and the player, and remain so until they get close to a target. Targets of a Sightstealer includes colonists, friendly NPCs, and raiders. {{Check Tag|When is invis broken?| How close? Just proximity to another pawn or do they have to be targeting them? Mechs, enemy and friendly? Reports of them walking through tamed animals without detection etc.}}{{Check Tag|Targets?|Who do they target?}}{{Check Tag|Doors?|Can they pass through doors? Over fences?}} The player is not notified of a Sightstealer arrival, unless they are summoned by attacking a creepjoiner, in which case the player is only notified in advance. Sightstealers are also revealed from invisibility when they take damage, get hit by [[firefoam]] or an [[EMP]] explosion, or they are affected by a [[Disruptor flare pack#Summary|disruptor flash]].{{Check Tag|Re-invisibilize?|Are there any circumstances that sightstealers regain invisibility once visible? Even if not, note explicitly that they don't.}} Invisible sightstealers will trigger [[proximity detector]]s when in range, however they will not be revealed by it. Additionally, they will make a howling sound effect even when invisible, you can listen for this sound to narrow down their location instead of using a proximity detector.&lt;br /&gt;
&lt;br /&gt;
Despite the description stating that it uses psychic influence to render themselves invisible, pawns with 0% [[psychic sensitivity]] are '''not'''  immune to this effect, and are unable to see them when they are invisible.&lt;br /&gt;
&lt;br /&gt;
Sightstealers do not trigger [[traps]] regardless of their current visibility.&lt;br /&gt;
&lt;br /&gt;
They are relatively weak entities in terms of both {{DPS}} and {{HP}}, feel [[pain]] and [[bleeding|bleed]] and have a high [[psychic sensitivity]] of {{%|{{P|Psychic Sensitivity}}}} - instead the primary risk comes from ambush and numbers. &lt;br /&gt;
&lt;br /&gt;
They do not sleep and bleed at 50% the normal rate.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The Sightstealer is fairly weak, requiring only 30 containment strength. This means you can use [[wood]]en [[wall]]s and a basic [[holding spot]] to contain it with minimal risk.&lt;br /&gt;
&lt;br /&gt;
Contained sightstealers yield 1.6 [[bioferrite]] per day when attached to a [[Bioferrite harvester]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==	&lt;br /&gt;
Only marginally more dangerous than an unarmed baseliner but with claws that can cause bleeding, a single sightstealer is unlikely to be a threat to most colonists. However, they can be dangerous in large groups especially if a pawn is caught by surprise. Their speed means that they can quickly surround pawns and, unlike manhunter packs, sightstealers give no warning for pawns to run inside. As such, if the initial sightstealer is spotted, a howl occurs, or &amp;quot;Distant shrieks&amp;quot; are heard, it's best to zone your colonists inside, install a [[proximity detector]] or turn up the game volume and listen for their howling sound. &lt;br /&gt;
&lt;br /&gt;
 '' '''Sightstealer revealed:''' A twisted creature has appeared out of thin air! ''&lt;br /&gt;
&lt;br /&gt;
Once they are detected, combat is largely similar to manhunters despite their anomalous nature. A constriction, strong [[Melee block]]ers and a good backline of gunners can handle even the largest sightstealer waves. Carefully targeted [[frag grenades]] from behind the melee blockers are also particularly devastating. Sightstealers are also vulnerable to fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple even a pack of sightstealers but watch out for burning sightstealers losing collision and moving through your blockers.&lt;br /&gt;
&lt;br /&gt;
If the colony contains a [[mechanitor]],{{BiotechIcon}} [[scyther]]s, [[scorcher]]s,{{BiotechIcon}} [[tesseron]]s,{{BiotechIcon}} and [[centipede burner]]s are effective counters. If a sightstealer howls, drafted mechanoids are valid targets for the sightstealers, and they will reveal themselves to attack. This can be used to force sightstealers to become visible before they draw close to colonists.&lt;br /&gt;
&lt;br /&gt;
Sightstealers is one of the easiest anomalies to contain, both in terms of containment requirment and risk posed during escapes. When combined with the ease of defeating them, they are effectively a blessing to most colonies, providing an easy source of beginning research.&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>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=165107</id>
		<title>Metalhorror</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=165107"/>
		<updated>2025-07-16T01:12:00Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: metalhorrors are immune to vacuum! oh god!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason=General - Page needs overhaul, needs cleanup and redistribution of info into correct sections. Also missing important content e.g. detection mechanics}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Metalhorror&lt;br /&gt;
| image = Metalhorror.png&lt;br /&gt;
| description = A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;br/&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;br/&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 2&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 110&lt;br /&gt;
| anomaly knowledge = 4&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorsharp = 50&lt;br /&gt;
| armorblunt = 50&lt;br /&gt;
| armorheat = 0&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 5.5&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 250&lt;br /&gt;
| trainable = None&lt;br /&gt;
| juvenileage = 0.016667&lt;br /&gt;
| maturityage = 0.05&lt;br /&gt;
| psychic sensitivity = 1.5&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| meatyield = 0&lt;br /&gt;
| destroyyield = {{Icon Small|Bioferrite}} 10 - 20 + {{Icon Small|Shard}} 0 - 1&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 20&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left blade&lt;br /&gt;
| attack2dmg = 20&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = left blade&lt;br /&gt;
| attack3dmg = 20&lt;br /&gt;
| attack3type = Cut&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = right blade&lt;br /&gt;
| attack4dmg = 20&lt;br /&gt;
| attack4type = Stab&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = right blade&lt;br /&gt;
| attack5dmg = 9&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = head&lt;br /&gt;
| attack5chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Metalhorror&lt;br /&gt;
| label = metalhorror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Metalhorror''' is an [[entity]] that can threaten your colony. It will infect your colonists one by one and burst out of them when it is ready to attack. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
A metalhorror infection generally begins as a hidden illness suffered by a single pawn, which is initiated by a storyteller event that targets a pawn with a valid infection pathway. [[Creepjoiner]]s often come with drawbacks- one of which can be a metalhorror infection. Pre-infected pawns may arrive as [[guest]]s or [[raiders]].&lt;br /&gt;
&lt;br /&gt;
During the [[monolith]] awakening, several mature metalhorrors will be spawned to defend each [[void structure]]. Additionally, once all void structures are defeated, a final group of metalhorrors will spawn around the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
=== Infection === &lt;br /&gt;
{{Stub|section =1 |reason=Comprehensive list of transmission vectors. Attacks by entities, operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics. detection process - gray flesh, does the number to detect scale with researcher stats, what is the cooldown between gray flesh drops, more specific values for randomness on interrogation and undetected emerges, etc. Social interactions have a small chance to detect a MH infection - questions to be answered: Chance? Reports of 0.1% but verify. Which interactions can trigger?  Is it always honest (no false +ves, do two infected force a false -ve)?, Reports of animal interactions triggering it? }}&lt;br /&gt;
Metalhorrors are entities that infect humans through their hosts, creating more of themselves as they do. It is possible to test or interrogate pawns in order to find out who is hosting a Metalhorror. Upon detection through surgical inspection, and a random chance from being detected by interrogation or going undetected for too long, All Metalhorrors will emerge out of their hosts and inflicting [[Damage_Types#Cut|cuts]]. The death of any host will also cause them to emerge, even if they have not been detected first. When emerging, metalhorrors will deal enough damage to down most hosts:&lt;br /&gt;
* They will never leave scars or kill their host when emerging&lt;br /&gt;
* Ghouls and painless pawns can still be downed through damage to their legs. If they are not downed, they will have received enough damage to nearly kill them.&lt;br /&gt;
* Unconscious and incapacitated pawns will still receive damage albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors can spread between colonists in various ways and cannot be detected before a gray flesh sample has been found.&lt;br /&gt;
&lt;br /&gt;
The initial infection is activated by a miscellaneous storyteller event that chooses a random pawn with a valid infection pathway:&lt;br /&gt;
* Implantation before arrival. This applies to any pawn upon first spawning, except for your initial colonists and babies. This will be listed as &amp;quot;implanter insectoid&amp;quot; for creepjoiners despite insectoids not being a valid infection pathway.&lt;br /&gt;
* During [[revenant]] hypnosis&lt;br /&gt;
* The melee attack of a [[shambler]], [[fleshbeast]], [[noctol]], or [[sightstealer]].&lt;br /&gt;
&lt;br /&gt;
Metalhorror implantation events do not cause any letter to appear however gray flesh appearing does.&lt;br /&gt;
&lt;br /&gt;
Note that an infection pathway is not by any means guaranteed to become a full-fledged metalhorror infection. Pawns with infection pathways are not considered metalhorror hosts and will not spread the infection or generate gray flesh until and unless the metalhorror event triggers on them. An infection pathway expires after 30 days.  If a metalhorror event triggers when no player controlled pawn possesses a valid infection pathway, the game will spawn a creepjoiner with a hidden metalhorror infection.  It's highly recommended for players to quarantine new creepjoiners until they have been cleared for hidden infections.  This is especially true if the creepjoiner spawned immediately after conducting a void provocation ritual.  &lt;br /&gt;
&lt;br /&gt;
Once a metalhorror infection is active, its host can secretly spread it to other pawns. Pawns infected this way gain the metalhorror infection immediately, rather than using the infection pathway system, and as such can start infecting other pawns from the moment they're infected. The following activities, when performed by an infectee, can spread a metalhorror infection:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Infection event !! Details !! Infection chance per event&lt;br /&gt;
|-&lt;br /&gt;
! Sharing a bed&lt;br /&gt;
| &lt;br /&gt;
* An infected pawn sharing any two-person bed or sleeping spot spreads the infection to any bedmates. &lt;br /&gt;
* The pawns do not need to be in a relationship or participate in [[lovin]] for the implantation to occur. &lt;br /&gt;
* Pawns sharing the same barracks but not the same two-person beds or sleeping spots will '''not''' spread the infection.&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Performing surgery  &lt;br /&gt;
| &lt;br /&gt;
* Any medical bill performed on a pawn by an infected pawn can spread the infection&lt;br /&gt;
** This includes minor operations that might not be obvious as vectors, such as anesthetization, administration of drugs, [[xenogerm]] implantation,{{BiotechIcon}} and [[Hemogen pack|blood transfusions]].{{BiotechIcon}} &lt;br /&gt;
* Tending '''does not''' spread metalhorror infections.&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
! Cooking a meal&lt;br /&gt;
| &lt;br /&gt;
* Each meal cooked by an infected pawn has a chance to infect a pawn that eats it.&lt;br /&gt;
** This chance is rolled upon consumption, not upon creation of the meal.&lt;br /&gt;
** It is not known whether this shares the stack probability splitting of food poisoning when placed in a stack.{{Check Tag|Detail needed}}&lt;br /&gt;
** Pemmican is unaffected by this.&lt;br /&gt;
* After the infection is revealed, it is possible to have your colony reinfected by tainted meals.{{Check Tag|Detail needed|Do you need to do the flesh research again or is it considered the same?}}&lt;br /&gt;
| 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[Unnatural healing]]&lt;br /&gt;
| &lt;br /&gt;
* Use of the ability by an infected pawn on  an uninfected pawn spreads the infection &lt;br /&gt;
| 100%&lt;br /&gt;
|- &lt;br /&gt;
! Feeding patients&lt;br /&gt;
| &lt;br /&gt;
* An infected pawn feeding anything to a patient can infect the patient. This includes [[hemogen pack]]s{{BiotechIcon}} being fed to [[Hemogen|hemogenic]]{{BiotechIcon}} prisoners and patients.&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Detailed Information to be cleaned up ===&lt;br /&gt;
{{Rewrite|section=1|reason=Move this info into the correct  sections of this page}}&lt;br /&gt;
There are two separate MetalHorror incidents. Both fire as Minor Threats.&lt;br /&gt;
&lt;br /&gt;
Metalhorror implantation fires on a random colonist that meets specific criteria such as recently joined colony or damaged by [[entities]]. &lt;br /&gt;
* Requires monolith level 1. &lt;br /&gt;
* Can trigger on day 30 at the earliest. &lt;br /&gt;
* 45 day cooldown&lt;br /&gt;
* Requires a colonist count of 4 and 300 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
Creepjoiner infected with Metalhorrors:&lt;br /&gt;
* Requires monolith level 2. &lt;br /&gt;
* Can trigger on day 10 at the earliest.&lt;br /&gt;
* 60 day cooldown. &lt;br /&gt;
* No raid point nor a Colonist count requirement.&lt;br /&gt;
&lt;br /&gt;
The first grey flesh appears 1.5 to 2.5 days after infection. When a gray flesh is to be dropped, there is an additional 1 to 12 hour delay. One gray flesh can drop every 3 to 10 days.&lt;br /&gt;
&lt;br /&gt;
If half of your colonists are infected, the chance for metalhorrors to emerge will approach 100% after a few hours.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Contrary to other non-humanlike entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.{{Check Tag|Counts time inside?|When does this growth start? From exiting the pawn or from infection?}}&lt;br /&gt;
&lt;br /&gt;
Metalhorrors do not leave behind [[corpse]]s when killed, instead breaking down into a pile of {{Icon small|Bioferrite||10-20}} [[bioferrite]], and occasionally {{Icon small|shard||1}} [[shard]].{{Check Tag|Chance?}}&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The metalhorror yields 2.0 to 4.4 [[bioferrite]] and 160W to 220W per day.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When attacked, metalhorrors only receive 25% of damage. They can be stunned by EMP, but never adapt to it. They also have 200% [[flammability]].&lt;br /&gt;
&lt;br /&gt;
A metalhorror's attacks are identical to those of a [[scyther]]. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. While they technically have a blunt Head attack, they will never use it unless their arms are destroyed. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.{{Check Tag|Maturity?|How do larval and juvenile metalhorrors compare to mature ones?}} Larval and juvenile metalhorrors deal less damage.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors' legs have a total of 36% chance to be targeted by damage, almost twice that of human legs, while having only 60% as much health. This makes them more likely to have both legs destroyed in combat.&lt;br /&gt;
&lt;br /&gt;
A metalhorror's mind core functions as both its eyes and brain, allowing the &amp;quot;[[Hediffs#Dirt|kick dirt in eyes]]&amp;quot; melee effect when fighting on appropriate terrain to instantly incapacitate them until the effect wears off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 text-center}}&lt;br /&gt;
! Melee Attacks !! Damage Amount !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Cut|Cut]]&lt;br /&gt;
| 20&lt;br /&gt;
| 2.0 sec&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Head&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Blunt|Blunt]]&lt;br /&gt;
| 9&lt;br /&gt;
| 2.0 sec&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metalhorrors have a [[psychic sensitivity]] of 150%, making certain [[psycast]]s{{RoyaltyIcon}} more effective on them.&lt;br /&gt;
&lt;br /&gt;
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Metalhorrors are easy to fight if you have EMP weapons. Because they don't adapt to EMP, they can be stunned indefinitely&lt;br /&gt;
&lt;br /&gt;
=== Metalhorror infection ===&lt;br /&gt;
Once grey flesh is discovered, it is important to consider the pawns most likely to spread infections - Cooks, Doctors, and Wardens. &lt;br /&gt;
* Tracing infections from an infected cook is nigh-impossible. Consider switching the entire colony to eating [[Nutrient paste meal|nutrient paste]] which will prevent meals from being an infection vector until the metalhorrors have been rooted out. &lt;br /&gt;
* Doctors only spread infections while operating or feeding patients, which allows some estimation as to who an infection might have been passed to. Do not schedule surgeries while a metalhorror infection is confirmed unless absolutely necessary. Pawns that have been downed and fed by doctors are susceptible to infection.&lt;br /&gt;
* Permanently downed prisoners (e.g those with legs removed), and recently acquired prisoners recovering from being downed in combat, are highly likely to be infected by an infected warden. Thankfully prisoners can be interrogated and their infections uncovered- even by infected wardens.&lt;br /&gt;
* Once a pawn has been confirmed as having an infection, if they share a bed or sleeping spot with another pawn, that other pawn will be infected.&lt;br /&gt;
&lt;br /&gt;
==== Detection ====&lt;br /&gt;
After discovering gray flesh, colonists can occasionally notice &amp;quot;some combination of unusual behavior&amp;quot; in another colonist while chatting. The name of the infected colonist (as well as the suspicious one) will be revealed in a letter. This can give the player some hints about who is infected, and how the infection may be spreading throughout the colony. However, confirming metalhorror infection still requires a surgical inspection after gray flesh has been sufficiently studied.&lt;br /&gt;
&lt;br /&gt;
[[Paramedic]]s{{BiotechIcon}} can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.&lt;br /&gt;
&lt;br /&gt;
If you don't have a paramedic, the following procedure can be done after studying 2 pieces of gray flesh:&lt;br /&gt;
&lt;br /&gt;
# Have 2 doctors&lt;br /&gt;
# The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2&lt;br /&gt;
# If they find an infection, doctor 1 is clear.&lt;br /&gt;
# If they do not, have doctor 2 check the patient&lt;br /&gt;
# if they find an infection, doctor 1 is infected&lt;br /&gt;
# If they do not, have doctor 1 check again&lt;br /&gt;
# if doctor 1 finds an infection, doctor 2 is infected&lt;br /&gt;
# if doctor 1 does not, then either both doctors are clear or both are infected.&lt;br /&gt;
&lt;br /&gt;
Alternately, the player can systematically order every colonist to repeatedly conduct surgical inspections on a sacrificial pawn such as a prisoner.  Eventually, the sacrificial pawn will be infected with a metalhorror which will be detected with a subsequent examination.&lt;br /&gt;
&lt;br /&gt;
In the event of total infection, a sufficient number of [[Mechanoids]] can safely clear out the revealed Metalhorrors, as long as the [[Mechanitor]]s {{BiotechIcon}} they are linked to are still alive.&lt;br /&gt;
&lt;br /&gt;
==== Force emergence by bed sharing ====&lt;br /&gt;
Since metalhorrors always emerge when they have infected half of your colony, and infection occurs as soon as two pawns share the same bed, you can trigger metalhorror emergence by letting your pawns share beds.&lt;br /&gt;
&lt;br /&gt;
Some pawns must stay outside to fight the metalhorrors though. Since they may also be infected, each of them should stay in a different room to contain the potential metalhorror. These pawns should have good melee and doctor skills to tend your downed pawns afterward.&lt;br /&gt;
&lt;br /&gt;
The number of participating pawns should be at least half of your colony to guarantee that the threshold is reached. Create a double sleeping spot in a separate room for every 2 participating pawns. Then create anethetize bills for each pawns and assign them to rest on the same spot (the game will say that the spot has been reserved, but just prioritize it anyway). You should assign pawns to sleep with someone who is not their lover or spouse, since lovers should already have infected eachother when they share the same bed before. If the threshold has been reached, metalhorrors should emerge after a few seconds. If not, swap the partners around until they emerge.&lt;br /&gt;
&lt;br /&gt;
You can prepare for the emergence by armoring the pawns who have to stay outside and setting spiketraps in the bedrooms for the metalhorrors to trigger.&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Now as for preventing Metalhorrors from spreading premptively for the event of a infection, you can do the following&lt;br /&gt;
* Set a zone forbidding pawns from accessing prisons, kitchens and hospitals, and set that zone onto any pawn who has less then 30 days in their record, especially creepjoiners, or pawns who were attacked by revenants or any of the entities described in the summary, and keep note of the days in their record and set the zone off once the pathway has expired.&lt;br /&gt;
** Cooks can still butcher and cook pemmican safely and doctors can be left to treat animals if you separate those into different rooms.&lt;br /&gt;
** Slaves do not have a record for time spent as a colonist so stats like time spent under a roof can be used as a rough estimate.&lt;br /&gt;
** Colonists that were in the colony for over a year have their record set as #.# making keep track of them more difficult, the combat log can be used instead albeit those are prone to being wiped. {{Check Tag|When?|When do combat logs expire, if its less then 30 days then this might not be as effective}}&lt;br /&gt;
* If a gray flesh event sets off then you can check any pawns who were assigned that zone.&lt;br /&gt;
* For lovers you can place another bed in their room and assign the suspect to it, preventing the sleeping alone moodlet. a bedroll may be used instead to prevent the room's space stat from being reduced.&lt;br /&gt;
* For combat encounters with entities you should ideally avoid having humans do melee combat, and let mechanoids and animals tank the hits instead.&lt;br /&gt;
&lt;br /&gt;
Imprisoning suspects such as creepjoiners runs the risk of [[prison break]]s and thus the possibility of outright losing them due to casualities or escaping so assigning a &amp;quot;Quarantine&amp;quot; zone to them until their drawback is identified can be a better alternative.&lt;br /&gt;
&lt;br /&gt;
=== Mature metalhorror ===&lt;br /&gt;
You will fight groups of mature metalhorrors during the [[monolith]] awakening, they can do serious damage to your colony, but do not cause metalhorror infection.&lt;br /&gt;
&lt;br /&gt;
Fighting metalhorrors is much like fighting [[scyther]]s, due to their identical melee attacks and fighter role in combat. The same tactics that apply to scythers largely also apply to them, as they also vulnerable to EMP and can similarly be lured into [[spike trap]]s. However, Metalhorrors are much faster and more resistant to damage than scythers.&lt;br /&gt;
&lt;br /&gt;
One disadvantage they have compared to scythers is that Metalhorrors are highly flammable. They can be ignited very easily and will disengage from combat while on fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple a pack of metalhorrors.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Due to the high containment requirements of metalhorrors and their sharp attacks, healthy ones are dangerous to maintain. However, legless metalhorrors can be captured with no risk of escape. They yield a decent 2.0 - 4.4 bioferrite/day{{Check Tag|Verify|How is this number derived and then verify the range}} depending on body size. If you find downed metalhorrors with damaged legs, continue to punch them with bare hands until both their legs are shattered, or death. Metalhorrors' high armor makes the first case more likely to happen than other entities.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Larva ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Larva east.png|East&lt;br /&gt;
Metalhorror Larva north.png|North&lt;br /&gt;
Metalhorror Larva south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Juvenile ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Juvenile east.png|East&lt;br /&gt;
Metalhorror Juvenile north.png|North&lt;br /&gt;
Metalhorror Juvenile south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mature ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Mature east.png|East&lt;br /&gt;
Metalhorror Mature north.png|North&lt;br /&gt;
Metalhorror Mature south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection Vectors===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metal_Horror_Cooking.PNG|Cooking&lt;br /&gt;
Metal_Horror_Fingerspike_Attack.PNG|Fingerspike Attack&lt;br /&gt;
Metal_Horror_Meal_and_Surgery1.PNG|Feeding Meals and Surgery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacuum_resistance&amp;diff=165106</id>
		<title>Vacuum resistance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacuum_resistance&amp;diff=165106"/>
		<updated>2025-07-16T01:10:56Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: Convenience redirect (resistance -&amp;gt; Resistance)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Vacuum Resistance]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Property:Vacuum_Resistance&amp;diff=165105</id>
		<title>Property:Vacuum Resistance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Property:Vacuum_Resistance&amp;diff=165105"/>
		<updated>2025-07-16T01:09:52Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: Create property page for pawn vacuum resistance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Property with Page|&lt;br /&gt;
| page = Vacuum Resistance&lt;br /&gt;
| type = Number&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacuum_Resistance&amp;diff=165104</id>
		<title>Vacuum Resistance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacuum_Resistance&amp;diff=165104"/>
		<updated>2025-07-16T01:09:10Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: Create basic vacuum resistance stat page. Hopefully I'm doing this right? Could definitely use adjustments, so tweaks are welcome&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Recode|reason=Some of these offsets could be automated and displayed in a table; currently they're manually sourced from XML when instead they could be tied to each object's data table}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| min value = 0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How resistant this creature is to the negative effects of the vacuum of [[Orbit|space]].&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
A pawn with 50% vacuum resistance gains [[vacuum exposure]] severity half as quickly, while a pawn with 100% resistance would take none at all. Vacuum resistance does ''not'' affect vacuum burns, although in practice pawns with full vacuum resistance will typically be immune to vacuum burns as well.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s and [[animal]]s have a base value of 0%. [[Insectoids]], [[mechanoids]], and some [[entity|entities]] {{AnomalyIcon}} have 100%.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Base ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center mw-collapsible}}&lt;br /&gt;
! Animal!! Vacuum Resistance &lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Vacuum Resistance::+]]&lt;br /&gt;
| ?Vacuum Resistance&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
* [[Vacsuit helmet]]: {{+|69%}} &amp;lt;!-- nice --&amp;gt;&lt;br /&gt;
* [[Vacsuit]] &amp;lt;small&amp;gt;([[Kid vacsuit|Kid]] {{BiotechIcon}})&amp;lt;/small&amp;gt;: {{+|32%}}&lt;br /&gt;
* [[Marine helmet]] &amp;lt;small&amp;gt;([[Prestige marine helmet|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|67%}}&lt;br /&gt;
* [[Marine armor]] &amp;lt;small&amp;gt;([[Prestige marine armor|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|30%}}&lt;br /&gt;
* [[Recon helmet]] &amp;lt;small&amp;gt;([[Prestige recon helmet|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|65%}}&lt;br /&gt;
* [[Recon armor]] &amp;lt;small&amp;gt;([[Prestige recon armor|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;: {{+|30%}}&lt;br /&gt;
* [[Cataphract helmet]] &amp;lt;small&amp;gt;([[Prestige cataphract helmet|Prestige]])&amp;lt;/small&amp;gt;:{{RoyaltyIcon}} {{+|68%}}&lt;br /&gt;
* [[Cataphract armor]] &amp;lt;small&amp;gt;([[Prestige cataphract armor|Prestige]])&amp;lt;/small&amp;gt;:{{RoyaltyIcon}} {{+|30%}}&lt;br /&gt;
* [[Mechcommander helmet]] {{BiotechIcon}}: {{+|67%}}&lt;br /&gt;
* [[Mechlord suit]] {{BiotechIcon}}: {{+|30%}}&lt;br /&gt;
* [[Vacuum resistant]] gene {{BiotechIcon}}: {{+|45%}}&lt;br /&gt;
* [[Breathless]] gene {{BiotechIcon}}: {{+|100%}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] Introduced with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=165103</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=165103"/>
		<updated>2025-07-16T00:53:57Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: Add vacuum resistance to stat table, mention in combat summary. Relevant property page to come shortly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image = Revenant.png&lt;br /&gt;
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br/&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br/&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or fire.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 80&lt;br /&gt;
| anomaly knowledge = 3&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 45&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| healthscale = 10&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 1000&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 2&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| stagger duration factor = 0&lt;br /&gt;
| minimum comfortable temperature = -40&lt;br /&gt;
| maximum comfortable temperature = 60&lt;br /&gt;
| filth rate = &lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| destroyyield = {{Icon Small|Revenant spine|1}}&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 3&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Revenant&lt;br /&gt;
| label = revenant&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Revenant''' is an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Revenants may spawn as an entity event when a colony has at least five [[colonist]]s. Be warned: temporary pawns ''do'' count towards this total. It will not spawn until this threshold is reached, even if all other advanced entities are already discovered and [[void provocation]] is performed. A known entity will be summoned instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively, one can acquire a [[revenant spine]] from a Mysterious Cargo [[quest]] as a piece of cargo. The revenant will reform after some time, or when placed into [[containment]]. Note that immediately smashing the spine will not unlock the revenant's codex entry. This quest does not respect the population requirement.&lt;br /&gt;
&lt;br /&gt;
Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 1 for a revenant to appear.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The revenant is an advanced [[entity]] that hypnotizes humans. &lt;br /&gt;
&lt;br /&gt;
Like the [[sightstealer]], revenants enter the map [[invisible]] to both pawns and the player, and remain so until they get close to a target. The player is not notified of a revenant's arrival.&lt;br /&gt;
&lt;br /&gt;
Every {{ticks/gametime/days|108000}} to {{ticks/gametime/days|192000}}, a revenant will enter an attacking state in which it stalks the closest available pawn. It will open doors between itself and its target as it approaches.&lt;br /&gt;
&lt;br /&gt;
Revenants will typically prioritize the nearest available target during an attack - potentially switching mid-chase if a closer pawn becomes available - but are otherwise completely indiscriminate. They will target colonists, prisoners, visiting guests, traders, and even raiders. [[Ghoul]]s, however, will always be ignored. If a revenant would attack but can't reach any targetable pawns, it will wander at random until a valid target becomes available, at which point the revenant begins stalking them.&lt;br /&gt;
&lt;br /&gt;
If allowed to reach melee range, it will freeze the targeted pawn in place and begin hypnotizing them. The length of time it takes for a revenant to hypnotize a pawn starts at {{ticks|900}} and reaches a minimum of {{ticks|360}}, scaling with the number of colonists on the map according to the following chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Time required to hypnotize&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width = 300&lt;br /&gt;
 | height = 300&lt;br /&gt;
 | type = line&lt;br /&gt;
 | xAxisTitle = Number of colonists&lt;br /&gt;
 | yAxisTitle = Time in seconds&lt;br /&gt;
 | x = 0, 2, 4, 10, 15&lt;br /&gt;
 | y = 15, 15, 11, 6, 6&lt;br /&gt;
 | xGrid = 1&lt;br /&gt;
 | yGrid = 1&lt;br /&gt;
 | xAxisMin = 0&lt;br /&gt;
 | yAxisMin = 1&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once this process completes, the pawn will be subjected to ''revenant hypnosis'', which caps their [[consciousness]] at {{Bad|10%}} and leaves them [[downed]] indefinitely. The revenant will then attempt to flee and hide on a random tile far away from where it was revealed, where it will sleep until it is ready to attack again.{{Check Tag|Re-invisibize?|When does it turn back invisible?}}&lt;br /&gt;
&lt;br /&gt;
The hypnosis condition is linked to the revenant itself - upon the revenant's death, any hypnotized pawns will immediately wake up and resume normal activity.{{Check Tag|Multiple|What happen if multiple revenants each with victims?}} The condition can be ended prematurely with the [[unnatural healing]] ability or by administering a [[healer mech serum]]; otherwise, it lasts indefinitely as long as the revenant remains alive.&lt;br /&gt;
&lt;br /&gt;
Revenants have a slow default movement speed of 3.2 {{CS}} while invisible, but they quickly speed up whenever they are revealed. This takes the form of a hidden multiplier to their speed that starts at {{Good|×1}} and linearly scales up to {{Good|×2.8}} over {{ticks|1800}} of being visible, resulting in an extremely fast final speed of 8.96 {{CS}}. Coupled with their [[Stagger Time Multiplier]] of {{Good|×0%}}, this makes revenants relentless hunters that are practically impossible to escape directly.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Despite nominally having a melee attack, revenants will never fight, even when confronted directly. They will only ever attempt to hypnotize their current target - heedless of incoming attacks - and then flee by the easiest available route. If completely enclosed and unable to escape, it will attempt to mine through walls rather than bashing them down.&lt;br /&gt;
&lt;br /&gt;
Upon death, the revenant will not create a traditional [[corpse]] but will instead dissolve into an oily looking black stain and a [[revenant spine]]. The stain can be cleaned like normal [[filth]] and the spine can be hauled like an item, carried to a [[holding platform]] or [[holding spot]] to reform and resurrect the revenant for study, or smashed to kill the revenant permanently and yielding a [[shard]] in the process. If not promptly deal with, the spine may reform into a revenant on its own; a warning [[letter]] will be provided 3-5 hours in advance before this happens.&lt;br /&gt;
&lt;br /&gt;
Revenants are stunned by [[EMP]] blasts, which are very effective at immobilizing them. Note that revenants will adapt to EMP stuns like most targets do, which will prevent them from being permanently stunned without the use of masterwork or legendary [[EMP launcher]]s.&lt;br /&gt;
&lt;br /&gt;
Revenants are immune to traps, such as [[spike trap]]s and [[IED]]s, and will never set them off even when passing directly over them.&lt;br /&gt;
&lt;br /&gt;
Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%. They do not bleed.&lt;br /&gt;
&lt;br /&gt;
Revenants are immune to [[psychic shock lance]]s and [[biomutation lance]]s. [[Psychic insanity lance]]s can target revenants, but the [[Mental_break#Berserk|berserk]] state does not change their behavior in any way.&lt;br /&gt;
&lt;br /&gt;
With a [[vacuum resistance]] of 100%, revenants are totally immune to [[vacuum exposure]] {{OdysseyIcon}}. &lt;br /&gt;
&lt;br /&gt;
=== Tracking ===&lt;br /&gt;
Revenants leave behind a distinct trail of smears as they move. These smears are left rarely while the revenant is wandering, and appear much more frequently during an attack or escape. They serve as the primary way of tracking down an invisible revenant.&lt;br /&gt;
&lt;br /&gt;
If a revenant is damaged during hypnosis,{{Check Tag|Clarify|Only when doing the actual hypnosis, or during the whole attack sequence?}} it'll drop a [[revenant flesh chunk]]. Only one chunk will drop during any given hypnosis. These chunks can be analyzed by a colonist to make it easier to track the revenant:&lt;br /&gt;
# The first analyzed flesh chunk will make the revenant's trail of smears much longer.&lt;br /&gt;
# The second analyzed flesh chunk will provide a warning when a pawn comes within 7.9 tiles of the revenant, indicated by an exclamation mark above the pawn's head and a visible message: (i.e. ''&amp;quot;Glasses can hear the revenant shivering nearby!&amp;quot;'')&lt;br /&gt;
# The third and final analyzed flesh chunk will reveal the revenant whenever a pawn comes within 8.9 tiles of its location.&lt;br /&gt;
&lt;br /&gt;
Note that every revenant has a unique biosignature, and analysis progress is tied to this biosignature. Each encountered revenant must be analyzed individually. A slain revenant will retain its biosignature if it reforms by being contained, but a revenant that reforms on its own will adopt a new biosignature and must be analyzed again from scratch.&lt;br /&gt;
&lt;br /&gt;
Invisible revenants are revealed upon taking any form of damage (including area effects such as [[fire]], [[EMP]], and [[Bomb|explosions]]), being within 7.9 tiles of a of a [[Disruptor flare pack|disruptor flare]] when it lands, and being covered in [[firefoam]]. Revenants that are forcibly revealed will immediately attempt to escape.&lt;br /&gt;
&lt;br /&gt;
During an attack, revenants reveal themselves when they come within a certain range of their current target. This distance starts at 26 cells and, like the required time to hypnotize, scales with the number of colonists on the map according to the following chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Minimum distance to reveal during attack&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width = 300&lt;br /&gt;
 | height = 300&lt;br /&gt;
 | type = line&lt;br /&gt;
 | xAxisTitle = Number of colonists&lt;br /&gt;
 | yAxisTitle = Distance in cells&lt;br /&gt;
 | x = 0, 2, 3, 8, 15, 20&lt;br /&gt;
 | y = 26, 26, 18, 16, 10, 10&lt;br /&gt;
 | xGrid = 1&lt;br /&gt;
 | yGrid = 1&lt;br /&gt;
 | xAxisMin = 0&lt;br /&gt;
 | yAxisMin = 1&lt;br /&gt;
 | yAxisMax = 30&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As long as they're not attacking, revenants that become visible by any means will turn invisible again after {{ticks|140}}. This is prevented as long as the revenant is stunned, covered in firefoam, or subjected to the ''disruptor flash'' effect from disruptor flares.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Revenants are extremely hard to kill. With their immunity to bleeding and very high maximum hit points, they are more durable than even a [[thrumbo]]; repeated volleys are required to bring one down. Catching them poses a significant challenge for unprepared settlements. Zoning, work assignments, and restricted doors can help to keep colonists together and prevent revenants from singling out and picking off isolated pawns one by one. When hunting a revenant, finding a way to stun it long enough for your colonists to inflict fatal damage is vital.&lt;br /&gt;
&lt;br /&gt;
There are many ways to make hunting down a revenant easier:&lt;br /&gt;
* Doors opening on their own is a telltale sign that a revenant is moving through them.&lt;br /&gt;
* [[Proximity detector]]s are capable of detecting a hidden revenant, but will not reveal it outright. They can still assist in pinning down where it is; reinstalling an activated detector in different spots or using an overlapping grid of detectors can be used to narrow down the potential range even further.&lt;br /&gt;
* [[EMP grenades]], [[EMP_launcher|EMP Launcher]]s, and [[Disruptor_flare_pack|Disruptor Flare]]s are excellent for flushing out invisible revenants due to their wide area of effect, and will leave them stunned and vulnerable to attack. EMP weapons don't require refilling ammunition, but Disruptor Flares can be equipped alongside another weapon.&lt;br /&gt;
* Revenants that are driven [[Mental break#Berserk|berserk]] by any means do not behave any differently, but will emit faint red particles that can always be seen - even while the revenant is invisible. These particles can be used to track the revenant, although the effect tends to blend in with terrain and so is easy to lose sight of.&lt;br /&gt;
** [[Psychic insanity lance]]s cause revenants to become berserk for {{ticks|80000}}, although using them in this manner may be expensive for the proportional benefit.&lt;br /&gt;
* [[Psycasts]] {{RoyaltyIcon}} can be invaluable tools for dealing with a revenant, thanks to its high [[psychic sensitivity]]:&lt;br /&gt;
** [[Vertigo pulse]] reveals the revenant, disrupts its hypnosis, and forces it to wander aimlessly for a whopping {{ticks|2400}}.&lt;br /&gt;
** [[Stun (psycast)|Stun]] briefly stuns the revenant in place, but doesn't interrupt its hypnosis.&lt;br /&gt;
** [[Beckon]] and [[Skip]] can both be used to stop a revenant from escaping or to interrupt it from hypnotizing a pawn.&lt;br /&gt;
** [[Berserk (psycast)|Berserk]] and [[Berserk pulse]] will cause a revenant to become berserk for a total of {{ticks|1800}}, allowing it to be tracked for a short time.&lt;br /&gt;
** [[Waterskip]] can be used to reveal the revenant, although it will quickly fade away again - meaning that this psycast is best used to confirm that the revenant is actually in an area before deploying a stronger revealing effect such as firefoam or disruptor flares.&lt;br /&gt;
&lt;br /&gt;
Remember that revenants are at their most vulnerable while attempting to hypnotize a colonist. They are permanently revealed during this time and will not flee even if mortally wounded. If all else fails, choosing one fast pawn as bait to [[Kiting|kite]] the revenant for as long as possible will allow your other colonists to attack with impunity; [[longjump legs]] {{BiotechIcon}} and [[jump pack]]s {{RoyaltyIcon}} can assist with this, although care must be taken to ensure that the revenant doesn't simply choose a closer target. Dealing enough damage this way can render the revenant too wounded to flee effectively, allowing your colonists to chase it down with your preferred method of invisibility disruption and finish it off for good.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The revenant has a high minimum containment strength requirement, meaning that a [[holding platform]] and [[security door]] are required to comfortably contain it. Additionally, their immunity to traps and their unique ability to open doors can make catching a revenant in the event of an escape very difficult, as it can simply walk out of its containment chamber. Securing one in the long term is thus contingent upon a colony's ability to quickly and safely recapture it when it inevitably breaks free and begins hunting anew.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4069]] - Revenant flammability reduced to 0%, effectively fireproof.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacuum_exposure&amp;diff=165102</id>
		<title>Vacuum exposure</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacuum_exposure&amp;diff=165102"/>
		<updated>2025-07-16T00:31:15Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: whoops I missed a bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ailments#Vacuum exposure]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacuum_exposure&amp;diff=165101</id>
		<title>Vacuum exposure</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacuum_exposure&amp;diff=165101"/>
		<updated>2025-07-16T00:30:00Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: Create redirect to Ailments#Vacuum exposure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ailments#Vacuum exposure]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=165100</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=165100"/>
		<updated>2025-07-16T00:28:55Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: add basic entry on vacuum exposure. this is separate from vacuum burns, which should be documented somewhere else, and also currently includes a dead link to vacuum resistance - but it should still be better than nothing!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]. Once the table is updated, also add chronophagy to relevant cured ailmetns}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 33.6 years old to get Alzheimer's, meaning it can first occur at their 34th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Psychic rituals#List of rituals|Death refusal]]: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
* [[Psychic rituals#Chronophagy|Chronophagy]]: As pawns younger than 34 cannot get Alzheimer's, reversing age to younger than that in a Chronophagy ritual will remove it.&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 40 years old to get a bad back, meaning it can first occur at their 41st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get cataracts, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery has a 100% base chance to succeed. If it fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 22.4 years old to get carcinoma from aging, meaning it can first occur at their 23rd birthday. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s{{RoyaltyIcon}}, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with [[luciferium]] or a [[healer mech serum]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at day 4&lt;br /&gt;
**15% at day 12&lt;br /&gt;
**25% at day 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 68 years old to get dementia from aging, meaning it can first occur at their 69th birthday. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], [[unnatural healing]] ability,{{AnomalyIcon}} the [[Chronophagy]] psychic ritual,{{AnomalyIcon}} implantation of the [[scarless]] gene{{BiotechIcon}}, or with the use of [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 50 years old to get frail, meaning it can first occur at their 51st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 100 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 60 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 30 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 20 years old to get an artery blockage, meaning it can first occur at their 21st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get hearing loss, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess. Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game time)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
|0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || 93023 || 1.6 days&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 1 day&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003612 || 16611 || 6.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005386 || 11141 || 4.5 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.064339 || 933 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game hours)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0.00258 || 23256 || 9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || 4.1&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || 3208 || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Manipulation]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vacuum exposure ===&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
{{Recode|section=1|reason=there's probably a better way to describe vacuum resistance's effects on the formula. a graph would be nice too}}&lt;br /&gt;
Vacuum exposure occurs when a pawn is subjected to [[Orbit|hard vacuum]] without adequate protection.&lt;br /&gt;
&lt;br /&gt;
The rate of severity growth is directly proportional to a pawn's [[vacuum resistance]] stat, and to the vacuum percentage of the pawn's current tile. Outside of pressurized rooms, this will always be 100%; otherwise, it will vary depending on the presence of [[oxygen pump]]s, open connections to other rooms, and so on. The specific algorithm is:&lt;br /&gt;
# Start with a default of 2% per second.&lt;br /&gt;
# Multiply the amount by the tile's current vacuum percentage.&lt;br /&gt;
# Multiply the product by the pawn's proportional vacuum resistance. 25% resistance would multiply severity gain by 0.75; 66% resistance would multiply it by roughly 0.33; and so on. &lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in vacuum exposure severity every 60 ticks = 0.02 * tile vacuum percentage * (1 - vacuum resistance)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vacuum exposure builds up extremely quickly in pawns without significant vacuum resistance. An unprotected pawn with no resistance will die in just {{ticks|3000}} of exposure to a complete vacuum, making even brief spacewalks a risky prospect.&lt;br /&gt;
&lt;br /&gt;
Pawns recover quickly from vacuum exposure while inside a pressurized area; severity will simply fall at a flat 10% per second until the condition disappears entirely. Affected pawns that reach 100% vacuum resistance while still exposed (such as by equipping a [[vacsuit]]) will keep their current level of exposure until they return to a pressurized tile, but its severity will not increase any further.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || Initial ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || ≥15% severity ||&lt;br /&gt;
* {{Bad|-5%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+5%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (mild)''' || ≥30% severity ||&lt;br /&gt;
* {{Bad|-10%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+8%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (moderate)''' || ≥50% severity ||&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || ≥85% severity ||&lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
Sterilizing a pregnant animal will not terminate the pregnancy.&lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Pawns can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy or IUD insertion.{{BiotechIcon}} It is currently unknown if there are other sources.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative liver disease caused by excessive alcohol consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the transplantation of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or glitterworld medicine to do so.&lt;br /&gt;
* Other than transplantation, only [[healer mech serum]], [[unnatural healing]]{{AnomalyIcon}} and [[resurrector mech serum]] can cure cirrhosis.&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]] or via [[unnatural healing]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Currently, the most cost-effective known method to damage the brain is to purposefully fail the surgery to remove a [[Painstopper|painstopper]]. Painstoppers are the cheapest brain implant that can be removed. Attempting to remove it costs only one [[herbal medicine]] and failing will not destroy the implant. Performing the operation outside, on a [[Sleeping spot]] or an [[Ancient bed]],{{IdeologyIcon}} in the dark, with a low level surgeon with lowered Sight and Manipulation will maximize the chance for the operation to fail. If the operation accidentally succeeds, then the patient should be moved to a high quality hospital to reinsert the painstopper, as failure would destroy the implant and greatly increase the overall cost. It takes on average between 50 and 100 failed brain operations for a patient to become trauma savant. &lt;br /&gt;
&lt;br /&gt;
Trauma savant negates the [[consciousness]] penalty from all brain damage, including scars that existed before the condition. On another hand, those brain scars will still lower the brain's health and can potentially still cause pain. Also, Trauma savant will not prevent loss of consciousness from other brain conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Creepjoiner#Unnatural_healing|Unnatural healing]]{{AnomalyIcon}} ability (or possibly through other means as well). It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Main|Bliss lobotomy}}&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty. Makes pawn incapable of cooking, construction, plant work, mining, crafting and intellectual. Can generate on [[horax cult|cultist]] raiders or be deliberately induced via a brain surgery at the cost of 2 medicine and 30 [[bioferrite|bioferrites]].&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Scenario system#Crashlanded|Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. &lt;br /&gt;
&lt;br /&gt;
Raw food has a flat 2% chance of giving food poisoning, while [[corpse]]s have a flat 5% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;margin: auto; text-align:center;&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; | '''0''' || style=&amp;quot;background-color:#F00000&amp;quot; | '''5.00%''' || rowspan=&amp;quot;10&amp;quot;| {{GraphChart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
Chance = ([[Cleanliness|Room Cleanliness]] + 2) * 0.05 / 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Capped between 0% and 5%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot; &lt;br /&gt;
| '''1''' || '''4.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| '''2''' || '''3.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| '''3''' || '''2.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| '''4''' || '''1.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| '''5''' || '''1.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| '''6''' || '''0.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| '''7''' || '''0.25%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| '''8''' || '''0.15%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| '''9-20''' || '''0.10%'''&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]]  (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or by making [[Baby food]] or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}}, [[nuclear stomach]] {{RoyaltyIcon}} or [[fleshmass stomach]] {{AnomalyIcon}}, or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune. Note that [[bionic stomach]]s reduce the chance of getting food poisoning by 50% but cannot outright prevent it.&lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between &amp;quot;attacks&amp;quot; that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
{{Stub|section=1|reason=What is the effect of Toxic Environment Resistance vs Toxic Resistance}}&lt;br /&gt;
Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]], [[pollution]],{{BiotechIcon}} and [[tox gas]].{{BiotechIcon}}. Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]] {{RoyaltyIcon}}, or [[venom fangs]] {{RoyaltyIcon}}. &lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to the fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.&lt;br /&gt;
&lt;br /&gt;
This buildup severity gained is proportional to the [[Toxic Resistance]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Buildup can also be reduced through a variety of of other means including items such as the [[gas mask]] {{BiotechIcon}}, [[detoxifier kidney]] {{BiotechIcon}}, and [[detoxifier lung]] {{BiotechIcon}}, as well as [[genes]]{{BiotechIcon}} such as [[Partial antitoxic lungs]]{{BiotechIcon}} and [[Total antitoxic lungs]],{{BiotechIcon}} or [[Tox resistance]]{{BiotechIcon}} and [[Tox immunity]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
There is, effectively, a multiplier for each pawn on their toxic buildup accumulation from these indirect sources. This can vary between 15% faster buildup or 15% slower buildup than the average rate. There is no stat in the information panel to convey this variation, but it is static for a given pawn. This means that baseliner humans standing in pollution and a toxic fallout, with no Tox Resistance of any sort, can vary from either 68% to 92% buildup per day, rather than a constant 80%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC]], it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[neural heat limit]]s when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psycasts#Psychic_breakdown|l1=Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Subcore softscanner}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]]{{RoyaltyIcon}}, or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. The process takes away .05 nutrition over 3-5 ticks{{Check Tag|Verify|I just vaguely recall this from watching it, someone please check my numbers. I also have no idea if body size changes nutrition lost}}, and causes 3-5 piles of [[Vomit]] to appear on the tile they're facing. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected before ailments show by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day. Progress can be paused through the use of a [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[healer mech serum]] as well as the [[unnatural healing]] ability so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable, short of destroying the colonists brain then resurrecting them with either a [[resurrector mech serum]] or [[death refusal]]. If this strategy is used, remember not to euthanize them or they will be no longer of your faction after resurrection.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, [[Ghoul|Ghoul infusion]] will not cure Crumbling mind and it will hinder ghoul's combat abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (mild)''' || Initial ||&lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (moderate)''' || ≥40% severity ||&lt;br /&gt;
* {{Bad|x70%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (extreme)''' || ≥80% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbled mind''' || 100% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
* Incapable of [[Work#Incapable of work types|skilled and dumb labor, caring, and intellectual]]&lt;br /&gt;
* Incurable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. Hopefully this gives you enough time to find a [[healer mech serum]] to heal the ailment, find another [[resurrector mech serum]] to attempt the resurrection again once the psychosis has run its course, or build a [[cryptosleep casket]] to give you time to find either serum. There are no other ways to cure the disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be 2 or more colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-60% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 60-80% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 80-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 70% of life expectancy (i.e. 56 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 90% of life expectancy (i.e. 72 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity.  Each interval the heart attack severity will randomly change by a value between {{---|40%}} to {{++|60%}}. This means that it is possible for a heart attack to recover on its own, but usually (~76% likelihood){{Check Tag|Detail needed|How is this calculated??}} an untreated heart attack progresses to fatal severity. The interval between changes is random, and varies between {{Ticks|500}} and {{Ticks|10000}}.&amp;lt;!-- 5000 x Rand.Range(0.1, 2.0) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by {{---|30%}}. Successfully reducing severity below 0% will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The chance a particular treatment can succeed is 65% multiplied by the [[tend quality]], for an effective maximum of 84.5% with [[glitterworld medicine]].&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Vacuum exposure implemented with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yuc4ptwisr7gjxok&amp;topic_postId=yuc51k4juu1zhf0k&amp;topic_revId=yuc51k4juu1zhf0k&amp;action=single-view</id>
		<title>Topic:Yuc4ptwisr7gjxok</title>
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		<updated>2025-07-02T00:39:30Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Ilysen&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Ilysen (page does not exist)&quot;&gt;&lt;bdi&gt;Ilysen&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Ilysen&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Ilysen&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Ilysen&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Ilysen&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yuc4ptwisr7gjxok&amp;amp;topic_showPostId=yuc51k4juu1zhf0k#flow-post-yuc51k4juu1zhf0k&quot;&gt;commented&lt;/a&gt; on &quot;Edit Summaries&quot; (&lt;em&gt;yeah, I&amp;#039;m sorry, you&amp;#039;re probably right. I didn&amp;#039;t mean anything *personal* by it, or anything; the section seemed pretty old and so I figu...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Ilysen</name></author>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bioferrite&amp;diff=162951</id>
		<title>Bioferrite</title>
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		<updated>2025-07-01T20:06:59Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: /* Immobilizing entities */ tidier wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|metallic&lt;br /&gt;
| name = Bioferrite&lt;br /&gt;
| image = Bioferrite c.png&lt;br /&gt;
| description = An exotic metal-like fibrous substance with both organic and metallic properties. Bioferrite is produced by microscopic mechanites as they process organic material. In cases of disordered mechanite behavior, this happens in a chaotic, cancer-like way.&amp;lt;br&amp;gt;The material is known to interact with some types of psychic flows. If pressurized under specific conditions, bioferrite becomes extremely flammable, making it a useful fuel.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Metal&lt;br /&gt;
| stuff category = Bioferrite, Metallic&lt;br /&gt;
| marketvalue = 0.75&lt;br /&gt;
| beauty = &lt;br /&gt;
| mass base = 0.25&lt;br /&gt;
| stack limit = &lt;br /&gt;
| path cost = &lt;br /&gt;
| rotatable = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 0.25&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| work to build factor = 2.5&lt;br /&gt;
| work to make factor = 2.5&lt;br /&gt;
| max hit points factor = 2&lt;br /&gt;
| flammability factor = 0.75&lt;br /&gt;
| armor - sharp factor = 1.1&lt;br /&gt;
| armor - blunt factor = 0.5&lt;br /&gt;
| armor - heat factor = 0.5&lt;br /&gt;
| insulation - cold factor = 2.5&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee sharp damage factor = 1.3 &lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 0.85&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bioferrite&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = &lt;br /&gt;
| color = (100, 80, 80)&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| default color = &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = &lt;br /&gt;
| graphic path = &lt;br /&gt;
| label = &lt;br /&gt;
| parent name = &lt;br /&gt;
| resource readout priority = &lt;br /&gt;
| selectable = &lt;br /&gt;
| slag def = &lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| volume = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Bioferrite'''  is a [[metal]]lic [[material]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=1) Detail needed 2) When sufficient detail, consider adding Acquisition optimisation to analysis}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table}}&lt;br /&gt;
Bioferrite can be extracted from [[Entities]] securely held in [[Holding spot]]s or [[Holding platform]]s using a [[Bioferrite harvester]], amounts are as described in the following table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center sortable}}&lt;br /&gt;
! Entity&lt;br /&gt;
! Bioferrite Per Day&lt;br /&gt;
|-&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| 0&amp;lt;br&amp;gt;(15 upon chopping){{Check Tag|Growth|Rewrite to be based a ranged on growth and growth when fed}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Shambler]]&lt;br /&gt;
| 0.2-4.0&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Body size dependent)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ghoul]]&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Fingerspike]]&lt;br /&gt;
| 1.2&lt;br /&gt;
|-&lt;br /&gt;
! [[Sightstealer]]&lt;br /&gt;
| 1.6&lt;br /&gt;
|-&lt;br /&gt;
! [[Trispike]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Toughspike]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| 2.0-4.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Gorehulk]]&lt;br /&gt;
| 3 &lt;br /&gt;
|-&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| 3.23&lt;br /&gt;
|-&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Bulbfreak]]&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| 7.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
100 bioferrite is included in &amp;quot;The Anomaly&amp;quot; starting scenario. &lt;br /&gt;
&lt;br /&gt;
{{Transmute Steel Acquisition Note}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Equipment made of bioferrite as the [[stuff]] material has additional effects beyond the normal statistical effects of the material. These effects scale with the [[quality]] of the item made. Note that items that merely include bioferrite in the recipe, and do not use it as the stuff material, such as the [[ceremonial hood]]  do not offer these effects.&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply a multiplier to the wearer's psychic sensitivity. These multipliers stack multiplicatively with one another and with other bonuses from [[eltex]]{{RoyaltyIcon}} items {{Check Tag|Prestige?|Prestige armor implements it bonus differently, check how it stacks}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Psychic Sensitivity&lt;br /&gt;
| ×1.06&lt;br /&gt;
| ×1.08&lt;br /&gt;
| ×1.1&lt;br /&gt;
| ×1.13&lt;br /&gt;
| ×1.15&lt;br /&gt;
| ×1.17&lt;br /&gt;
| ×1.20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a pawn with a base psychic sensitivity of 100%, a [[psychic sensitizer]]{{RoyaltyIcon}}, a normal [[eltex shirt]]{{RoyaltyIcon}}, and a bioferrite item of normal, good, and excellent quality, would result in a psychic sensitivity of:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic sensitivity''' = ((100% + 25%) + 8.3%) * 1.1 * 1.13 * 1.15 = {{%|((1 + 0.25) + 0.083) * 1.1 * 1.13 * 1.15 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply an offset to both [[neural heat limit]] and [[neural heat recovery rate]]{{RoyaltyIcon}}, which stacks additively. Note that the heat limit bonus stacks with the bonus to the limit from the increased psychic sensitivity, however due to the sensitivity bonus' multiplicative nature the total bonus cannot be easily quantified without assuming what other bonuses to sensitivity a pawn may have. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Neural Heat Limit&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! Neural Heat Recover Rate&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Bioferrite can be used as a material for [[stuff]]able items with the [[Metallic]] stuff tag. Bioferrite is also the only &amp;quot;Bioferrite&amp;quot; material for [[stuffable]] items, allowing the requirement of bioferrite in the recipe but also allowing them to gain the psychic benefits detailed above. This affects the following items:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Stuff Tags::~*ioferrit*]]&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Icon List&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bioferrite can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
Bioferrite is used to refuel the following:&lt;br /&gt;
* [[Atmospheric heater]]s, at a rate of {{Icon Small|Bioferrite||~6-8}}/day.&lt;br /&gt;
* [[Bioferrite generator]]s, at a rate of {{Icon Small|Bioferrite||6}}/day.&lt;br /&gt;
* [[Disruptor flare pack]]s, at a rate of {{Icon Small|Bioferrite||5}}/charge.&lt;br /&gt;
* [[Hellcat rifle]] mini-burner charges, at a rate of {{Icon Small|Bioferrite||10}}/charge.&lt;br /&gt;
* [[Incinerator]] burner charges, at a rate of {{Icon Small|Bioferrite||10}}/charge.&lt;br /&gt;
&lt;br /&gt;
Bioferrite is consumed by the following [[psychic rituals]]:&lt;br /&gt;
* [[Blood rain]], at a cost of {{Icon Small|Bioferrite||60}}.&lt;br /&gt;
* [[Chronophagy]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Draw animals]], at a cost of {{Icon Small|Bioferrite||10}}.&lt;br /&gt;
* [[Draw fleshbeasts]], at a cost of {{Icon Small|Bioferrite||50}}.&lt;br /&gt;
* [[Draw shamblers]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Neurosis pulse]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Pleasure pulse]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Provoke pit gate]], at a cost of {{Icon Small|Bioferrite||75}}.&lt;br /&gt;
* [[Psychophagy]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Skip abduction]], at a cost of {{Icon Small|Bioferrite||60}}.&lt;br /&gt;
&lt;br /&gt;
The following operations require bioferrite:&lt;br /&gt;
* [[Bliss lobotomy]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Ghoul|Ghoul infusion]], at a cost of {{Icon Small|Bioferrite||30}} and {{Icon Small|Shard||1}} [[shard]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Bioferrite_psychic_sensitivity_stack.png|right| Max psy sensitivity]]&lt;br /&gt;
Bioferrite is an excellent material for [[stuffable]] sharp melee weapons. It is most easily considered a sidegrade to [[plasteel]]; bioferrite weapons deal more damage per hit and boasts higher {{AP}}, but plasteel weapons attack 20% more quickly. The choice of which to use for any given fighter should be made on a case-by-case basis depending on their needs. Keep in mind that ultratech melee weapons such as [[monosword]]s {{RoyaltyIcon}} will still typically beat out both plasteel and bioferrite weapons of comparable item quality.&lt;br /&gt;
&lt;br /&gt;
From a statistical perspective, bioferrite is the strongest material for [[spike trap]]s. With a melee damage of 26 and AP of 39%, it deals more damage against all enemies than plasteel traps. It's also more durable and less flammable than [[wood]] traps. However, although bioferrite is ostensibly easy to obtain if you have captured some entities, production is typically quite slow without extensive containment facilities; single-use spike traps are thus a comparatively frivolous use for the material, especially for colonies that make extensive use of [[psychic ritual]]s.&lt;br /&gt;
&lt;br /&gt;
Bioferrite is typically more accessible than [[eltex]] {{RoyaltyIcon}} for increasing [[psychic sensitivity]]. It is much more reliably obtained both generally and at high qualities, its boost to sensitivity is multiplicative with all other buffs except [[blindsight]] {{IdeologyIcon}}, and unlike eltex, bioferrite equipment can provide a respectable amount of armor. Because sensitivity boosts from bioferrite gear multiply with one another, they become proportionally stronger when combined; a pawn can reach in excess of 2000% psychic sensitivity when given all possible boosts, making [[psycast]]ers {{RoyaltyIcon}} or colonists with installed [[psychic harmonizer]]s {{RoyaltyIcon}} exceptionally powerful. Bear in mind that pawns with this level of psychic sensitivity are acutely vulnerable to [[psychic drone]]s, so keeping a way to render them unconscious as needed is a prudent choice - [[cryptosleep casket]]s, [[biosculpter pod]]s {{IdeologyIcon}} (any cycle will do) or even [[Anesthetic|anesthetizing]] them as needed will all work for this purpose.&lt;br /&gt;
&lt;br /&gt;
As a building material, bioferrite has exactly twice the HP of [[steel]] and is the third most durable material in the game behind plasteel and [[uranium]]. Each unit of bioferrite is 62.5% the silver value of a unit of [[wood]], which can help with [[wealth management]]. Bioferrite is [[flammable]].&lt;br /&gt;
&lt;br /&gt;
Due to the 85% rest effectiveness of bioferrite, which is lower than any other material, it is a suitable material for prison beds. An awful bioferrite bed has a rest effectiveness of 73%, even lower than a sleeping spot. This causes prisoners to spend more time asleep, prolonging their prison break interval while avoiding the mood debuff when sleeping on the floor.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite plating]] is ugly, making it it ill-suited for use outside of containment cells. Bioferrite also has a mighty {{Bad|x25%}} penalty to beauty when used for art other than [[void sculpture]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acquisition analysis ===&lt;br /&gt;
In general, the daily amount of gained bioferrite should be weighed carefully against the ease of handling various entity escapes.&lt;br /&gt;
&lt;br /&gt;
[[Fleshmass nucleus|Fleshmass nuclei]] and [[nociosphere]]s never escape and provide large amounts of bioferrite generation, so long as they are consistently suppressed. Both provide other benefits while being contained by a colony.&lt;br /&gt;
&lt;br /&gt;
[[Noctol]]s, [[gorehulk]]s, and [[chimera]]s provide ~3-3.2 bioferrite per day, and are relatively easy to subdue during an escape attempt. [[Toughspike]]s provide slightly less bioferrite, but are more common and can be crippled through frostbite to ensure they are incapable of moving (described further below). They provide more per day than [[ghoul]]s, [[fingerspike]]s, and [[sightstealer]]s, all while not being a significant leap in combat risk.&lt;br /&gt;
&lt;br /&gt;
[[Shambler]]s grant bioferrite equal to their [[Body_Size|body size]], or what their bioferrite generation was before if a reanimated entity. The vast majority of shamblers will provide less bioferrite than a toughspike. Body size 3+ shamblers are also some of the most fearsome wildlife- megasloths, thrumbo, elephants, and rhinoceros. &lt;br /&gt;
&lt;br /&gt;
Although a single [[revenant]] provides double the daily bioferrite of a toughspike, an escaped Revenant will likely require the attention of the entire colony, while a single escaped toughspike can typically be downed by a handful of colonists or a single ghoul. [[Devourer]]s' swallow attack makes them more dangerous during an escape than smaller entities, but not so dangerous as to make keeping them unwise.&lt;br /&gt;
&lt;br /&gt;
[[Trispike]]s and [[bulbfreak]]s die shockingly easily when damaged and split into smaller fleshbeasts on death, which usually reduces their bioferrite generation as not all the spawned fleshbeasts are likely to survive the resulting combat.&lt;br /&gt;
&lt;br /&gt;
[[Harbinger tree]]s are an inefficient source of bioferrite, but they can serve as supplementary or reserve source in a pinch.&lt;br /&gt;
&lt;br /&gt;
==== Immobilizing entities ====&lt;br /&gt;
Entities that are incapable of movement will never attempt to escape, making long-term containment a risk-free proposition. Nearly all entity types possess an anatomy similar to humans - such as a spine and legs - and can thus be rendered immobile through the destruction of the relevant body parts.&lt;br /&gt;
&lt;br /&gt;
This is difficult for most entities, but notably for the purposes of farming, most [[fleshbeast]]s in are vulnerable to hypothermia at temperatures below {{Temperature|-40}}. [[Toughspike]]s in particular are well-suited to this purpose; they are more durable than other fleshbeast types, and do not split into smaller fleshbeasts when downed. Carefully subjecting a toughspike to hypothermia to the point where it develops frostbite, and then tending the resulting bleeding when body parts are lost, can allow a player to remove all of their limbs without killing the toughspike. This consistently renders them immobile and thus unable to escape.&lt;br /&gt;
&lt;br /&gt;
A containment room with 8 holding platforms filled with immobilized toughspikes connected to a [[bioferrite harvester]] will provide 16 bioferrite per day, with no risk of escapes. [[Holding spot]]s can be used in place of holding platforms in order to save on materials.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bioferrite a.png|One bioferrite&lt;br /&gt;
Bioferrite b.png|Partial stack&lt;br /&gt;
Bioferrite c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toughspike&amp;diff=162950</id>
		<title>Toughspike</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toughspike&amp;diff=162950"/>
		<updated>2025-07-01T16:55:28Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: /* Analysis */ guts the whole nuggetization text in favor of a link to the subsection on the bioferrite page that mentions the same thing. this whole section kind of sucked for a bunch of reasons, imo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Lacking detail}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Toughspike&lt;br /&gt;
| image = Toughspike.png&lt;br /&gt;
| description = A fleshy man-sized creature with two spiked limbs and an armored carapace. Toughspikes throw hardened keratin spikes to take down victims from a distance.&amp;lt;br/&amp;gt;Toughspike corpses will dissolve into puddles of liquefied flesh if they're not butchered quickly.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 1.25&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 50&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 2&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Armor --&amp;gt;&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorblunt = 16&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 70&lt;br /&gt;
| movespeed = 4.3&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 15&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| body = Toughspike&lt;br /&gt;
| can become shambler = true&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
&amp;lt;!-- Combat --&amp;gt;&lt;br /&gt;
| damage = 9&lt;br /&gt;
| damage type = RangedStab&lt;br /&gt;
| armorPenetration = 100&lt;br /&gt;
| range = 5.9&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 30&lt;br /&gt;
| cooldown = 120&lt;br /&gt;
| burst = 1&lt;br /&gt;
| velocity = 55&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| attack1label = left spike&lt;br /&gt;
| attack1labelNoLocation = spike&lt;br /&gt;
| attack1type = Stab&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = LeftSpike&lt;br /&gt;
| attack1selectionWeight= 14.7&lt;br /&gt;
| attack2label = right spike&lt;br /&gt;
| attack2labelNoLocation = spike&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = RightSpike&lt;br /&gt;
| attack2selectionWeight= 14.7&lt;br /&gt;
| attack3label = head&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 3&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = HeadAttackTool&lt;br /&gt;
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack3selectionWeight= 0.54&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Toughspike&lt;br /&gt;
| label = toughspike&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
| renderTree = Toughspike&lt;br /&gt;
| lifeStageAges: def = FullyFormed_Toughspike&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| ThingDef Name=&amp;quot;BaseFleshbeast&amp;quot; ParentName=&amp;quot;BasePawn&amp;quot; Abstract=&amp;quot;True&amp;quot; = &lt;br /&gt;
| thingClass = Pawn&lt;br /&gt;
| category = Pawn&lt;br /&gt;
| selectable = true&lt;br /&gt;
| containedPawnsSelectable = true&lt;br /&gt;
| containedItemsSelectable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| altitudeLayer = Pawn&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| hasTooltip = true&lt;br /&gt;
| soundImpactDefault = BulletImpact_Flesh&lt;br /&gt;
| drawHighlight = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
| hiddenWhileUndiscovered = true&lt;br /&gt;
| renderTree = Misc&lt;br /&gt;
| thinkTreeMain = Fleshbeast&lt;br /&gt;
| thinkTreeConstant = FleshbeastConstant&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| specificMeatDef = Meat_Twisted&lt;br /&gt;
| overrideShouldHaveAbilityTracker = true&lt;br /&gt;
| disableIgniteVerb = true&lt;br /&gt;
| canOpenFactionlessDoors = false&lt;br /&gt;
| needsRest = false&lt;br /&gt;
| hasGenders = false&lt;br /&gt;
| bloodDef = Filth_Blood&lt;br /&gt;
| bloodSmearDef = Filth_BloodSmear&lt;br /&gt;
| soundMeleeDodge = Pawn_MeleeDodge&lt;br /&gt;
| fleshType = Fleshbeast&lt;br /&gt;
| isImmuneToInfections = true&lt;br /&gt;
| bleedRateFactor = 0.5&lt;br /&gt;
| hediffGiverSets = Fleshbeast&lt;br /&gt;
| corpseHiddenWhileUndiscovered = true&lt;br /&gt;
| inspectorTabs = ITab_Pawn_Health, MayRequire=&amp;quot;Ludeon.RimWorld.Anomaly&amp;quot; = ITab_Entity, ITab_Pawn_Log&lt;br /&gt;
| compClass = CompAttachBase&lt;br /&gt;
| Class=&amp;quot;CompProperties_InspectString&amp;quot; = &lt;br /&gt;
| compClass = CompInspectStringEmergence&lt;br /&gt;
| inspectString = Emerged from {SOURCEPAWN_labelShort}.&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
'''Toughspikes''' are [[entities]], and type of [[fleshbeast]], added by the [[Anomaly DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Does it split from anything and even if it doesn't, not it as an exception}}&lt;br /&gt;
Toughspikes can occur in most instances that [[fleshbeast]]s generally do, including [[Fleshbeast attack]]s, in the [[Undercave]], erupting from a [[Bulbfreak]] or [[Dreadmeld]], as the result of [[Draw fleshbeasts]], present at Distress call quest sites, and as a result of the [[twisted obelisk]]'s random mutations of wildlife.{{Check Tag|Which?|What pawns turn into toughspikes?}}&amp;lt;!---A wild boar -&amp;gt; Toughspike. Is it body size related?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= General - but also specifically damage and ranged attack}}&lt;br /&gt;
The most robust fleshbeast. Their ranged attack is strongest so it's best to engage in melee if you can't outrange them. They don't split into smaller fleshbeasts and they are the only fleshbeast that will leave a corpse when killed. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Effect of its armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Damage Comparison Chart/Melee| sharpArmor1={{P|Armor - Sharp}} | bluntArmor1={{P|Armor - Blunt}} }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The closest thing that fleshbeasts have to a tanky unit, toughspikes are relatively robust in physiology compared to any other fleshbeast that isn't a [[dreadmeld]], about on par with a human.&lt;br /&gt;
&lt;br /&gt;
Their damage output isn't very high, so most melee-focused pawns can fight a toughspike one-on-one. However, as is the case when engaging in melee with any fleshbeast, colonists that suffer any injury from it will become vectors for a new [[metalhorror]] infection to start.&lt;br /&gt;
&lt;br /&gt;
Toughspikes are unique among entities for the ease with which they can be permanently immobilized for risk-free [[bioferrite]] collection; see [[Bioferrite#Immobilizing entities]] for further details.&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;br /&gt;
[[Category: Fleshbeasts]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bioferrite&amp;diff=162949</id>
		<title>Bioferrite</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bioferrite&amp;diff=162949"/>
		<updated>2025-07-01T16:49:57Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: /* Analysis */ not me forgetting a word right at the start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|metallic&lt;br /&gt;
| name = Bioferrite&lt;br /&gt;
| image = Bioferrite c.png&lt;br /&gt;
| description = An exotic metal-like fibrous substance with both organic and metallic properties. Bioferrite is produced by microscopic mechanites as they process organic material. In cases of disordered mechanite behavior, this happens in a chaotic, cancer-like way.&amp;lt;br&amp;gt;The material is known to interact with some types of psychic flows. If pressurized under specific conditions, bioferrite becomes extremely flammable, making it a useful fuel.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Metal&lt;br /&gt;
| stuff category = Bioferrite, Metallic&lt;br /&gt;
| marketvalue = 0.75&lt;br /&gt;
| beauty = &lt;br /&gt;
| mass base = 0.25&lt;br /&gt;
| stack limit = &lt;br /&gt;
| path cost = &lt;br /&gt;
| rotatable = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 0.25&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| work to build factor = 2.5&lt;br /&gt;
| work to make factor = 2.5&lt;br /&gt;
| max hit points factor = 2&lt;br /&gt;
| flammability factor = 0.75&lt;br /&gt;
| armor - sharp factor = 1.1&lt;br /&gt;
| armor - blunt factor = 0.5&lt;br /&gt;
| armor - heat factor = 0.5&lt;br /&gt;
| insulation - cold factor = 2.5&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee sharp damage factor = 1.3 &lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 0.85&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bioferrite&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = &lt;br /&gt;
| color = (100, 80, 80)&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| default color = &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = &lt;br /&gt;
| graphic path = &lt;br /&gt;
| label = &lt;br /&gt;
| parent name = &lt;br /&gt;
| resource readout priority = &lt;br /&gt;
| selectable = &lt;br /&gt;
| slag def = &lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| volume = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Bioferrite'''  is a [[metal]]lic [[material]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=1) Detail needed 2) When sufficient detail, consider adding Acquisition optimisation to analysis}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table}}&lt;br /&gt;
Bioferrite can be extracted from [[Entities]] securely held in [[Holding spot]]s or [[Holding platform]]s using a [[Bioferrite harvester]], amounts are as described in the following table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center sortable}}&lt;br /&gt;
! Entity&lt;br /&gt;
! Bioferrite Per Day&lt;br /&gt;
|-&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| 0&amp;lt;br&amp;gt;(15 upon chopping){{Check Tag|Growth|Rewrite to be based a ranged on growth and growth when fed}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Shambler]]&lt;br /&gt;
| 0.2-4.0&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Body size dependent)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ghoul]]&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Fingerspike]]&lt;br /&gt;
| 1.2&lt;br /&gt;
|-&lt;br /&gt;
! [[Sightstealer]]&lt;br /&gt;
| 1.6&lt;br /&gt;
|-&lt;br /&gt;
! [[Trispike]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Toughspike]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| 2.0-4.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Gorehulk]]&lt;br /&gt;
| 3 &lt;br /&gt;
|-&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| 3.23&lt;br /&gt;
|-&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Bulbfreak]]&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| 7.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
100 bioferrite is included in &amp;quot;The Anomaly&amp;quot; starting scenario. &lt;br /&gt;
&lt;br /&gt;
{{Transmute Steel Acquisition Note}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Equipment made of bioferrite as the [[stuff]] material has additional effects beyond the normal statistical effects of the material. These effects scale with the [[quality]] of the item made. Note that items that merely include bioferrite in the recipe, and do not use it as the stuff material, such as the [[ceremonial hood]]  do not offer these effects.&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply a multiplier to the wearer's psychic sensitivity. These multipliers stack multiplicatively with one another and with other bonuses from [[eltex]]{{RoyaltyIcon}} items {{Check Tag|Prestige?|Prestige armor implements it bonus differently, check how it stacks}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Psychic Sensitivity&lt;br /&gt;
| ×1.06&lt;br /&gt;
| ×1.08&lt;br /&gt;
| ×1.1&lt;br /&gt;
| ×1.13&lt;br /&gt;
| ×1.15&lt;br /&gt;
| ×1.17&lt;br /&gt;
| ×1.20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a pawn with a base psychic sensitivity of 100%, a [[psychic sensitizer]]{{RoyaltyIcon}}, a normal [[eltex shirt]]{{RoyaltyIcon}}, and a bioferrite item of normal, good, and excellent quality, would result in a psychic sensitivity of:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic sensitivity''' = ((100% + 25%) + 8.3%) * 1.1 * 1.13 * 1.15 = {{%|((1 + 0.25) + 0.083) * 1.1 * 1.13 * 1.15 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply an offset to both [[neural heat limit]] and [[neural heat recovery rate]]{{RoyaltyIcon}}, which stacks additively. Note that the heat limit bonus stacks with the bonus to the limit from the increased psychic sensitivity, however due to the sensitivity bonus' multiplicative nature the total bonus cannot be easily quantified without assuming what other bonuses to sensitivity a pawn may have. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Neural Heat Limit&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! Neural Heat Recover Rate&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Bioferrite can be used as a material for [[stuff]]able items with the [[Metallic]] stuff tag. Bioferrite is also the only &amp;quot;Bioferrite&amp;quot; material for [[stuffable]] items, allowing the requirement of bioferrite in the recipe but also allowing them to gain the psychic benefits detailed above. This affects the following items:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Stuff Tags::~*ioferrit*]]&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Icon List&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bioferrite can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
Bioferrite is used to refuel the following:&lt;br /&gt;
* [[Atmospheric heater]]s, at a rate of {{Icon Small|Bioferrite||~6-8}}/day.&lt;br /&gt;
* [[Bioferrite generator]]s, at a rate of {{Icon Small|Bioferrite||6}}/day.&lt;br /&gt;
* [[Disruptor flare pack]]s, at a rate of {{Icon Small|Bioferrite||5}}/charge.&lt;br /&gt;
* [[Hellcat rifle]] mini-burner charges, at a rate of {{Icon Small|Bioferrite||10}}/charge.&lt;br /&gt;
* [[Incinerator]] burner charges, at a rate of {{Icon Small|Bioferrite||10}}/charge.&lt;br /&gt;
&lt;br /&gt;
Bioferrite is consumed by the following [[psychic rituals]]:&lt;br /&gt;
* [[Blood rain]], at a cost of {{Icon Small|Bioferrite||60}}.&lt;br /&gt;
* [[Chronophagy]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Draw animals]], at a cost of {{Icon Small|Bioferrite||10}}.&lt;br /&gt;
* [[Draw fleshbeasts]], at a cost of {{Icon Small|Bioferrite||50}}.&lt;br /&gt;
* [[Draw shamblers]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Neurosis pulse]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Pleasure pulse]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Provoke pit gate]], at a cost of {{Icon Small|Bioferrite||75}}.&lt;br /&gt;
* [[Psychophagy]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Skip abduction]], at a cost of {{Icon Small|Bioferrite||60}}.&lt;br /&gt;
&lt;br /&gt;
The following operations require bioferrite:&lt;br /&gt;
* [[Bliss lobotomy]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Ghoul|Ghoul infusion]], at a cost of {{Icon Small|Bioferrite||30}} and {{Icon Small|Shard||1}} [[shard]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Bioferrite_psychic_sensitivity_stack.png|right| Max psy sensitivity]]&lt;br /&gt;
Bioferrite is an excellent material for [[stuffable]] sharp melee weapons. It is most easily considered a sidegrade to [[plasteel]]; bioferrite weapons deal more damage per hit and boasts higher {{AP}}, but plasteel weapons attack 20% more quickly. The choice of which to use for any given fighter should be made on a case-by-case basis depending on their needs. Keep in mind that ultratech melee weapons such as [[monosword]]s {{RoyaltyIcon}} will still typically beat out both plasteel and bioferrite weapons of comparable item quality.&lt;br /&gt;
&lt;br /&gt;
From a statistical perspective, bioferrite is the strongest material for [[spike trap]]s. With a melee damage of 26 and AP of 39%, it deals more damage against all enemies than plasteel traps. It's also more durable and less flammable than [[wood]] traps. However, although bioferrite is ostensibly easy to obtain if you have captured some entities, production is typically quite slow without extensive containment facilities; single-use spike traps are thus a comparatively frivolous use for the material, especially for colonies that make extensive use of [[psychic ritual]]s.&lt;br /&gt;
&lt;br /&gt;
Bioferrite is typically more accessible than [[eltex]] {{RoyaltyIcon}} for increasing [[psychic sensitivity]]. It is much more reliably obtained both generally and at high qualities, its boost to sensitivity is multiplicative with all other buffs except [[blindsight]] {{IdeologyIcon}}, and unlike eltex, bioferrite equipment can provide a respectable amount of armor. Because sensitivity boosts from bioferrite gear multiply with one another, they become proportionally stronger when combined; a pawn can reach in excess of 2000% psychic sensitivity when given all possible boosts, making [[psycast]]ers {{RoyaltyIcon}} or colonists with installed [[psychic harmonizer]]s {{RoyaltyIcon}} exceptionally powerful. Bear in mind that pawns with this level of psychic sensitivity are acutely vulnerable to [[psychic drone]]s, so keeping a way to render them unconscious as needed is a prudent choice - [[cryptosleep casket]]s, [[biosculpter pod]]s {{IdeologyIcon}} (any cycle will do) or even [[Anesthetic|anesthetizing]] them as needed will all work for this purpose.&lt;br /&gt;
&lt;br /&gt;
As a building material, bioferrite has exactly twice the HP of [[steel]] and is the third most durable material in the game behind plasteel and [[uranium]]. Each unit of bioferrite is 62.5% the silver value of a unit of [[wood]], which can help with [[wealth management]]. Bioferrite is [[flammable]].&lt;br /&gt;
&lt;br /&gt;
Due to the 85% rest effectiveness of bioferrite, which is lower than any other material, it is a suitable material for prison beds. An awful bioferrite bed has a rest effectiveness of 73%, even lower than a sleeping spot. This causes prisoners to spend more time asleep, prolonging their prison break interval while avoiding the mood debuff when sleeping on the floor.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite plating]] is ugly, making it it ill-suited for use outside of containment cells. Bioferrite also has a mighty {{Bad|x25%}} penalty to beauty when used for art other than [[void sculpture]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acquisition analysis ===&lt;br /&gt;
In general, the daily amount of gained bioferrite should be weighed carefully against the ease of handling various entity escapes.&lt;br /&gt;
&lt;br /&gt;
[[Fleshmass nucleus|Fleshmass nuclei]] and [[nociosphere]]s never escape and provide large amounts of bioferrite generation, so long as they are consistently suppressed. Both provide other benefits while being contained by a colony.&lt;br /&gt;
&lt;br /&gt;
[[Noctol]]s, [[gorehulk]]s, and [[chimera]]s provide ~3-3.2 bioferrite per day, and are relatively easy to subdue during an escape attempt. [[Toughspike]]s provide slightly less bioferrite, but are more common and can be crippled through frostbite to ensure they are incapable of moving (described further below). They provide more per day than [[ghoul]]s, [[fingerspike]]s, and [[sightstealer]]s, all while not being a significant leap in combat risk.&lt;br /&gt;
&lt;br /&gt;
[[Shambler]]s grant bioferrite equal to their [[Body_Size|body size]], or what their bioferrite generation was before if a reanimated entity. The vast majority of shamblers will provide less bioferrite than a toughspike. Body size 3+ shamblers are also some of the most fearsome wildlife- megasloths, thrumbo, elephants, and rhinoceros. &lt;br /&gt;
&lt;br /&gt;
Although a single [[revenant]] provides double the daily bioferrite of a toughspike, an escaped Revenant will likely require the attention of the entire colony, while a single escaped toughspike can typically be downed by a handful of colonists or a single ghoul. [[Devourer]]s' swallow attack makes them more dangerous during an escape than smaller entities, but not so dangerous as to make keeping them unwise.&lt;br /&gt;
&lt;br /&gt;
[[Trispike]]s and [[bulbfreak]]s die shockingly easily when damaged and split into smaller fleshbeasts on death, which usually reduces their bioferrite generation as not all the spawned fleshbeasts are likely to survive the resulting combat.&lt;br /&gt;
&lt;br /&gt;
[[Harbinger tree]]s are an inefficient source of bioferrite, but they can serve as supplementary or reserve source in a pinch.&lt;br /&gt;
&lt;br /&gt;
==== Immobilizing entities ====&lt;br /&gt;
Entities that are incapable of movement will never attempt to escape, making long-term containment a risk-free proposition. Nearly all entity types possess an anatomy similar to humans - such as a spine and legs - and can thus be rendered immobile through the destruction of the relevant body parts.&lt;br /&gt;
&lt;br /&gt;
This is difficult for most entities, but notably for the purposes of farming, [[fleshbeast]]s in particular are vulnerable to hypothermia at temperatures below {{Temperature|-40}}. Carefully subjecting toughspikes to hypothermia to the point where they develop frostbite, and then tending the resulting bleeding, can allow a player to remove all of their limbs without killing the toughspike. This renders the toughspikes immobile, and thus unable to escape. Toughspikes are chosen as they are vulnerable to cold temperatures, provide more bioferrite than fingerspikes, and all other varieties of fleshbeasts will split when subjected to frostbite.&lt;br /&gt;
&lt;br /&gt;
A containment room with 8 holding platforms filled with immobilized toughspikes connected to a [[bioferrite harvester]] will provide 16 bioferrite per day, with no risk of escapes. [[Holding spot]]s can be used in place of holding platforms in order to save on materials.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bioferrite a.png|One bioferrite&lt;br /&gt;
Bioferrite b.png|Partial stack&lt;br /&gt;
Bioferrite c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bioferrite&amp;diff=162948</id>
		<title>Bioferrite</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bioferrite&amp;diff=162948"/>
		<updated>2025-07-01T16:49:31Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: /* Analysis */ general rewrite; condensing and cleaning. also take this opportunity to replace &amp;quot;nuggeting&amp;quot; with &amp;quot;immobilizing&amp;quot;, which is both more descriptive (since it's not a slang term) and generally sucks less&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|metallic&lt;br /&gt;
| name = Bioferrite&lt;br /&gt;
| image = Bioferrite c.png&lt;br /&gt;
| description = An exotic metal-like fibrous substance with both organic and metallic properties. Bioferrite is produced by microscopic mechanites as they process organic material. In cases of disordered mechanite behavior, this happens in a chaotic, cancer-like way.&amp;lt;br&amp;gt;The material is known to interact with some types of psychic flows. If pressurized under specific conditions, bioferrite becomes extremely flammable, making it a useful fuel.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Metal&lt;br /&gt;
| stuff category = Bioferrite, Metallic&lt;br /&gt;
| marketvalue = 0.75&lt;br /&gt;
| beauty = &lt;br /&gt;
| mass base = 0.25&lt;br /&gt;
| stack limit = &lt;br /&gt;
| path cost = &lt;br /&gt;
| rotatable = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 0.25&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| work to build factor = 2.5&lt;br /&gt;
| work to make factor = 2.5&lt;br /&gt;
| max hit points factor = 2&lt;br /&gt;
| flammability factor = 0.75&lt;br /&gt;
| armor - sharp factor = 1.1&lt;br /&gt;
| armor - blunt factor = 0.5&lt;br /&gt;
| armor - heat factor = 0.5&lt;br /&gt;
| insulation - cold factor = 2.5&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee sharp damage factor = 1.3 &lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 0.85&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bioferrite&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = &lt;br /&gt;
| color = (100, 80, 80)&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| default color = &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = &lt;br /&gt;
| graphic path = &lt;br /&gt;
| label = &lt;br /&gt;
| parent name = &lt;br /&gt;
| resource readout priority = &lt;br /&gt;
| selectable = &lt;br /&gt;
| slag def = &lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| volume = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Bioferrite'''  is a [[metal]]lic [[material]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=1) Detail needed 2) When sufficient detail, consider adding Acquisition optimisation to analysis}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table}}&lt;br /&gt;
Bioferrite can be extracted from [[Entities]] securely held in [[Holding spot]]s or [[Holding platform]]s using a [[Bioferrite harvester]], amounts are as described in the following table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center sortable}}&lt;br /&gt;
! Entity&lt;br /&gt;
! Bioferrite Per Day&lt;br /&gt;
|-&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| 0&amp;lt;br&amp;gt;(15 upon chopping){{Check Tag|Growth|Rewrite to be based a ranged on growth and growth when fed}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Shambler]]&lt;br /&gt;
| 0.2-4.0&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Body size dependent)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ghoul]]&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Fingerspike]]&lt;br /&gt;
| 1.2&lt;br /&gt;
|-&lt;br /&gt;
! [[Sightstealer]]&lt;br /&gt;
| 1.6&lt;br /&gt;
|-&lt;br /&gt;
! [[Trispike]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Toughspike]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| 2.0-4.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Gorehulk]]&lt;br /&gt;
| 3 &lt;br /&gt;
|-&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| 3.23&lt;br /&gt;
|-&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Bulbfreak]]&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| 7.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
100 bioferrite is included in &amp;quot;The Anomaly&amp;quot; starting scenario. &lt;br /&gt;
&lt;br /&gt;
{{Transmute Steel Acquisition Note}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Equipment made of bioferrite as the [[stuff]] material has additional effects beyond the normal statistical effects of the material. These effects scale with the [[quality]] of the item made. Note that items that merely include bioferrite in the recipe, and do not use it as the stuff material, such as the [[ceremonial hood]]  do not offer these effects.&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply a multiplier to the wearer's psychic sensitivity. These multipliers stack multiplicatively with one another and with other bonuses from [[eltex]]{{RoyaltyIcon}} items {{Check Tag|Prestige?|Prestige armor implements it bonus differently, check how it stacks}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Psychic Sensitivity&lt;br /&gt;
| ×1.06&lt;br /&gt;
| ×1.08&lt;br /&gt;
| ×1.1&lt;br /&gt;
| ×1.13&lt;br /&gt;
| ×1.15&lt;br /&gt;
| ×1.17&lt;br /&gt;
| ×1.20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a pawn with a base psychic sensitivity of 100%, a [[psychic sensitizer]]{{RoyaltyIcon}}, a normal [[eltex shirt]]{{RoyaltyIcon}}, and a bioferrite item of normal, good, and excellent quality, would result in a psychic sensitivity of:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic sensitivity''' = ((100% + 25%) + 8.3%) * 1.1 * 1.13 * 1.15 = {{%|((1 + 0.25) + 0.083) * 1.1 * 1.13 * 1.15 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply an offset to both [[neural heat limit]] and [[neural heat recovery rate]]{{RoyaltyIcon}}, which stacks additively. Note that the heat limit bonus stacks with the bonus to the limit from the increased psychic sensitivity, however due to the sensitivity bonus' multiplicative nature the total bonus cannot be easily quantified without assuming what other bonuses to sensitivity a pawn may have. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Neural Heat Limit&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! Neural Heat Recover Rate&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Bioferrite can be used as a material for [[stuff]]able items with the [[Metallic]] stuff tag. Bioferrite is also the only &amp;quot;Bioferrite&amp;quot; material for [[stuffable]] items, allowing the requirement of bioferrite in the recipe but also allowing them to gain the psychic benefits detailed above. This affects the following items:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Stuff Tags::~*ioferrit*]]&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Icon List&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bioferrite can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
Bioferrite is used to refuel the following:&lt;br /&gt;
* [[Atmospheric heater]]s, at a rate of {{Icon Small|Bioferrite||~6-8}}/day.&lt;br /&gt;
* [[Bioferrite generator]]s, at a rate of {{Icon Small|Bioferrite||6}}/day.&lt;br /&gt;
* [[Disruptor flare pack]]s, at a rate of {{Icon Small|Bioferrite||5}}/charge.&lt;br /&gt;
* [[Hellcat rifle]] mini-burner charges, at a rate of {{Icon Small|Bioferrite||10}}/charge.&lt;br /&gt;
* [[Incinerator]] burner charges, at a rate of {{Icon Small|Bioferrite||10}}/charge.&lt;br /&gt;
&lt;br /&gt;
Bioferrite is consumed by the following [[psychic rituals]]:&lt;br /&gt;
* [[Blood rain]], at a cost of {{Icon Small|Bioferrite||60}}.&lt;br /&gt;
* [[Chronophagy]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Draw animals]], at a cost of {{Icon Small|Bioferrite||10}}.&lt;br /&gt;
* [[Draw fleshbeasts]], at a cost of {{Icon Small|Bioferrite||50}}.&lt;br /&gt;
* [[Draw shamblers]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Neurosis pulse]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Pleasure pulse]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Provoke pit gate]], at a cost of {{Icon Small|Bioferrite||75}}.&lt;br /&gt;
* [[Psychophagy]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Skip abduction]], at a cost of {{Icon Small|Bioferrite||60}}.&lt;br /&gt;
&lt;br /&gt;
The following operations require bioferrite:&lt;br /&gt;
* [[Bliss lobotomy]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Ghoul|Ghoul infusion]], at a cost of {{Icon Small|Bioferrite||30}} and {{Icon Small|Shard||1}} [[shard]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Bioferrite_psychic_sensitivity_stack.png|right| Max psy sensitivity]]&lt;br /&gt;
Bioferrite is an excellent for [[stuffable]] sharp melee weapons. It is most easily considered a sidegrade to [[plasteel]]; bioferrite weapons deal more damage per hit and boasts higher {{AP}}, but plasteel weapons attack 20% more quickly. The choice of which to use for any given fighter should be made on a case-by-case basis depending on their needs. Keep in mind that ultratech melee weapons such as [[monosword]]s {{RoyaltyIcon}} will still typically beat out both plasteel and bioferrite weapons of comparable item quality.&lt;br /&gt;
&lt;br /&gt;
From a statistical perspective, bioferrite is the strongest material for [[spike trap]]s. With a melee damage of 26 and AP of 39%, it deals more damage against all enemies than plasteel traps. It's also more durable and less flammable than [[wood]] traps. However, although bioferrite is ostensibly easy to obtain if you have captured some entities, production is typically quite slow without extensive containment facilities; single-use spike traps are thus a comparatively frivolous use for the material, especially for colonies that make extensive use of [[psychic ritual]]s.&lt;br /&gt;
&lt;br /&gt;
Bioferrite is typically more accessible than [[eltex]] {{RoyaltyIcon}} for increasing [[psychic sensitivity]]. It is much more reliably obtained both generally and at high qualities, its boost to sensitivity is multiplicative with all other buffs except [[blindsight]] {{IdeologyIcon}}, and unlike eltex, bioferrite equipment can provide a respectable amount of armor. Because sensitivity boosts from bioferrite gear multiply with one another, they become proportionally stronger when combined; a pawn can reach in excess of 2000% psychic sensitivity when given all possible boosts, making [[psycast]]ers {{RoyaltyIcon}} or colonists with installed [[psychic harmonizer]]s {{RoyaltyIcon}} exceptionally powerful. Bear in mind that pawns with this level of psychic sensitivity are acutely vulnerable to [[psychic drone]]s, so keeping a way to render them unconscious as needed is a prudent choice - [[cryptosleep casket]]s, [[biosculpter pod]]s {{IdeologyIcon}} (any cycle will do) or even [[Anesthetic|anesthetizing]] them as needed will all work for this purpose.&lt;br /&gt;
&lt;br /&gt;
As a building material, bioferrite has exactly twice the HP of [[steel]] and is the third most durable material in the game behind plasteel and [[uranium]]. Each unit of bioferrite is 62.5% the silver value of a unit of [[wood]], which can help with [[wealth management]]. Bioferrite is [[flammable]].&lt;br /&gt;
&lt;br /&gt;
Due to the 85% rest effectiveness of bioferrite, which is lower than any other material, it is a suitable material for prison beds. An awful bioferrite bed has a rest effectiveness of 73%, even lower than a sleeping spot. This causes prisoners to spend more time asleep, prolonging their prison break interval while avoiding the mood debuff when sleeping on the floor.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite plating]] is ugly, making it it ill-suited for use outside of containment cells. Bioferrite also has a mighty {{Bad|x25%}} penalty to beauty when used for art other than [[void sculpture]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acquisition analysis ===&lt;br /&gt;
In general, the daily amount of gained bioferrite should be weighed carefully against the ease of handling various entity escapes.&lt;br /&gt;
&lt;br /&gt;
[[Fleshmass nucleus|Fleshmass nuclei]] and [[nociosphere]]s never escape and provide large amounts of bioferrite generation, so long as they are consistently suppressed. Both provide other benefits while being contained by a colony.&lt;br /&gt;
&lt;br /&gt;
[[Noctol]]s, [[gorehulk]]s, and [[chimera]]s provide ~3-3.2 bioferrite per day, and are relatively easy to subdue during an escape attempt. [[Toughspike]]s provide slightly less bioferrite, but are more common and can be crippled through frostbite to ensure they are incapable of moving (described further below). They provide more per day than [[ghoul]]s, [[fingerspike]]s, and [[sightstealer]]s, all while not being a significant leap in combat risk.&lt;br /&gt;
&lt;br /&gt;
[[Shambler]]s grant bioferrite equal to their [[Body_Size|body size]], or what their bioferrite generation was before if a reanimated entity. The vast majority of shamblers will provide less bioferrite than a toughspike. Body size 3+ shamblers are also some of the most fearsome wildlife- megasloths, thrumbo, elephants, and rhinoceros. &lt;br /&gt;
&lt;br /&gt;
Although a single [[revenant]] provides double the daily bioferrite of a toughspike, an escaped Revenant will likely require the attention of the entire colony, while a single escaped toughspike can typically be downed by a handful of colonists or a single ghoul. [[Devourer]]s' swallow attack makes them more dangerous during an escape than smaller entities, but not so dangerous as to make keeping them unwise.&lt;br /&gt;
&lt;br /&gt;
[[Trispike]]s and [[bulbfreak]]s die shockingly easily when damaged and split into smaller fleshbeasts on death, which usually reduces their bioferrite generation as not all the spawned fleshbeasts are likely to survive the resulting combat.&lt;br /&gt;
&lt;br /&gt;
[[Harbinger tree]]s are an inefficient source of bioferrite, but they can serve as supplementary or reserve source in a pinch.&lt;br /&gt;
&lt;br /&gt;
==== Immobilizing entities ====&lt;br /&gt;
Entities that are incapable of movement will never attempt to escape, making long-term containment a risk-free proposition. Nearly all entity types possess an anatomy similar to humans - such as a spine and legs - and can thus be rendered immobile through the destruction of the relevant body parts.&lt;br /&gt;
&lt;br /&gt;
This is difficult for most entities, but notably for the purposes of farming, [[fleshbeast]]s in particular are vulnerable to hypothermia at temperatures below {{Temperature|-40}}. Carefully subjecting toughspikes to hypothermia to the point where they develop frostbite, and then tending the resulting bleeding, can allow a player to remove all of their limbs without killing the toughspike. This renders the toughspikes immobile, and thus unable to escape. Toughspikes are chosen as they are vulnerable to cold temperatures, provide more bioferrite than fingerspikes, and all other varieties of fleshbeasts will split when subjected to frostbite.&lt;br /&gt;
&lt;br /&gt;
A containment room with 8 holding platforms filled with immobilized toughspikes connected to a [[bioferrite harvester]] will provide 16 bioferrite per day, with no risk of escapes. [[Holding spot]]s can be used in place of holding platforms in order to save on materials.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bioferrite a.png|One bioferrite&lt;br /&gt;
Bioferrite b.png|Partial stack&lt;br /&gt;
Bioferrite c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=162839</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=162839"/>
		<updated>2025-06-26T06:52:02Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: /* Thrones and Bedrooms */ specify that anomaly buildings will invalidate throne rooms. so much for my &amp;quot;throne next to the monolith, ritual spot in front&amp;quot; idea :p&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Rewrite|reason=Restore lost content from major rewrite ([https://rimworldwiki.com/index.php?title=Titles&amp;amp;oldid=110606 see old])}}&lt;br /&gt;
'''Titles''' are a mechanic introduced in the [[Royalty]] DLC, representing power and prestige from the [[Empire]]. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Summary == &lt;br /&gt;
Titles are obtained by spending '''Honor''', the currency of the Royalty system. Honor is offered as a [[quest]] reward, or can be purchased from Royal Tribute Collector caravans in exchange for either [[gold]] or [[prisoners]]. &lt;br /&gt;
&lt;br /&gt;
Titles come with demands. From the title of Acolyte onwards, the title holder will start to demand certain apparel, a proper throne room, and more prestigious bedrooms. There are also limits on [[recreation]]. Empire guests and colonists with certain [[traits]] will be ''conceited'' and have more demands. In exchange, the empire will grant increasing levels of [[Psylink]], and give you access to [[#Permits|Permits]].&lt;br /&gt;
&lt;br /&gt;
Titles are retained if you become [[goodwill|hostile]] to the [[empire|empire faction]], though using permits is disabled until relations are restored. Titles can be renounced at the pawn's Bio screen.&lt;br /&gt;
&lt;br /&gt;
'''Special Traits:'''&lt;br /&gt;
* [[Ascetic]]s do not have royal demands, overriding the clothing and bedroom needs entirely. They'll need a throne in an enclosed room, but do not care if throne requirements are unmet. However, their throne room's Impressiveness will affect their mood, positively or negatively. Note that Ascetics will need to meet throne requirements to get their title, and that the [[Psyfocus#Dignified|meditation effectiveness]] of the throne remains improved by meeting the title requirements.&lt;br /&gt;
* Pawns with the [[Nudist]] and [[Cannibal (Trait)|Cannibal]] traits prefer being nude or eating human meat over their title requirements.&lt;br /&gt;
* [[Slaves]]{{IdeologyIcon}} can be given Honor, and will rank up as usual, with the same clothing and room requirements. However, they are unable to use permits, and slavery overrides conceited pawns' inability to work. There is a bug where slaves in a [[caravan]] can use their permits.{{Check Tag|Check for 1.4}}&lt;br /&gt;
&lt;br /&gt;
=== Conceited pawns ===&lt;br /&gt;
{{Stub|section=1|reason=What happens when you disable Abrasive with the Kind gene on pawns who are only Conceited because of the Abrasive trait}}&lt;br /&gt;
Pawns that are guests from, or are recruited from, the [[Empire]] faction, and those with the [[Greedy]], [[Jealous]], or [[Abrasive]] traits, are Conceited and will have greater royal demands. They will refuse to do work of certain types, and will only normally only eat certain types of food. {{Check Tag|Clarification needed| Will they eat it if fed given it as a prisoner? Will they eat it if fed it as a patient?}} Conceited nobles that eat food not in their allowed list will receive {{Thought|desc=That meal was below my station. My title's formal requirements should always be respected.|label=Ate low-class food|value=-8|duration=1}}. Note that conceited pawns will only automatically eat low-class food if they are starving, or if the player orders them. Also note that [[hemogen pack]]s{{BiotechIcon}} count as food for this purpose, even when being consumed for [[hemogen]]{{BiotechIcon}} and not [[saturation]].&lt;br /&gt;
&lt;br /&gt;
Barons or Archons (and higher) will replace their regular [[Mood#Expectation moodlets|expectation moodlets]] with a {{--|6}} and {{--|12}} penalty, respectively.&lt;br /&gt;
&lt;br /&gt;
The game will show a popup warning if you attempt to give a conceited pawn royal honor.&lt;br /&gt;
&lt;br /&gt;
===Honor===&lt;br /&gt;
Honor is a direct reward for empire [[quest]]s that gives access to the empire's titles. Selling gold,  prisoners, or  [[slave]]s{{IdeologyIcon}} to a [[royal tribute collector]] also gives Honor. The pawn that does the selling gets the honor.&lt;br /&gt;
[[Skills#Social|Social]] skill or other social factors do not affect honor gain, but the pawn has to be [[Incapable|capable]] of Social in order to initiate trade.&lt;br /&gt;
&lt;br /&gt;
*Selling [[prisoner]]s or slaves gives 3 honor per pawn. They must be able to walk while being sold, but no other qualities matter. This gives the regular penalties for selling humans.&lt;br /&gt;
**It is possible to use the [[painblock]] psycast to temporarily make a pawn mobile, then rescue the now-Empire pawn for a [[goodwill]] boost.&lt;br /&gt;
*[[Gold]] gives 0.015 point of Honor per gold item, rounded down. Therefore, the amount of gold per honor:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Spent !! Honor || Equiv. Market Value&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 67 &lt;br /&gt;
| 1 || {{#expr: {{Q|Gold|Market Value Base}}*67}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 134 &lt;br /&gt;
| 2 || {{#expr: {{Q|Gold|Market Value Base}}*134}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 200 &lt;br /&gt;
| 3 || {{#expr: {{Q|Gold|Market Value Base}}*200}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bestowing ceremony ==&lt;br /&gt;
{{see also|Quests#Noble_Ceremony{{!}}Quests}}&lt;br /&gt;
The lowest title, Freeholder, is automatically 'purchased' as soon as a pawn earns his first point of Honor. Any further titles must be obtained through the bestowing ceremony.&lt;br /&gt;
&lt;br /&gt;
A colonist with enough honor for a new title can accept the received quest to invoke the [[Empire#Bestower|bestower]], a ceremonial priest-like figure who arrives by [[shuttle]] with a retinue of guards. To accept the quest, the pawn to be bestowed must have a throne room that meets the requirements, even if they themselves do not care about it. There is no room requirement for Freeholder and Novice ranks. The bestowing ceremony will be performed in the throne room assigned to the pawn to be bestowed upon. If the throne room no longer meets requirements, or is unassigned from the pawn, then the quest will fail and the bestower will return home. If no such room is available, the bestower will instead attempt to find a [[party spot]] and failing that pick a social gathering spot.{{Check Tag|Confirm Social Spot|Party spot is right, needs more testing to verify whether they target social gathering spots}} The ceremony itself gives the psylink upgrade and title. The bestower carries 2 [[psylink neuroformer]]s; if you wish, you may [[down]], arrest, or kill the bestower to steal them. Bestowers will leave if they are exposed to dense{{Check Tag|Detail needed|Define: Dense}} [[tox gas]] or [[rot stink]].&lt;br /&gt;
&lt;br /&gt;
If the quest fails for any reason except promotion to a higher rank, it will reoccur after a period of time.{{Check Tag|How long}}&lt;br /&gt;
&lt;br /&gt;
If you receive enough honor to qualify for a higher title, then the lower title's bestowing ceremony will be skipped entirely. Note that this can result in lost opportunities to gain honor from the skipped ceremonies, but you will still receive all of the missed psycasts that you would have gotten if you hadn't skipped the lower titles.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, up to a maximum of 3 honor at &amp;gt;90% quality. Quality is determined by participant count and room impressiveness. This is independent from the actual outcome.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Ritual Quality&lt;br /&gt;
!0%&lt;br /&gt;
!30%&lt;br /&gt;
!60%&lt;br /&gt;
!90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BestowingCeremony.jpg|A bestower granting the Archon rank to a pawn.&lt;br /&gt;
BestowingCeremonyDeparture.jpg|Bestower and guards leaving on shuttle after granting a title.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inheritance ===&lt;br /&gt;
Titles from Acolyte onwards are able to be inherited. Heirs are automatically assigned, with additional weight towards spouses. They can be changed from a [[comms console]]; in order for heirs to actually change, you must complete a monument [[quest]]. Failure to complete the quest in time gives a [[goodwill]] penalty and causes no change.&lt;br /&gt;
&lt;br /&gt;
When a noble dies, the heir will automatically gain the Freeholder title, if they didn't already have honor. They must begin a bestowing ceremony to obtain their proper rank. Should the noble be [[Resurrector mech serum|resurrected]], the title is lost, even if the bestowing ceremony hasn't begun yet.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
For a full list of titles and their requirements, see the [[#Table of requirements|Table of requirements]].&lt;br /&gt;
&lt;br /&gt;
*'''Freeholder (1 honor):''' The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.&lt;br /&gt;
*'''Novice (7 honor):''' The Imperial title of novice is held by those who have recently been initiated into the ranks of the psychic cult. It gives the holder the right to use low-level psychic abilities as part of their learning. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as novices.&lt;br /&gt;
*'''Acolyte (13 honor):''' The title of acolyte is the first title of senior learners in the psychic cult, and encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their liege as an advisor.&lt;br /&gt;
*'''Knight/Dame (21 honor):''' The title of knight is held by agents of the psychic cult who have fully passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected warriors, advisors, or commanders. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.&lt;br /&gt;
*'''Praetor (31 honor):''' The title of praetor is denotes{{Sic}} a member of the psychic cult who carries out field mission in a more senior role than a mere knight. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest independent combat units - terrestrial troop cohorts, or space-borne destroyers or combat groups.&lt;br /&gt;
*'''Baron/Baroness (45 honor):''' The title of baron is the lowest of the psychic lords who can act as a semi-independent ruler. Most barons are subordinate to a higher lord. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.&lt;br /&gt;
*'''Archon (65 honor):''' The title of archon is middle rank among the independent members of the psychic cult. In peacetime, an archon may rule to a city or colony. A successful archon might have a small personal fleet, possibly including capital ships.&lt;br /&gt;
&lt;br /&gt;
===Unobtainable===&lt;br /&gt;
&lt;br /&gt;
These titles cannot be obtained without the use of mods.&lt;br /&gt;
&lt;br /&gt;
*'''Dominus:''' The Imperial title of dominus is the highest of the middle-ranked independent rulers. In the Empire, domini control provinces, mega-cities, or moons. At war, a dominus can field a division-level force, or a fleet with capital ships and dozens of support craft.&lt;br /&gt;
*'''Consul:''' The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures. (Note: Consul is only obtainable if Stellarch is converted to your colony as a colonist.)&lt;br /&gt;
*'''Stellarch:''' The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.&lt;br /&gt;
*'''Emperor/Empress:''' The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power. (Note: The emperor is never seen in the normal game.)&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
For a full list of requirements per title, see [[#Table of requirements|Table of requirements]].&lt;br /&gt;
&lt;br /&gt;
=== Thrones and Bedrooms ===&lt;br /&gt;
Titles of Acolyte and above require a throne room and separate bedrooms. Both rooms must be fully [[floor]]ed, and higher ranks will require all fine floors. As with non-titled pawns, couples can share a bedroom without penalty, regardless of either partners level of nobility. Unlike non-titled pawns however, nobles will object to sharing a room with a [[baby]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Any number of nobles can share a throne room, though they need individual thrones. A [[Circadian half-cycler]] does not negate the desire for a bedroom, though pawns won't sleep in it. &lt;br /&gt;
&lt;br /&gt;
As the titles increase in honor, so does the minimum requirement. Greater titles have an increasing minimum # of floor tiles, Impressiveness, and require specific furniture.&lt;br /&gt;
&lt;br /&gt;
For the purposes of the throne room requirement, they cannot have beds, workstations, ritual buildings from [[Ideology]] {{IdeologyIcon}}, or any building under the [[Biotech]] {{BiotechIcon}} or [[Anomaly]] {{AnomalyIcon}} tabs. However, they can function as Impressive recreation and dining rooms, giving your entire colony a mood buff. The [[meditation throne]] itself also functions as a chair, but the [[grand meditation throne]] can only be used for meditation and [[television]] watching.&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]] pawns do not have to meet bedroom requirements at all. They won't care if their throne doesn't meet requirements. However, they must have a suitable throne room to actually receive their title, and they will have reduced [[psyfocus]] from a throne if requirements aren't met.&lt;br /&gt;
&lt;br /&gt;
=== Clothing requirements ===&lt;br /&gt;
Nobles of a rank that desire clothing will experience a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-specific apparel''&amp;quot; [[thought]] to their mood if any of their requirements are not met. For ranks that require a specific [[quality]], a separate stacking a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-quality apparel''&amp;quot; thought is applied if the items worn are not of the required quality.&lt;br /&gt;
&lt;br /&gt;
Clothing requires that a noble is ''covered'' in suitable apparel, i.e. that all body parts have an associated apparel. For example, Archons (and below) can suffice with a [[cape]] and any suitable headgear, or the combination of headgear and [[formal shirt]], [[formal vest]] / [[corset]], and [[prestige robe]].&lt;br /&gt;
&lt;br /&gt;
The [[Nudist]] trait{{Check Tag|Precept?|Do the nudist precepts override this requirement as well?}} overrides the clothing requirement, and Ascetic pawns ignore it.&lt;br /&gt;
&lt;br /&gt;
===Food requirements===&lt;br /&gt;
Conceited nobles will refuse to eat certain foods, with fewer items being acceptable as the ranks increase. In general, all conceited nobles can eat [[lavish meal]]s, [[milk]], and other delicacies like [[insect jelly]] and [[chocolate]]. Ranks lower than Baron can eat [[fine meal]]s normally. If a noble is starving, then they will eat the meal at a {{--|7}} mood penalty. Non-conceited nobles have no such restrictions.&lt;br /&gt;
&lt;br /&gt;
Conceited [[Cannibal (Trait)|Cannibal]] nobles can eat [[human meat]] without penalty, and gain the normal positive moodlets from doing so. However, they still refuse to eat improper meals that include human meat, and when eating said meals, they will ''not'' get the benefit from the Cannibal trait. [[Sanguophages]] {{BiotechIcon}} and other Hemogenic nobles can bloodfeed, but can't consume [[hemogen pack]]s.&lt;br /&gt;
&lt;br /&gt;
===Work restrictions===&lt;br /&gt;
Conceited nobles will refuse to do certain work types; the restriction increases with each title. Conceited pawns up to Archon will continue to do Doctor, Warden, Art, and Research work, but higher ranks can't do anything outside of combat. Non-conceited nobles have no such restrictions, as are nobles who are [[slaves|enslaved]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Psylink===&lt;br /&gt;
{{Main|Psycasts}}&lt;br /&gt;
Every title, from Novice onward, grant an increase of 1 [[Psylink]] level. If a pawn already matches their title's respective level (from [[psylink neuroformer]]s or [[anima tree]] linking), then no new levels will be given.&lt;br /&gt;
&lt;br /&gt;
The bestower will implant a [[psylink neuroformer]] during the noble's bestowing ceremony, but they come with two. It is possible to arrest the bestower for an extra level, but this makes the empire faction hostile to you. If they are [[downed]] for other reasons (like [[heatstroke]]), you will still lose [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Nobles that have reached Acolyte or higher will gain access to '''Permits'''. One permit is awarded for every title from Acolyte onwards, for a maximum of five permits for Archons. Higher titles will give access to stronger permits. These can include item drops, immediate support, or even direct bombardments. Permits have a cooldown; if used during it, there is an Honor cost. A pawn can't demote themselves to use a permit again.&lt;br /&gt;
&lt;br /&gt;
Once picked, permits stay with your pawn, and can't be freely changed. You can return all permits and re-assign them again; this costs 8 honor ''and'' the costs of any permit currently in cooldown. New permits won't have a cooldown, as the cost has been paid.&lt;br /&gt;
&lt;br /&gt;
You can't use permits if the [[empire]] faction is hostile from you. [[Slave|Enslaved]]{{IdeologyIcon}} nobles and guests from the [[Empire]] are also unable to use permits. If an NPC noble is captured, they will come with randomly assigned permits.&lt;br /&gt;
&lt;br /&gt;
Permits are lost when titles are, such as upon revocation and death, inheritance, and resurrection.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permit Name !! Prerequisite !! Cooldown&amp;lt;br&amp;gt;(Days) !! Honor Cost&amp;lt;Br&amp;gt;&amp;lt;small&amp;gt;(to ignore cooldown)&amp;lt;/small&amp;gt; !! Description !! data-sort-type=number | Equiv. Value&lt;br /&gt;
|- id=&amp;quot;Call transport shuttle&amp;quot;&lt;br /&gt;
|'''Call transport shuttle''' || data-sort-value=3|Knight/Dame || 40  || 8 || Call a one-way [[shuttle]] for your own use, which will transport colonists, items, and animals up to 70 tiles away.&amp;lt;br&amp;gt;The shuttle can hold a total of 1000kg on a loaded map, but as of 1.2.2900 it ignored this weight limit for [[caravan]]s. || ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer team&amp;quot;&lt;br /&gt;
|'''Call laborer team''' || data-sort-value=2|Acolyte ||  60  || 4 || Call a group of 4 [[Empire#Laborer|laborers]] to assist you for 4 days. They are fully controllable, and their equipment can be changed freely. They are always incapable of violence, animals work, social and research; sometimes other tasks are restricted by backstories. Each laborer death nominally causes a loss of 12 goodwill but this is not actually applied as of 1.4.3704. When downed or killed, laborers deduct [[Raid_points#Adaption_factor|adaptation days]] as if they were full colonists. Useful for menial labor, but also no worse in combat than any other violence-incapable meat shield, with the added advantages of being perfectly expendable and occasionally having [[Empire#Xenotypes|robust or pain-resistant xenotypes]]. || ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer gang&amp;quot;&lt;br /&gt;
|'''Call laborer gang''' || data-sort-value=6|Count&amp;lt;br&amp;gt;[[#Call laborer team|Laborer Team]]|| 60 || 8 || As ''Call laborer team'', but twice the headcount.&amp;lt;br&amp;gt;Loses access to laborer team.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call aerodrone strike&amp;quot;&lt;br /&gt;
|'''Call aerodrone strike''' || data-sort-value=3|Knight/Dame || 45 || 6 || Call a single-impact aerodrone strike at a target position. 45 tile range, 3 tile miss radius, 8 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. || {{icon Small|silver||{{Q|Doomsday rocket launcher|Market Value Base}}}}{{ref label|Equiv|*}}&lt;br /&gt;
|- id=&amp;quot;Call aerodrone salvo&amp;quot;&lt;br /&gt;
|'''Call aerodrone salvo''' ||  data-sort-value=4|Praetor &amp;lt;br&amp;gt; [[#Call aerodrone strike|Aerodrone Strike]]|| 60 || 8 || Call an extended salvo of aerodrone strikes around a target position. 45 tile range, 8 tile miss radius, 6 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. 6 rounds with {{ticks|60}} between them.&amp;lt;br&amp;gt;Loses access to aerodrone strike|| {{icon Small|silver||{{Q|Orbital bombardment targeter|Market Value Base}}}}{{ref label|Equiv2|*}}&lt;br /&gt;
|- id=&amp;quot;Call trooper squad&amp;quot;&lt;br /&gt;
|'''Call trooper squad''' || data-sort-value=2|Acolyte  || 40 || 4 || Call a group of 4 light [[Empire#Trooper|troopers]] to aid you in battle, who can't be controlled. They will refuse to attack pawns that are not enemies to the Empire.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call janissary squad&amp;quot;&lt;br /&gt;
|'''Call janissary squad''' || data-sort-value=4|Praetor || 50 || 6 || Call a group of 4 professional [[Empire#Janissary|janissaries]] to aid you in battle. As troopers otherwise.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call cataphract squad&amp;quot;&lt;br /&gt;
|'''Call cataphract squad''' || data-sort-value=6|Count/Countess&amp;lt;br&amp;gt; [[#Call Janissary Squad|Janissaries]] || 60 || 8 || Call a group of 4 heavy [[Empire#Cataphract|cataphracts]] to aid you in battle. As troopers otherwise.&amp;lt;br&amp;gt;Loses access to janissary squad.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Steel drop&amp;quot;&lt;br /&gt;
|'''Steel drop''' || data-sort-value=2|Acolyte || 45 || 4 || Call for a drop of 250 [[steel]]. || {{icon Small|silver||{{#expr:{{Q|steel|Market Value Base}}*250}}}}&lt;br /&gt;
|- id=&amp;quot;Glitterworld medicine drop&amp;quot;&lt;br /&gt;
|'''Glitterworld medicine drop''' || data-sort-value=5|Baron/Baroness || 45 || 8 || Call for a drop of 5 [[glitterworld medicine]]. || {{icon Small|silver||{{#expr:{{Q|glitterworld medicine|Market Value Base}}*5}}}}&lt;br /&gt;
|- id=&amp;quot;Silver drop&amp;quot;&lt;br /&gt;
|'''Silver drop'''  || data-sort-value=3|Knight/Dame || 45 || 6 ||Call for a drop of 500 [[silver]]. || {{icon Small|silver||500}}&lt;br /&gt;
|- id=&amp;quot;Food drop&amp;quot;&lt;br /&gt;
|'''Food drop''' || data-sort-value=2|Acolyte  || 45 || 4 || Call for a drop of 20 [[packaged survival meal]]s.|| {{icon Small|silver||{{#expr:{{Q|packaged survival meal|Market Value Base}}*20}}}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Equiv|*}} Roughly equivalent to a [[Doomsday rocket launcher]]&lt;br /&gt;
:{{note|Equiv2|*}} Inferior, but most closely equivalent, to an [[Orbital bombardment targeter]]&lt;br /&gt;
&lt;br /&gt;
===Speeches===&lt;br /&gt;
{{Quote|Initiate a speech from the throne. '''&amp;lt;PAWN NAME&amp;gt;''' will go to '''&amp;lt;PAWN POSSESSIVE&amp;gt;''' throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for '''&amp;lt;PAWN NAME&amp;gt;'''. If it goes poorly, the speech will do social damage. The outcome depends on '''&amp;lt;PAWN NAME&amp;gt;''''s social abilities.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
At Praetor rank, Nobles gain the ability to give speeches. This ability is manually triggered by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last {{ticks|10000}} or 4 in-game hours. &lt;br /&gt;
&lt;br /&gt;
A speech grants attendees a [[Mood#Gatherings|moodlet]] and changes the listener's opinion of the speaker, both proportional to the success of the speech:&lt;br /&gt;
*A &amp;quot;Terrible Speech&amp;quot; will grant a -12 negative mood to attendees and a -30 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Uninspiring Speech&amp;quot; will grant a -4 negative mood to attendees and a -15 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Encouraging Speech&amp;quot; will grant a +4 positive mood and a +20 opinion of the speaker. &lt;br /&gt;
* An &amp;quot;Inspirational Speech&amp;quot; grants a +8 to mood and a massive +40 opinion of the speaker. Each listener has a 5% chance of getting an [[inspiration]].&lt;br /&gt;
&lt;br /&gt;
Both [[Skills#Social|Social skill]] and [[Social Impact]] can greatly improve success, but the exact relationship is unknown. Wear [[top hat]]s, [[coronet]]s, and other royal items that increase social impact.&lt;br /&gt;
&lt;br /&gt;
The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is {{ticks|1200000}} or 20 in-game days.  At Baron rank this cooldown is {{ticks|900000}} or 15 in-game days. At Archon rank or higher, this cooldown is {{ticks|600000}} or 10 in-game days.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
A rank of Knight/Dame is required to trade with an empire [[faction base]] or trade caravan.&lt;br /&gt;
&lt;br /&gt;
A rank of Baron/Baroness or higher is required to trade with the empire's [[comms console|trade ships]].&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
{{stub|section=1|reason=Needs more info. Also, link is effectively dead}}&lt;br /&gt;
{{Main|Decree}}&lt;br /&gt;
Nobles will sometimes issue quests with no reward except for a positive moodlet of +6 to the noble when fulfilled under ?? conditions. The noble that issued the decree will experience an increasingly negative moodlet if the quest remains unfulfilled, starting at -?? and increasing by ?? after ??. Conversely, they will experience a positive moodlet of +6 if fulfilled. Decrees demand things such as producing, harvesting, or killing a certain amount of things.&lt;br /&gt;
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.&lt;br /&gt;
&lt;br /&gt;
== Table of requirements ==&lt;br /&gt;
{| {{STDT|sortable c_19 align-right}}&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! {{Good|Capable|noFormat=1}}/{{Bad|Incapable|noFormat=1}} of&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New restrictions in Bold)&amp;lt;/sub&amp;gt; !! Throne Room Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Bedroom Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Food Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! Clothing Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! New Abilities with this Rank&lt;br /&gt;
|- id=&amp;quot;Freeholder&amp;quot;&lt;br /&gt;
! Freeholder &lt;br /&gt;
| 1 || 0 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Yeoman&amp;quot;&lt;br /&gt;
! Novice&lt;br /&gt;
| 6 (7) || 1 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Acolyte&amp;quot;&lt;br /&gt;
! Acolyte &lt;br /&gt;
| 6 (13) || 2 || {{Bad|'''Cleaning'''|noFormat=1}} || '''Area 24, Throne, all floored, Brazier x2'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  One of: '''[[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]'''; AND&amp;lt;br&amp;gt;One of: '''[[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]''' || 1 Permit Point&lt;br /&gt;
|- id=&amp;quot;Knight&amp;quot; &lt;br /&gt;
! id=&amp;quot;Dame&amp;quot; | Knight/Dame &lt;br /&gt;
| 8 (21) || 3 || {{Bad|Cleaning, '''Haul'''|noFormat=1}} || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, Brazier x2, '''Column x2''', '''Harp''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: [[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]] ||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Empire Caravan/Settlements&lt;br /&gt;
|- id=&amp;quot;Praetor&amp;quot;&lt;br /&gt;
! Praetor &lt;br /&gt;
| 10 (31) || 4 || {{Good|'' Cook, Construct, Smith, Handle, Tailor, Craft, Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br/&amp;gt; {{Bad|Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining'''|noFormat=1}} || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, Brazier x2, '''Column x4''', Harp &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: ''[[Top hat]]/[[Ladies hat]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;'''(All apparel must be at least Normal [[quality]])'''&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Give speech once per 20 days&lt;br /&gt;
|- id=&amp;quot;Baron&amp;quot;&lt;br /&gt;
! id=&amp;quot;Baroness&amp;quot; | Baron/Baroness &lt;br /&gt;
| 14 (45) || 5 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft'''|noFormat=1}} || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all [[fine floor|''fine'' floored]]''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Piano suffices, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: '''[[Coronet]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt;Two of: [[Formal shirt]], '''[[Formal vest]]/[[Corset]]'''; OR&amp;lt;br&amp;gt;One of: [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Imperial orbital traders &amp;lt;Br&amp;gt; Speech cooldown reduced to 15 days &amp;lt;Br&amp;gt; Expectations replaced with Noble Expectations if Conceited&lt;br /&gt;
|- id=&amp;quot;Archon&amp;quot; &lt;br /&gt;
! Archon &lt;br /&gt;
| 20 (65) || 6 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft|noFormat=1}} || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all [[fine floor]]ed, Brazier x2, '''Column x6''', Drape x2, '''Piano'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 30, '''Impressiveness 80''', '''All [[fine floor|''fine'' floored]]''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: ''[[Coronet]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: ''[[Cape]]'', [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point  &amp;lt;Br&amp;gt; Speech cooldown reduced to 10 days&amp;lt;Br&amp;gt; Expectations replaced with Royal Expectations if Conceited&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;table c_19 align-right&amp;quot;&lt;br /&gt;
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement&lt;br /&gt;
|-id=&amp;quot;Dominus&amp;quot; &lt;br /&gt;
! Dominus&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | One of: '''[[Stellic crown]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-id=&amp;quot;Consul&amp;quot; &lt;br /&gt;
! Consul&lt;br /&gt;
|-id=&amp;quot;Stellarch&amp;quot;&lt;br /&gt;
! Stellarch&lt;br /&gt;
|-id=&amp;quot;Emperor&amp;quot; &lt;br /&gt;
! id=&amp;quot;Empress&amp;quot; | Emperor/Empress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The royal favor icon is reminiscent of the head of the [[eltex staff]] carried by the [[Empire#Pawns|Bestower]]. This is fitting, since the bestower grants the received titles to the pawn.&lt;br /&gt;
If the map is polluted enough,{{Check Tag|How polluted?}} the bestower will come with a gas mask instead of their usual headgear.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
These are only provided as easily comparable examples - they are not considered ideal or efficient.&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Throneroom.png|'''Acolyte Example Throne Room '''&lt;br /&gt;
File:Room example Knight Throneroom.png|'''Knight Example Throne Room '''&lt;br /&gt;
File:Room example Praetor Throneroom.png|'''Praetor Example Throne Room '''&lt;br /&gt;
File:Room example Baron Throneroom.png|'''Baron Example Throne Room '''&lt;br /&gt;
File:Room example Count Throneroom.png|'''Archon Example Throne Room '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Bedroom.png|'''Acolyte Example Bedroom '''&lt;br /&gt;
File:Room example Knight Bedroom.png|'''Knight Example Bedroom '''&lt;br /&gt;
File:Room example Praetor Bedroom.png|'''Praetor Example Bedroom '''&lt;br /&gt;
File:Room example Baron Bedroom.png|'''Baron Example Bedroom '''&lt;br /&gt;
File:Room example Count Bedroom.png|'''Archon Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
{{Stub|section=1|reason=Record old title names and flavor after 1.5.4241 change}}&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - [[Resurrector mech serum]] now removes royal titles, to prevent duplicating titles.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - Added the ability to renounce the title from the bio tab.&lt;br /&gt;
* [[Version/1.1.2579|1.1.2579]] - Mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -&amp;gt; 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony. Renamed royal favor to honor. New visual effects for all orbital bombardments - you can now see and hear incoming projectiles and other details are improved. Fix: LOS calcs for purpose of royal aid don't match LOS for guns.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Removed full-map light up effect of all strikes. Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo (for fiction coherence reasons). Increased warmup time for aerodrone permits by 1 second. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation. &lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Throne speeches have been re-tooled into [[rituals]].&lt;br /&gt;
* Prior to 1.4 - Higher tier instruments can now be used in place of lower tier instruments to meet the requirements of lower rank nobles. E.g. a piano can be used to fulfil the need a praetor's need for a harp. Previously, the exact instrument had to be used. &lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Permit shuttle fails when sent to a worksite.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - [[Mechlord suit]] and [[Mechlord helmet|helmet]] now satisfies royal title requirements.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Bestowers will leave if they are exposed to dense tox gas or rot stink.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected&lt;br /&gt;
* [[Version/1.5.4241|1.5.4241]] - Re-flavor royal titles.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Baby_food&amp;diff=162733</id>
		<title>Baby food</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Baby_food&amp;diff=162733"/>
		<updated>2025-06-21T07:28:12Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: minor touchups, remove some misinformation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Infobox main|food&lt;br /&gt;
| name = Baby food&lt;br /&gt;
| image = BabyFood c.png&lt;br /&gt;
| description = A bland vegetarian mash. Babies love it, but children and adults will be upset if they're forced to eat it.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = &amp;lt;!-- Meal --&amp;gt;&lt;br /&gt;
| hp = &lt;br /&gt;
| deterioration = &lt;br /&gt;
| marketvalue = 1.25&lt;br /&gt;
| mass base = 0.015&lt;br /&gt;
| flammability = &lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = &lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = Terrible&lt;br /&gt;
| ingested direct thought = AteBabyFood&lt;br /&gt;
| max num to ingest at once = 20&lt;br /&gt;
| days to rot = 14&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| work speed stat = Cooking Speed&lt;br /&gt;
| production facility 1 = Campfire&lt;br /&gt;
| production facility 2 = Electric stove &lt;br /&gt;
| production facility 3 = Fueled stove&lt;br /&gt;
| resource 1 = Nutrition&lt;br /&gt;
| resource 1 type = vegetarian&lt;br /&gt;
| resource 1 amount = 0.25&lt;br /&gt;
| product amount = 10&lt;br /&gt;
| bulk product amount = 40&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = BabyFood&lt;br /&gt;
| preferability = &lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = &lt;br /&gt;
| draw gui overlay = &lt;br /&gt;
| eat effect = &lt;br /&gt;
| graphic class = &lt;br /&gt;
| graphic path = &lt;br /&gt;
| label = &lt;br /&gt;
| parent name = &lt;br /&gt;
| resource readout priority = &lt;br /&gt;
| selectable = &lt;br /&gt;
| social properness matters = &lt;br /&gt;
| sound eat = &lt;br /&gt;
| thing class = &lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = &lt;br /&gt;
}}&lt;br /&gt;
'''Baby food''' is a [[meal]] added by the [[Biotech DLC]] that can be eaten by [[babies]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Baby food can be [[Work#Cook|cooked]] at a [[{{P|Production Facility 1}}]], [[{{P|Production Facility 2}}]], or [[{{P|Production Facility 3}}]]. &lt;br /&gt;
&lt;br /&gt;
Each batch of {{P|Product Amount}} requires 0.25 [[nutrition]] from non-[[hay]] vegetables and {{Ticks|{{P|Work To Make}}}} of work. Alternatively, baby food can be made in batches of 40 at the cost of 1 nutrition and {{ticks|1800}} of work. [[Campfire]]s have a {{Bad|x50%}} work speed multiplier; it takes twice as long to cook baby food at a campfire.&lt;br /&gt;
&lt;br /&gt;
It can also be purchased from [[trader]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Baby food is one of the few foods that are ingestible by [[babies]].&lt;br /&gt;
&lt;br /&gt;
Baby food can be eaten by humans or animals for {{P|Nutrition}} [[nutrition]]. This is {{%|{{P|Nutrition}}}} of an adult human's hunger meter, or {{%|{{P|Nutrition}}/.125}} of a baby's hunger meter. As it takes 0.25 nutrition of [[raw food]] to create 10 units, baby food provides 200% nutrition efficiency.&lt;br /&gt;
&lt;br /&gt;
A [[child]] (ages 3 or up) or adult eating baby food gives a {{Thought|desc=I had to eat watery slop made for a child. It's not just tasteless; it's demoralizing.|label=Ate baby food|value=-5|stack=1|duration=1}}. This does not affect pawns with the [[Ascetic]] trait.&lt;br /&gt;
&lt;br /&gt;
Baby food is the only craftable food that can't cause [[food poisoning]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Baby food, [[milk]], and [[insect jelly]] are the only food items that a baby can eat. Therefore, one of the three is a necessity if the mother is extremely busy, isn't lactating, is in [[cryptosleep casket|cryptosleep]] or dead, or if the baby was formed in a [[growth vat]]. Insect jelly requires an [[infestation]], and milk requires maintaining [[animal]]s, both of which may not always be feasible - forcing baby food to be created. Additionally, both milk and insect jelly have an unavoidable 2% risk of causing [[food poisoning]].&lt;br /&gt;
&lt;br /&gt;
For adults, [[nutrient paste]] is more nutritionally efficient than baby food ''and'' gives a smaller mood debuff. Nutrient paste requires research and electricity, however, making it unavailable to [[tribal]] colonies early on; by contrast, baby food is available to all colonies from the very start of the game.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BabyFood a.png|A single unit of baby food&lt;br /&gt;
BabyFood b.png|A partial stack of baby food&lt;br /&gt;
BabyFood c.png|A full stack of baby food&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Making baby food at campfires ignores work restrictions.&lt;br /&gt;
&lt;br /&gt;
{{Nav|food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Processed Food]] [[Category:Meal]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fleshmass_nucleus&amp;diff=162732</id>
		<title>Fleshmass nucleus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fleshmass_nucleus&amp;diff=162732"/>
		<updated>2025-06-21T07:03:28Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: smooth out flow and wording; also expand Analysis section with info that hopefully will not become outdated in Odyssey oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Fleshmass nucleus&lt;br /&gt;
| image = Fleshmass nucleus.png&lt;br /&gt;
| description = The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;br /&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| mass base = 100&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hide stats = true&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 3&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 3&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = -1&lt;br /&gt;
| can be executed = false&lt;br /&gt;
| has animation = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| destroyyield = 100~200 {{Icon Small|Twisted meat|24}} + 2 {{Icon Small|Shard|24}}&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorsharp = 100&lt;br /&gt;
| armorblunt = 100&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 100&lt;br /&gt;
| movespeed = 0&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| body = FleshmassNucleus&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 5000&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 1&lt;br /&gt;
| toxic resistance = 1.00&lt;br /&gt;
| EMP resistance = 0.50&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| always awake = true&lt;br /&gt;
| flesh type = EntityMechanical&lt;br /&gt;
| override should have ability tracker = true&lt;br /&gt;
| doesnt move = true&lt;br /&gt;
| has corpse = false&lt;br /&gt;
| has genders = false&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| disable ignite verb = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| pain shock threshold = 100&lt;br /&gt;
| injury healing factor = 0&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| meatyield = 0&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = FleshmassNucleus&lt;br /&gt;
| label = fleshmass nucleus&lt;br /&gt;
}}&lt;br /&gt;
The '''fleshmass nucleus''' is an [[entity]] added by the [[Anomaly DLC]] that will occasionally produce [[twisted meat]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
This [[Entity]] is found after killing a [[fleshmass heart]]. The heart will leave this as a dropped item, and it can be captured as you would any downed Entity.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The fleshmass nucleus can be contained on a [[holding platform]] or [[holding spot]]. It does not have a minimum containment strength, but must be contained to be studied and suppressed.&lt;br /&gt;
&lt;br /&gt;
The nucleus will constantly gain activity (base 10% a day) as new flesh grows across its surface. A warden will need to suppress it to reduce its activity. The speed of suppression scales with psychic sensitivity. If its activity reaches 100%, the flesh will reach critical mass and form a new fleshmass heart. This will occur wherever the nucleus is contained and spread across the map like before. The new fleshmass heart will have a unique biosignature, requiring you to collect new [[fleshmass neural lump]]s to kill it.&lt;br /&gt;
&lt;br /&gt;
The nucleus will also produce 3-6 piles of [[twisted meat]] around itself at periodic intervals with an {{MTB}} of {{Ticks/gametime|60000}} and a minimum time of {{Ticks/gametime|15000}}. The amount of meat produced is random but is strongly influenced by activity level, producing on average of 96 meat each time at 0% activity and on average of 220 meat at 90%.&lt;br /&gt;
&lt;br /&gt;
If it is not needed, a nucleus that is not in containment can be disposed of by ordering a pawn to attack it until it is destroyed. A captured nucleus can be destroyed in the same way by releasing it first.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The fleshmass nucleus yields 3 [[bioferrite]] per day and 200W of power. Note that its daily activity gain rate will increase by +15% when it is connected to an electroharvester, for a total of 25% activity gained per day.&lt;br /&gt;
&lt;br /&gt;
When destroyed, a nucleus yields 2 [[shard]]s and 1-2 stacks of twisted meat.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to other entities, the fleshmass nucleus is much less dangerous when the colony does not have a strong containment cell. It can be held at no risk on any [[holding spot]] in any room; the only way a nucleus can ever pose any danger is if it is allowed to reached full activity and reform into a [[fleshmass heart]]. It will otherwise never escape on its own, never cause adverse effects, and not fight back when attacked.&lt;br /&gt;
&lt;br /&gt;
Similar to the [[nociosphere]], at least one colonist should be available at any given time to keep the fleshmass nucleus's activity suppressed. &lt;br /&gt;
&lt;br /&gt;
The nucleus's comparatively paltry power output makes the use of an electroharvester largely inadvisable, as even weak entities such as [[gorehulk]]s will produce more power while being far less dangerous in the event of an escape.&lt;br /&gt;
&lt;br /&gt;
Keeping the nucleus at high activity can facilitate the farming of large amounts of [[twisted meat]], which has many uses. Most colonists will receive a painful {{Thought|desc=It was so gristly and stringy - like eating cancer. I want to throw up.|label=Ate twisted meat|value=-10|stack=1|duration=1}} when eating twisted meat, but [[ghoul]]s and [[animal]]s have no such reservations. Every animal type in the game (even herbivores like [[horse]]s) will happily consume [[meal]]s that contain twisted meat; [[warg]]s are the sole exception to this rule, but they can simply eat it raw. Colonies settled in [[biome]]s with low grazing potential - or that simply have [[Cooking|cooks]] with time to spare - can comfortably ranch pack animals on an exclusive diet of [[simple meal]]s that use twisted meat as their only ingredient.&lt;br /&gt;
&lt;br /&gt;
Twisted meat can also be [[biofuel refinery|refined]] into [[chemfuel]]. The twisted meat produced by one nucleus kept at high activity can fuel over {{#expr:35*&amp;lt;!--Refinery produces 35 chemfuel--&amp;gt;220&amp;lt;!--Produced at 90%--&amp;gt;*{{Q|Twisted meat|Nutrition}}/3.5&amp;lt;!--How much nutrition needed to make 35 chemfuel--&amp;gt;/4.5&amp;lt;!--4.5 chemfuel per day--&amp;gt; round 0}} [[chemfuel powered generator]]s, assuming average luck and sufficient pawn-hours for refining.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
FleshmassNucleusA.png&lt;br /&gt;
FleshmassNucleusB.png&lt;br /&gt;
FleshmassNucleusC.png&lt;br /&gt;
FleshmassNucleusD.png&lt;br /&gt;
FleshmassNucleusE.png&lt;br /&gt;
FleshmassNucleusF.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dreadmeld&amp;diff=162717</id>
		<title>Dreadmeld</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dreadmeld&amp;diff=162717"/>
		<updated>2025-06-20T21:24:00Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: add mention of psychic lance immunity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Dreadmeld&lt;br /&gt;
| image = Dreadmeld.png&lt;br /&gt;
| description = A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 1.25&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 650&lt;br /&gt;
| movespeed = 1.5&lt;br /&gt;
| healthscale = 10&lt;br /&gt;
| bodysize = 5&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 50&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 0.5&lt;br /&gt;
| toxic resistance = 0.8&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| body = Dreadmeld&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
&amp;lt;!-- Combat --&amp;gt;&lt;br /&gt;
| attack1label = left spike&lt;br /&gt;
| attack1labelNoLocation = spike&lt;br /&gt;
| attack1type = Stab&lt;br /&gt;
| attack1dmg = 14&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
| attack1part = LeftSpike&lt;br /&gt;
| attack2label = right spike&lt;br /&gt;
| attack2labelNoLocation = spike&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2dmg = 14&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
| attack2part = RightSpike&lt;br /&gt;
| attack3label = head&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 3&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = HeadAttackTool&lt;br /&gt;
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| destroyyield = 3 {{Icon Small|Shard|24}} + 30 {{Icon Small|Bioferrite|24}}&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Dreadmeld&lt;br /&gt;
| label = dreadmeld&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| deathAction Class=&amp;quot;DeathActionProperties_Divide&amp;quot; = &lt;br /&gt;
| divideBloodFilthCountRange = 3~4| /divideBloodFilthCountRange = &lt;br /&gt;
| dividePawnKindAdditionalForced = Toughspike, Trispike, Bulbfreak&lt;br /&gt;
| renderTree = Dreadmeld&lt;br /&gt;
| lifeStageAges: def = EntityFullyFormed&lt;br /&gt;
| compClass = CompDreadmeld&lt;br /&gt;
| Class=&amp;quot;CompProperties_LetterOnRevealed&amp;quot; = &lt;br /&gt;
| label = Dreadmeld released&lt;br /&gt;
| text = You've discovered a fleshbeast dreadmeld! This mammoth creature seems to be made up of dozens of smaller fleshbeasts.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;It appears to have some psychic connection to the fleshmass that supports this cavern. Killing it may destabilize the entire cave system.&lt;br /&gt;
| letterDef = ThreatBig&lt;br /&gt;
| ThingDef Name=&amp;quot;BaseFleshbeast&amp;quot; ParentName=&amp;quot;BasePawn&amp;quot; Abstract=&amp;quot;True&amp;quot; = &lt;br /&gt;
| thingClass = Pawn&lt;br /&gt;
| category = Pawn&lt;br /&gt;
| selectable = true&lt;br /&gt;
| containedPawnsSelectable = true&lt;br /&gt;
| containedItemsSelectable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| altitudeLayer = Pawn&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| hasTooltip = true&lt;br /&gt;
| drawHighlight = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
| hiddenWhileUndiscovered = true&lt;br /&gt;
| renderTree = Misc&lt;br /&gt;
| thinkTreeMain = Fleshbeast&lt;br /&gt;
| thinkTreeConstant = FleshbeastConstant&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| specificMeatDef = Meat_Twisted&lt;br /&gt;
| overrideShouldHaveAbilityTracker = true&lt;br /&gt;
| disableIgniteVerb = true&lt;br /&gt;
| canOpenFactionlessDoors = false&lt;br /&gt;
| needsRest = false&lt;br /&gt;
| hasGenders = false&lt;br /&gt;
| bloodDef = Filth_Blood&lt;br /&gt;
| bloodSmearDef = Filth_BloodSmear&lt;br /&gt;
| fleshType = Fleshbeast&lt;br /&gt;
| isImmuneToInfections = true&lt;br /&gt;
| bleedRateFactor = 0.5&lt;br /&gt;
| hediffGiverSets = Fleshbeast&lt;br /&gt;
| corpseHiddenWhileUndiscovered = true&lt;br /&gt;
| inspectorTabs = ITab_Pawn_Health, MayRequire=&amp;quot;Ludeon.RimWorld.Anomaly&amp;quot; = ITab_Entity, ITab_Pawn_Log&lt;br /&gt;
| compClass = CompAttachBase&lt;br /&gt;
| Class=&amp;quot;CompProperties_InspectString&amp;quot; = &lt;br /&gt;
| compClass = CompInspectStringEmergence&lt;br /&gt;
| inspectString = Emerged from {SOURCEPAWN_labelShort}.&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The '''dreadmeld''' is an [[entity]] added by the [[Anomaly DLC]]. It is the largest of the [[fleshbeast]]s and can be considered the &amp;quot;boss battle&amp;quot; of the [[pit gate]]. &lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
Dreadmelds appear inside of [[pit gate]] undercaves. Every undercave has a single dreadmeld residing somewhere inside. It will always be completely enclosed by [[fleshmass]] walls, preventing it from being accessed until it is freed. When approaching the chamber containing a dreadmeld for the first time, a unique warning appears, similar to when first approaching an [[ancient danger]]:&lt;br /&gt;
 '' '''Squirming sounds:''' As &amp;lt;PAWN NAME&amp;gt; draws near the fleshmass here, they sense a heavy writhing and throbbing from under its warm surface. Some huge living entity is hidden behind the wall of flesh.''&lt;br /&gt;
&lt;br /&gt;
Dreadmelds have a [[body size]] of 5, making them the largest creature in the game by a significant margin.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Dreadmelds are highly durable entities with an extremely slow movement speed. While their powerful melee attack is roughly equivalent to a [[warg]]'s, their primary threat comes in the form of their unique ability to spawn smaller [[fleshbeast]]s as it takes damage. For every 200 total damage the dreadmeld takes from any source, 100-300 [[Raid points|combat power]] worth of fleshbeasts will spawn around it, distributed randomly within a 5-tile radius. This will result in semi-random distributions of {{Icon Small|Fingerspike}} [[fingerspike]]s, {{Icon Small|Toughspike}} [[toughspike]]s, and {{Icon Small|Trispike}} [[trispike]]s. Dreadmelds additionally also spawn 1-3 fingerspikes the first time they take damage.&lt;br /&gt;
&lt;br /&gt;
Like [[ghoul]]s, dreadmelds possess rapid regeneration. They heal at the same rate, but can regenerate a total of 350 HP/day instead of the ghoul's smaller 100 HP/day.&lt;br /&gt;
&lt;br /&gt;
When a dreadmeld dies, it splits into a fingerspike, a toughspike, and a {{Icon Small|Bulbfreak}} [[bulbfreak]], leaving behind three [[shard]]s in the process. The pit gate it resides within will then begin to destabilize. After 12 hours, it will close permanently; any items or pawns remaining in the undercave are then irretrievably destroyed. The undercave will remain stable indefinitely as long as the dreadmeld remains alive.&lt;br /&gt;
&lt;br /&gt;
Dreadmelds are immune to all psychic lances ([[psychic shock lance|shock]], [[psychic insanity lance|insanity]], [[biomutation lance|biomutation]]).&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The dreadmeld is slow and lumbering, only chasing the closest attacker. Barraging it with gunfire while having another pawn [[kiting|kite]] it is the safest way to deal with it. Handling its additional spawns is a top priority; damaging the dreadmeld too quickly, without focusing on the additional fleshbeasts, can rapidly create a critical mass that will overrun even experienced [[Melee]] fighters through sheer numbers alone. Consider clearing any lingering fleshmass from the route you plan to take it through, as the additional cover can block shots that would otherwise damage the fleshbeasts.&lt;br /&gt;
&lt;br /&gt;
[[Melee block|Melee blocking]] a dreadmeld is possible, but requires setup and preparation. Because of the random scattering of new fleshbeasts, it is plausible that they will land behind your ranged fighters and immediately engage them at close range, meaning that close-range weapons such as [[chain shotgun]]s or [[heavy SMG]]s can make a significant difference for crowd control. Stunning tools, like [[disruptor flare pack]]s or [[vertigo pulse]], {{RoyaltyIcon}} can be very effective in reducing the overall damage taken. Constructing fortifications in advance rather than simply fighting in the undercave's natural layout is also a significant boon.&lt;br /&gt;
&lt;br /&gt;
Whatever strategy is used to face a dreadmeld, ensuring a quick and controlled kill on the first engagement is vital. Because of its impossible regeneration, a dreadmeld left for long enough will quickly heal any damage done to it; a routed attack may inflict no lasting attrition and simply result in wasted time and injured pawns.&lt;br /&gt;
&lt;br /&gt;
Pit gates contain numerous [[flesh sack]]s that can yield bionic or archotech [[artificial body part]]s, and they also often possess numerous [[ore]]s such as [[compacted steel]] that can be useful to the colony. Ensure that you don't engage the dreadmeld until you are ready to close the pit gate. When you are ready, double-check to ensure there isn't anything you might be forgetting, and make sure that your pawns have a clear and safe path to the exit that they can promptly follow once the dreadmeld is dispatched (and its shards collected).&lt;br /&gt;
&lt;br /&gt;
Optionally, if you want to use the pit cave for some other purpose, don't unleash the dreadmeld in the first place. When you identify the chamber it's contained within, make a note of where it is and leave it in peace until you're ready to leave.&lt;br /&gt;
&lt;br /&gt;
If using a [[pit gate]] to dispose of [[toxic wastepack]]s {{BiotechIcon}}, note that [[pollution]] {{BiotechIcon}} to the undercave will spread even through solid rock and will eventually reach the dreadmeld's location. Like all fleshbeasts, the dreadmeld is not immune to [[toxic buildup]], and so if exposed to polluted terrain for an extended duration it will eventually die and cause the cave to collapse. Pit gates can thus not be used indefinitely as dumping sites, although they may work for a long time. Keep an eye on the spread of pollution relative to the dreadmeld's chamber.&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;br /&gt;
[[Category: Fleshbeasts]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dreadmeld&amp;diff=162716</id>
		<title>Dreadmeld</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dreadmeld&amp;diff=162716"/>
		<updated>2025-06-20T21:13:51Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: modernization; add in actual data on the stuff it spawns and generally try to improve it. tested on unstable branch version 1.6.4494&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Dreadmeld&lt;br /&gt;
| image = Dreadmeld.png&lt;br /&gt;
| description = A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 1.25&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 650&lt;br /&gt;
| movespeed = 1.5&lt;br /&gt;
| healthscale = 10&lt;br /&gt;
| bodysize = 5&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 50&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 0.5&lt;br /&gt;
| toxic resistance = 0.8&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| body = Dreadmeld&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
&amp;lt;!-- Combat --&amp;gt;&lt;br /&gt;
| attack1label = left spike&lt;br /&gt;
| attack1labelNoLocation = spike&lt;br /&gt;
| attack1type = Stab&lt;br /&gt;
| attack1dmg = 14&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
| attack1part = LeftSpike&lt;br /&gt;
| attack2label = right spike&lt;br /&gt;
| attack2labelNoLocation = spike&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2dmg = 14&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
| attack2part = RightSpike&lt;br /&gt;
| attack3label = head&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 3&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = HeadAttackTool&lt;br /&gt;
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| destroyyield = 3 {{Icon Small|Shard|24}} + 30 {{Icon Small|Bioferrite|24}}&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Dreadmeld&lt;br /&gt;
| label = dreadmeld&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| deathAction Class=&amp;quot;DeathActionProperties_Divide&amp;quot; = &lt;br /&gt;
| divideBloodFilthCountRange = 3~4| /divideBloodFilthCountRange = &lt;br /&gt;
| dividePawnKindAdditionalForced = Toughspike, Trispike, Bulbfreak&lt;br /&gt;
| renderTree = Dreadmeld&lt;br /&gt;
| lifeStageAges: def = EntityFullyFormed&lt;br /&gt;
| compClass = CompDreadmeld&lt;br /&gt;
| Class=&amp;quot;CompProperties_LetterOnRevealed&amp;quot; = &lt;br /&gt;
| label = Dreadmeld released&lt;br /&gt;
| text = You've discovered a fleshbeast dreadmeld! This mammoth creature seems to be made up of dozens of smaller fleshbeasts.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;It appears to have some psychic connection to the fleshmass that supports this cavern. Killing it may destabilize the entire cave system.&lt;br /&gt;
| letterDef = ThreatBig&lt;br /&gt;
| ThingDef Name=&amp;quot;BaseFleshbeast&amp;quot; ParentName=&amp;quot;BasePawn&amp;quot; Abstract=&amp;quot;True&amp;quot; = &lt;br /&gt;
| thingClass = Pawn&lt;br /&gt;
| category = Pawn&lt;br /&gt;
| selectable = true&lt;br /&gt;
| containedPawnsSelectable = true&lt;br /&gt;
| containedItemsSelectable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| altitudeLayer = Pawn&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| hasTooltip = true&lt;br /&gt;
| drawHighlight = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
| hiddenWhileUndiscovered = true&lt;br /&gt;
| renderTree = Misc&lt;br /&gt;
| thinkTreeMain = Fleshbeast&lt;br /&gt;
| thinkTreeConstant = FleshbeastConstant&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| specificMeatDef = Meat_Twisted&lt;br /&gt;
| overrideShouldHaveAbilityTracker = true&lt;br /&gt;
| disableIgniteVerb = true&lt;br /&gt;
| canOpenFactionlessDoors = false&lt;br /&gt;
| needsRest = false&lt;br /&gt;
| hasGenders = false&lt;br /&gt;
| bloodDef = Filth_Blood&lt;br /&gt;
| bloodSmearDef = Filth_BloodSmear&lt;br /&gt;
| fleshType = Fleshbeast&lt;br /&gt;
| isImmuneToInfections = true&lt;br /&gt;
| bleedRateFactor = 0.5&lt;br /&gt;
| hediffGiverSets = Fleshbeast&lt;br /&gt;
| corpseHiddenWhileUndiscovered = true&lt;br /&gt;
| inspectorTabs = ITab_Pawn_Health, MayRequire=&amp;quot;Ludeon.RimWorld.Anomaly&amp;quot; = ITab_Entity, ITab_Pawn_Log&lt;br /&gt;
| compClass = CompAttachBase&lt;br /&gt;
| Class=&amp;quot;CompProperties_InspectString&amp;quot; = &lt;br /&gt;
| compClass = CompInspectStringEmergence&lt;br /&gt;
| inspectString = Emerged from {SOURCEPAWN_labelShort}.&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The '''dreadmeld''' is an [[entity]] added by the [[Anomaly DLC]]. It is the largest of the [[fleshbeast]]s and can be considered the &amp;quot;boss battle&amp;quot; of the [[pit gate]]. &lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
Dreadmelds appear inside of [[pit gate]] undercaves. Every undercave has a single dreadmeld residing somewhere inside. It will always be completely enclosed by [[fleshmass]] walls, preventing it from being accessed until it is freed. When approaching the chamber containing a dreadmeld for the first time, a unique warning appears, similar to when first approaching an [[ancient danger]]:&lt;br /&gt;
 '' '''Squirming sounds:''' As &amp;lt;PAWN NAME&amp;gt; draws near the fleshmass here, they sense a heavy writhing and throbbing from under its warm surface. Some huge living entity is hidden behind the wall of flesh.''&lt;br /&gt;
&lt;br /&gt;
Dreadmelds have a [[body size]] of 5, making them the largest creature in the game by a significant margin.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Dreadmelds are highly durable entities with an extremely slow movement speed. While their powerful melee attack is roughly equivalent to a [[warg]]'s, their primary threat comes in the form of their unique ability to spawn smaller [[fleshbeast]]s as it takes damage. For every 200 total damage the dreadmeld takes from any source, 100-300 [[Raid points|combat power]] worth of fleshbeasts will spawn around it, distributed randomly within a 5-tile radius. This will result in semi-random distributions of {{Icon Small|Fingerspike}} [[fingerspike]]s, {{Icon Small|Toughspike}} [[toughspike]]s, and {{Icon Small|Trispike}} [[trispike]]s. Dreadmelds additionally also spawn 1-3 fingerspikes the first time they take damage.&lt;br /&gt;
&lt;br /&gt;
Like [[ghoul]]s, dreadmelds possess rapid regeneration. They heal at the same rate, but can regenerate a total of 350 HP/day instead of the ghoul's smaller 100 HP/day.&lt;br /&gt;
&lt;br /&gt;
When a dreadmeld dies, it splits into a fingerspike, a toughspike, and a {{Icon Small|Bulbfreak}} [[bulbfreak]], leaving behind three [[shard]]s in the process. The pit gate it resides within will then begin to destabilize. After 12 hours, it will close permanently; any items or pawns remaining in the undercave are then irretrievably destroyed. The undercave will remain stable indefinitely as long as the dreadmeld remains alive.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The dreadmeld is slow and lumbering, only chasing the closest attacker. Barraging it with gunfire while having another pawn [[kiting|kite]] it is the safest way to deal with it. Handling its additional spawns is a top priority; damaging the dreadmeld too quickly, without focusing on the additional fleshbeasts, can rapidly create a critical mass that will overrun even experienced [[Melee]] fighters through sheer numbers alone. Consider clearing any lingering fleshmass from the route you plan to take it through, as the additional cover can block shots that would otherwise damage the fleshbeasts.&lt;br /&gt;
&lt;br /&gt;
[[Melee block|Melee blocking]] a dreadmeld is possible, but requires setup and preparation. Because of the random scattering of new fleshbeasts, it is plausible that they will land behind your ranged fighters and immediately engage them at close range, meaning that close-range weapons such as [[chain shotgun]]s or [[heavy SMG]]s can make a significant difference for crowd control. Stunning tools, like [[disruptor flare pack]]s or [[vertigo pulse]], {{RoyaltyIcon}} can be very effective in reducing the overall damage taken. Constructing fortifications in advance rather than simply fighting in the undercave's natural layout is also a significant boon.&lt;br /&gt;
&lt;br /&gt;
Whatever strategy is used to face a dreadmeld, ensuring a quick and controlled kill on the first engagement is vital. Because of its impossible regeneration, a dreadmeld left for long enough will quickly heal any damage done to it; a routed attack may inflict no lasting attrition and simply result in wasted time and injured pawns.&lt;br /&gt;
&lt;br /&gt;
Pit gates contain numerous [[flesh sack]]s that can yield bionic or archotech [[artificial body part]]s, and they also often possess numerous [[ore]]s such as [[compacted steel]] that can be useful to the colony. Ensure that you don't engage the dreadmeld until you are ready to close the pit gate. When you are ready, double-check to ensure there isn't anything you might be forgetting, and make sure that your pawns have a clear and safe path to the exit that they can promptly follow once the dreadmeld is dispatched (and its shards collected).&lt;br /&gt;
&lt;br /&gt;
Optionally, if you want to use the pit cave for some other purpose, don't unleash the dreadmeld in the first place. When you identify the chamber it's contained within, make a note of where it is and leave it in peace until you're ready to leave.&lt;br /&gt;
&lt;br /&gt;
If using a [[pit gate]] to dispose of [[toxic wastepack]]s {{BiotechIcon}}, note that [[pollution]] {{BiotechIcon}} to the undercave will spread even through solid rock and will eventually reach the dreadmeld's location. Like all fleshbeasts, the dreadmeld is not immune to [[toxic buildup]], and so if exposed to polluted terrain for an extended duration it will eventually die and cause the cave to collapse. Pit gates can thus not be used indefinitely as dumping sites, although they may work for a long time. Keep an eye on the spread of pollution relative to the dreadmeld's chamber.&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;br /&gt;
[[Category: Fleshbeasts]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=162714</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=162714"/>
		<updated>2025-06-20T06:10:20Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: /* Types */ mention intellectual skill for lone genius + minor wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=General cleanliness and polish pass}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Creepjoiner&lt;br /&gt;
| image = Timeless_one.png&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Human&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Creepjoiners'''&amp;lt;ref&amp;gt;The term ''creepjoiner'' is taken from the game's code, and is not used in-game.&amp;lt;/ref&amp;gt; are a phenomenon added by the [[Anomaly DLC]]. They are humans who will randomly arrive at your colony offering to join, typically providing great benefits but often concealing downsides that can range from minor annoyances to debilitatingly dangerous. Creepjoiners can be encountered even before activating the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners always request to join the colony. They will appear on the edge of the map and make their way to a nearby location - similar to a [[trader]] - where they will linger and wait for someone to be sent to talk to them. Upon doing so, three options are presented: to accept the request to join, to arrest the creepjoiner, or to refuse the creepjoiner's request.&lt;br /&gt;
&lt;br /&gt;
If rejected or if ignored for {{ticks/gametime/days|60000}}, creepjoiners have an equal chance to either depart peacefully or to immediately become hostile and attack.&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has a unique upside and a unique downside. Potential options for each of these can found in the [[#Benefits|Benefits]] and [[#Drawbacks|Drawback]] sections.&lt;br /&gt;
&lt;br /&gt;
All creepjoiners are initially [[unwaveringly loyal]]. This condition is permanently removed if they are allowed to join the colony. If arrested before joining, such as by choosing the &amp;quot;''Send &amp;lt;PAWN NAME&amp;gt; to capture &amp;lt;CREEPJOINER NAME&amp;gt;''&amp;quot; option when first speaking to them, they can only be recruited by removing their unwavering status using the [[Brainwipe]] [[ritual]]. Creepjoiners can also be [[Slavery|enslaved]], {{IdeologyIcon}} although their extremely high will of 80-90 makes this very tedious.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied for Advanced [[Research#Anomaly|void research]] if taken prisoner. They give 2 Advanced research with a cooldown of 2 days. The creepjoiner must be walking to be able to be studied.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners are not able to romance ordinary pawns, but they can romance other creepjoiners or form relationships with pawns with the [[psychic bonding]] gene. {{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can never become [[pregnant]]. {{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage_Creepjoiners.png|thumb|A marriage ceremony between two creepjoiners. Other pawns from the colony are participating.]]&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner type comes with preset equipment, traits, and possible [[#Benefit|benefits]]. A brief summary of each possible type's notable properties is provided here:&lt;br /&gt;
&lt;br /&gt;
* '''Leathery stranger:''' No unique effects.&lt;br /&gt;
* '''Dark scholar:''' Has the [[Psychopath]] trait, 14-20 in the [[Intellectual]] skill, and several surgical scars.&lt;br /&gt;
* '''Deal maker:''' Has the [[Beautiful]] trait and 14-20 in the [[Shooting]] and [[Social]] skills.&lt;br /&gt;
* '''Drifter:''' No unique effects.&lt;br /&gt;
* '''Blind healer:''' Always spawns missing both eyes, which can be replaced with [[surgery]]. Guaranteed to have the ''unnatural healing'' benefit.&lt;br /&gt;
* '''Timeless one:''' Always between 13 and 16 years old.&lt;br /&gt;
* '''Cult escapee:''' Usually has many surgical scars and/or removed body parts. 50% chance to spawn with a [[flesh tentacle]] on either arm.&lt;br /&gt;
* '''Lone genius:''' Has the [[Too smart]] and [[Abrasive]] traits, as well as 13-18 in the [[Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has a single benefit, chosen at random. Most creepjoiner types have a specific list of possible benefits that they are restricted to; for more information, consult the [[#Pawn Kinds|Pawn Kinds]] table at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect human:''' Has the [[Industrious]] trait and 14 to 18 in all [[skills]]. Also has the unique [[Perfect memory]] trait, which entirely disables skill decay.&lt;br /&gt;
* '''Occultist:''' Has the unique [[Traits#Occultist|Occultist]] trait.&lt;br /&gt;
* '''Unnatural healing:''' Has the ''unnatural healing'' ability (see below).&lt;br /&gt;
** This benefit has a weight of 0.5 (compared to the the weight of 1 for every other benefit), making it less likely to be chosen on its own.&lt;br /&gt;
* '''Shambler overlord:''' Has the ''release deadlife dust'' ability.&lt;br /&gt;
* '''Fleshcrafter:''' Has the ''shape flesh'' ability.&lt;br /&gt;
* '''Alchemist:''' Has the ''transmute steel'' ability.&lt;br /&gt;
* '''Joybringer:''' Has the unique [[Joyous]] trait, which grants {{good|+20}} opinion from all other pawns and a {{Thought|desc=Wherever I go, I can feel the joyous one in the back of my mind. It makes me feel good. Very good.|label=Joyous presence|value=+3|stack=1}} to all colonists on the map.&lt;br /&gt;
* '''Death refusal:''' Starts with four uses of [[death refusal]].&lt;br /&gt;
* '''Body mastery:''' Has the unique [[Body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* '''Psychic butcher:''' Has the ''psychic slaughter'' ability.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
** If used on a [[human]]: Any worn [[clothing]] is destroyed outright. Inventory items or equipped [[weapon]]s are dropped.&lt;br /&gt;
** If used on an [[animal]]: Any carried items are dropped.&lt;br /&gt;
* Generates [[twisted meat]] where the target once stood, yielding an amount roughly equal to the target's [[meat amount]] stat.&lt;br /&gt;
* Strangely, does ''not'' count as a hostile action when used on allies.&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Maximum [[body size]] of 2.5. Cannot target self.&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Transmute steel&amp;quot;&lt;br /&gt;
| Transmute steel&amp;lt;br&amp;gt;[[File:Transmutesteel.png|64px]]&lt;br /&gt;
|''Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.'' &lt;br /&gt;
* Has ability: [[File:Transmutesteel.png|16px]] Transmute steel&lt;br /&gt;
|&lt;br /&gt;
* Transforms any stack of [[steel]] into an equivalent amount of [[twisted meat]], [[gold]], [[plasteel]], [[bioferrite]], or [[uranium]], chosen at random.&lt;br /&gt;
** Can also target [[steel slag chunk]]s (but ''not'' [[mechanoid slag chunk]]s), yielding 15 of one of the aforementioned resources.&lt;br /&gt;
** Can also target any [[stuff]]able steel item or building, which randomly changes its stuff type to one of the aforementioned resources (excluding twisted meat).&lt;br /&gt;
| 1-75 steel; steel slag chunks; steel items or buildings&lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|50000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Release deadlife dust&amp;quot;&lt;br /&gt;
| Release deadlife dust&amp;lt;br&amp;gt;[[File:ReleaseDeadlifeDust.png|64px]]&lt;br /&gt;
|''Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.'' &lt;br /&gt;
* Has ability: [[File:ReleaseDeadlifeDust.png|16px]] Release deadlife dust&lt;br /&gt;
|&lt;br /&gt;
* Releases a [[deadlife dust]] cloud centered on the caster that reanimates any non-[[Mechanoid|mechanoid]] corpse within about a 5-tile radius as a friendly [[shambler]] for {{Ticks/gametime|15000}}. &lt;br /&gt;
* Once the ability wears off, shamblers drop to the ground as corpses again and can be reanimated.&lt;br /&gt;
* Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions.&lt;br /&gt;
| All non-[[mechanoid]] corpses in range&lt;br /&gt;
| ~5 tiles&lt;br /&gt;
| {{Ticks|30}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Shape flesh&amp;quot;&lt;br /&gt;
| Shape flesh&amp;lt;br&amp;gt;[[File:ShapeFlesh.png|64px]]&lt;br /&gt;
|''Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.'' &lt;br /&gt;
* Has ability: [[File:ShapeFlesh.png|16px]] Shape flesh&lt;br /&gt;
|&lt;br /&gt;
* Transforms any non-[[mechanoid]] [[corpse]] into a hostile [[fleshbeast]].&lt;br /&gt;
* Resultant fleshbeast corresponds to the [[body size]] of the targeted corpse: &lt;br /&gt;
** {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 to 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 to 3}}: {{Icon Small|Toughspike}} [[Toughspike]] or {{Icon Small|Trispike}} [[Trispike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;3.01]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Above 3}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]].&lt;br /&gt;
| Single non-[[mechanoid]] corpse&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|2500}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners typically have one downside applied to them upon spawning. These downsides are almost always hidden from the player, and only become revealed when their effects first manifest. A list of possible drawbacks includes:&lt;br /&gt;
&lt;br /&gt;
* Nothing.&lt;br /&gt;
* '''Desertion:''' After 9-30 days in the colony, the creepjoiner will suddenly depart. They will immediately attempt to exit the map, abandoning any work they were doing in the process.&lt;br /&gt;
** This drawback has a weight of 3 (compared to the the weight of 1 for every other downside), making it more likely to be chosen than any other drawback.&lt;br /&gt;
** [[Prisoner|Imprisoned]] or [[Slave|enslaved]] {{IdeologyIcon}} creepjoiners will wait until they are freed to desert.&lt;br /&gt;
** A creepjoiner captured while deserting and subsequently recruited or enslaved {{IdeologyIcon}} will not attempt to desert again.&lt;br /&gt;
** Creepjoiners can desert even when they are currently [[downed]].&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. ''&lt;br /&gt;
* '''Aggressive:''' After 9-30 days in the colony, the creepjoiner suddenly becomes hostile and attacks.&lt;br /&gt;
* '''Metalhorror:'''  The creepjoiner is secretly infected with a [[metalhorror]].&lt;br /&gt;
** Creepjoiners with this downside will always become hostile if not accepted by the colony.&lt;br /&gt;
** This downside does not appear under normal conditions. Instead, creepjoiners with a metalhorror can only appear as part of a unique incident that appears identical to a regular arrival. It is naturally 5% as likely to appear as a regular creepjoiner, but is one possible outcome of [[void provocation]]. &lt;br /&gt;
** Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 2 for this downside to occur.&lt;br /&gt;
* '''Crumbling mind:''' After 1-3 days, the creepjoiner is revealed to be suffering from a [[Crumbling_mind|crumbling mind]].&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will soon cause severe mental degradation. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but they will become very ill within the next few days.''&lt;br /&gt;
* '''Void fascination:''' Guaranteed to have the unique [[Void fascination]] trait. Immediately apparent.&lt;br /&gt;
* '''Psychic agony:''' The creepjoiner periodically emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|agony pulse]], affecting all pawns within 14.9 tiles ''including the creepjoiner themselves.'' This happens once every 30 days on average, with a minimum time of 5 days between each occurrence.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: &amp;quot;''&amp;lt;PAWN NAME&amp;gt; detected a faint but painful psychic presence emanating from &amp;lt;CREEPJOINER NAME&amp;gt; but failed to understand what was causing it.''&amp;quot;&lt;br /&gt;
** Affected targets receive {{bad|+100%}} pain, which is enough to instantly down all pawns without a source of pain reduction. After {{ticks|600}} to {{ticks|900}}, this is reduced to a milder {{bad|+25%}} pain that lasts between {{ticks/gametime/days|120000}} and {{ticks/gametime/days|240000}}.&lt;br /&gt;
** The agony pulse is ''not'' modulated by [[psychic sensitivity]]; even [[psychically deaf]] pawns will suffer its effects.&lt;br /&gt;
* '''Organ decay:''' After 3-5 days, the creepjoiner will reveal that they are suffering from [[organ decay]] in 3-5 internal organs. This uses a unique variant of organ decay that progresses three times faster than normal, allowing only 10-20 days to treat each instance.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;quot;&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but &amp;lt;CREEPJOINER NAME&amp;gt; will become very ill within the next few days.&amp;quot;''&lt;br /&gt;
* '''Disturbing:''' Guaranteed to have the unique [[Disturbing]] trait. Immediately apparent.&lt;br /&gt;
&lt;br /&gt;
=== Hostility ===&lt;br /&gt;
&lt;br /&gt;
Regardless of whether they are recruited, all creepjoiners will immediately become hostile the first time they receive friendly fore damage or a colonist attempts to [[slavery|enslave]] {{IdeologyIcon}} them once their will reaches 0. This can only happen once for each creepjoiner.&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner has a special effect, chosen randomly, that will activate when they become hostile:&lt;br /&gt;
&lt;br /&gt;
* '''Basic assault:''' No special effects.&lt;br /&gt;
** It has weight of 3, meaning it's 3 times more likely to be chosen than other hostility responses.&lt;br /&gt;
* '''Fleshbeast emergence:''' The creepjoiner transforms into a [[fleshbeast]] (chosen randomly between [[fingerspike]], [[toughspike]], and [[trispike]]). This destroys the creepjoiner's body outright, rendering them permanently dead even if they had [[death refusal]] or [[deathless]] {{BiotechIcon}}.&lt;br /&gt;
* '''Sightstealer attack:''' The creepjoiner will scream and summon [[sightstealer]]s to attack the colony.&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... ''&lt;br /&gt;
&lt;br /&gt;
These effects also trigger if the creepjoiner dies by any means.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The abilities possessed by creepjoiners range from modestly useful to potentially colony-changing. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Carefully inspect the pawn's entire Bio and Health tab before recruiting them. One must decide whether the potential risks a creepjoiner brings are worth it, but also weigh the downsides of ''not'' recruiting them (such as an aggressive response).&lt;br /&gt;
&lt;br /&gt;
Performing a [[surgical inspection]] can reveal some potential downsides early - making it a useful habit to practice with new creepjoiners - but not all of them. Vigilance is still necessary even when the inspection finds nothing.&lt;br /&gt;
&lt;br /&gt;
Placing a creepjoiner with time-based downsides (such as ''organ decay'' or ''crumbling mind'') can be halted by placing them inside a [[cryptosleep casket]] until treatment is available. This will naturally disable the creepjoiner until they're removed from the casket, so prepare to survive without their skills and abilities for what could potentially be an extended period of time.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them physically isolated. [[Allowed area]]s and [[schedule|scheduling]] can be used to mitigate their proximity to other colonists until their downside is revealed for what it is.&lt;br /&gt;
&lt;br /&gt;
Before you have ruled out the possibility of desertion, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons, or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch them and you will consequently lose the equipment. To catch a deserting creepjoiner, it is advised to attack them to slow them down, and then capture them. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again.&lt;br /&gt;
&lt;br /&gt;
The potential for [[#Hostility|fleshbeast emergence]] should also be ruled out before equipping a creepjoiner with powerful gear or [[genes]] {{BiotechIcon}}. Because it destroys the body outright, any equipped gear or installed parts are destroyed with no chance for recovery. This ignores (and negates!) [[death refusal]] and [[deathless]] {{BiotechIcon}}, so it is important to either rule out the possibility of fleshbeast emergence before applying these powerful effects, or to simply accept the risk that they may be wasted.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=162713</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=162713"/>
		<updated>2025-06-20T05:58:41Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: /* Benefits */ tiny wording tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=General cleanliness and polish pass}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Creepjoiner&lt;br /&gt;
| image = Timeless_one.png&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Human&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Creepjoiners'''&amp;lt;ref&amp;gt;The term ''creepjoiner'' is taken from the game's code, and is not used in-game.&amp;lt;/ref&amp;gt; are a phenomenon added by the [[Anomaly DLC]]. They are humans who will randomly arrive at your colony offering to join, typically providing great benefits but often concealing downsides that can range from minor annoyances to debilitatingly dangerous. Creepjoiners can be encountered even before activating the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners always request to join the colony. They will appear on the edge of the map and make their way to a nearby location - similar to a [[trader]] - where they will linger and wait for someone to be sent to talk to them. Upon doing so, three options are presented: to accept the request to join, to arrest the creepjoiner, or to refuse the creepjoiner's request.&lt;br /&gt;
&lt;br /&gt;
If rejected or if ignored for {{ticks/gametime/days|60000}}, creepjoiners have an equal chance to either depart peacefully or to immediately become hostile and attack.&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has a unique upside and a unique downside. Potential options for each of these can found in the [[#Benefits|Benefits]] and [[#Drawbacks|Drawback]] sections.&lt;br /&gt;
&lt;br /&gt;
All creepjoiners are initially [[unwaveringly loyal]]. This condition is permanently removed if they are allowed to join the colony. If arrested before joining, such as by choosing the &amp;quot;''Send &amp;lt;PAWN NAME&amp;gt; to capture &amp;lt;CREEPJOINER NAME&amp;gt;''&amp;quot; option when first speaking to them, they can only be recruited by removing their unwavering status using the [[Brainwipe]] [[ritual]]. Creepjoiners can also be [[Slavery|enslaved]], {{IdeologyIcon}} although their extremely high will of 80-90 makes this very tedious.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied for Advanced [[Research#Anomaly|void research]] if taken prisoner. They give 2 Advanced research with a cooldown of 2 days. The creepjoiner must be walking to be able to be studied.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners are not able to romance ordinary pawns, but they can romance other creepjoiners or form relationships with pawns with the [[psychic bonding]] gene. {{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can never become [[pregnant]]. {{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage_Creepjoiners.png|thumb|A marriage ceremony between two creepjoiners. Other pawns from the colony are participating.]]&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner type comes with preset equipment, traits, and possible [[#Benefit|benefits]]. A brief summary of each possible type's notable properties is provided here:&lt;br /&gt;
&lt;br /&gt;
* '''Leathery stranger:''' No unique effects.&lt;br /&gt;
* '''Dark scholar:''' Has the [[Psychopath]] trait, 14-20 [[Intellectual]] skill, and several surgical scars.&lt;br /&gt;
* '''Deal maker:''' Has the [[Beautiful]] trait and 14-20 skill in [[Shooting]] and [[Social]].&lt;br /&gt;
* '''Drifter:''' No unique effects.&lt;br /&gt;
* '''Blind healer:''' Always spawns missing both eyes, which can be replaced with [[surgery]]. Guaranteed to have the ''unnatural healing'' benefit.&lt;br /&gt;
* '''Timeless one:''' Always between 13 and 16 years old.&lt;br /&gt;
* '''Cult escapee:''' Usually has many surgical scars and/or removed body parts. 50% chance to spawn with a [[flesh tentacle]] on either arm.&lt;br /&gt;
* '''Lone genius:''' Has the [[Too smart]] and [[Abrasive]] traits.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has a single benefit, chosen at random. Most creepjoiner types have a specific list of possible benefits that they are restricted to; for more information, consult the [[#Pawn Kinds|Pawn Kinds]] table at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect human:''' Has the [[Industrious]] trait and 14 to 18 in all [[skills]]. Also has the unique [[Perfect memory]] trait, which entirely disables skill decay.&lt;br /&gt;
* '''Occultist:''' Has the unique [[Traits#Occultist|Occultist]] trait.&lt;br /&gt;
* '''Unnatural healing:''' Has the ''unnatural healing'' ability (see below).&lt;br /&gt;
** This benefit has a weight of 0.5 (compared to the the weight of 1 for every other benefit), making it less likely to be chosen on its own.&lt;br /&gt;
* '''Shambler overlord:''' Has the ''release deadlife dust'' ability.&lt;br /&gt;
* '''Fleshcrafter:''' Has the ''shape flesh'' ability.&lt;br /&gt;
* '''Alchemist:''' Has the ''transmute steel'' ability.&lt;br /&gt;
* '''Joybringer:''' Has the unique [[Joyous]] trait, which grants {{good|+20}} opinion from all other pawns and a {{Thought|desc=Wherever I go, I can feel the joyous one in the back of my mind. It makes me feel good. Very good.|label=Joyous presence|value=+3|stack=1}} to all colonists on the map.&lt;br /&gt;
* '''Death refusal:''' Starts with four uses of [[death refusal]].&lt;br /&gt;
* '''Body mastery:''' Has the unique [[Body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* '''Psychic butcher:''' Has the ''psychic slaughter'' ability.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
** If used on a [[human]]: Any worn [[clothing]] is destroyed outright. Inventory items or equipped [[weapon]]s are dropped.&lt;br /&gt;
** If used on an [[animal]]: Any carried items are dropped.&lt;br /&gt;
* Generates [[twisted meat]] where the target once stood, yielding an amount roughly equal to the target's [[meat amount]] stat.&lt;br /&gt;
* Strangely, does ''not'' count as a hostile action when used on allies.&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Maximum [[body size]] of 2.5. Cannot target self.&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Transmute steel&amp;quot;&lt;br /&gt;
| Transmute steel&amp;lt;br&amp;gt;[[File:Transmutesteel.png|64px]]&lt;br /&gt;
|''Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.'' &lt;br /&gt;
* Has ability: [[File:Transmutesteel.png|16px]] Transmute steel&lt;br /&gt;
|&lt;br /&gt;
* Transforms any stack of [[steel]] into an equivalent amount of [[twisted meat]], [[gold]], [[plasteel]], [[bioferrite]], or [[uranium]], chosen at random.&lt;br /&gt;
** Can also target [[steel slag chunk]]s (but ''not'' [[mechanoid slag chunk]]s), yielding 15 of one of the aforementioned resources.&lt;br /&gt;
** Can also target any [[stuff]]able steel item or building, which randomly changes its stuff type to one of the aforementioned resources (excluding twisted meat).&lt;br /&gt;
| 1-75 steel; steel slag chunks; steel items or buildings&lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|50000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Release deadlife dust&amp;quot;&lt;br /&gt;
| Release deadlife dust&amp;lt;br&amp;gt;[[File:ReleaseDeadlifeDust.png|64px]]&lt;br /&gt;
|''Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.'' &lt;br /&gt;
* Has ability: [[File:ReleaseDeadlifeDust.png|16px]] Release deadlife dust&lt;br /&gt;
|&lt;br /&gt;
* Releases a [[deadlife dust]] cloud centered on the caster that reanimates any non-[[Mechanoid|mechanoid]] corpse within about a 5-tile radius as a friendly [[shambler]] for {{Ticks/gametime|15000}}. &lt;br /&gt;
* Once the ability wears off, shamblers drop to the ground as corpses again and can be reanimated.&lt;br /&gt;
* Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions.&lt;br /&gt;
| All non-[[mechanoid]] corpses in range&lt;br /&gt;
| ~5 tiles&lt;br /&gt;
| {{Ticks|30}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Shape flesh&amp;quot;&lt;br /&gt;
| Shape flesh&amp;lt;br&amp;gt;[[File:ShapeFlesh.png|64px]]&lt;br /&gt;
|''Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.'' &lt;br /&gt;
* Has ability: [[File:ShapeFlesh.png|16px]] Shape flesh&lt;br /&gt;
|&lt;br /&gt;
* Transforms any non-[[mechanoid]] [[corpse]] into a hostile [[fleshbeast]].&lt;br /&gt;
* Resultant fleshbeast corresponds to the [[body size]] of the targeted corpse: &lt;br /&gt;
** {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 to 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 to 3}}: {{Icon Small|Toughspike}} [[Toughspike]] or {{Icon Small|Trispike}} [[Trispike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;3.01]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Above 3}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]].&lt;br /&gt;
| Single non-[[mechanoid]] corpse&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|2500}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners typically have one downside applied to them upon spawning. These downsides are almost always hidden from the player, and only become revealed when their effects first manifest. A list of possible drawbacks includes:&lt;br /&gt;
&lt;br /&gt;
* Nothing.&lt;br /&gt;
* '''Desertion:''' After 9-30 days in the colony, the creepjoiner will suddenly depart. They will immediately attempt to exit the map, abandoning any work they were doing in the process.&lt;br /&gt;
** This drawback has a weight of 3 (compared to the the weight of 1 for every other downside), making it more likely to be chosen than any other drawback.&lt;br /&gt;
** [[Prisoner|Imprisoned]] or [[Slave|enslaved]] {{IdeologyIcon}} creepjoiners will wait until they are freed to desert.&lt;br /&gt;
** A creepjoiner captured while deserting and subsequently recruited or enslaved {{IdeologyIcon}} will not attempt to desert again.&lt;br /&gt;
** Creepjoiners can desert even when they are currently [[downed]].&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. ''&lt;br /&gt;
* '''Aggressive:''' After 9-30 days in the colony, the creepjoiner suddenly becomes hostile and attacks.&lt;br /&gt;
* '''Metalhorror:'''  The creepjoiner is secretly infected with a [[metalhorror]].&lt;br /&gt;
** Creepjoiners with this downside will always become hostile if not accepted by the colony.&lt;br /&gt;
** This downside does not appear under normal conditions. Instead, creepjoiners with a metalhorror can only appear as part of a unique incident that appears identical to a regular arrival. It is naturally 5% as likely to appear as a regular creepjoiner, but is one possible outcome of [[void provocation]]. &lt;br /&gt;
** Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 2 for this downside to occur.&lt;br /&gt;
* '''Crumbling mind:''' After 1-3 days, the creepjoiner is revealed to be suffering from a [[Crumbling_mind|crumbling mind]].&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will soon cause severe mental degradation. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but they will become very ill within the next few days.''&lt;br /&gt;
* '''Void fascination:''' Guaranteed to have the unique [[Void fascination]] trait. Immediately apparent.&lt;br /&gt;
* '''Psychic agony:''' The creepjoiner periodically emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|agony pulse]], affecting all pawns within 14.9 tiles ''including the creepjoiner themselves.'' This happens once every 30 days on average, with a minimum time of 5 days between each occurrence.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: &amp;quot;''&amp;lt;PAWN NAME&amp;gt; detected a faint but painful psychic presence emanating from &amp;lt;CREEPJOINER NAME&amp;gt; but failed to understand what was causing it.''&amp;quot;&lt;br /&gt;
** Affected targets receive {{bad|+100%}} pain, which is enough to instantly down all pawns without a source of pain reduction. After {{ticks|600}} to {{ticks|900}}, this is reduced to a milder {{bad|+25%}} pain that lasts between {{ticks/gametime/days|120000}} and {{ticks/gametime/days|240000}}.&lt;br /&gt;
** The agony pulse is ''not'' modulated by [[psychic sensitivity]]; even [[psychically deaf]] pawns will suffer its effects.&lt;br /&gt;
* '''Organ decay:''' After 3-5 days, the creepjoiner will reveal that they are suffering from [[organ decay]] in 3-5 internal organs. This uses a unique variant of organ decay that progresses three times faster than normal, allowing only 10-20 days to treat each instance.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;quot;&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but &amp;lt;CREEPJOINER NAME&amp;gt; will become very ill within the next few days.&amp;quot;''&lt;br /&gt;
* '''Disturbing:''' Guaranteed to have the unique [[Disturbing]] trait. Immediately apparent.&lt;br /&gt;
&lt;br /&gt;
=== Hostility ===&lt;br /&gt;
&lt;br /&gt;
Regardless of whether they are recruited, all creepjoiners will immediately become hostile the first time they receive friendly fore damage or a colonist attempts to [[slavery|enslave]] {{IdeologyIcon}} them once their will reaches 0. This can only happen once for each creepjoiner.&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner has a special effect, chosen randomly, that will activate when they become hostile:&lt;br /&gt;
&lt;br /&gt;
* '''Basic assault:''' No special effects.&lt;br /&gt;
** It has weight of 3, meaning it's 3 times more likely to be chosen than other hostility responses.&lt;br /&gt;
* '''Fleshbeast emergence:''' The creepjoiner transforms into a [[fleshbeast]] (chosen randomly between [[fingerspike]], [[toughspike]], and [[trispike]]). This destroys the creepjoiner's body outright, rendering them permanently dead even if they had [[death refusal]] or [[deathless]] {{BiotechIcon}}.&lt;br /&gt;
* '''Sightstealer attack:''' The creepjoiner will scream and summon [[sightstealer]]s to attack the colony.&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... ''&lt;br /&gt;
&lt;br /&gt;
These effects also trigger if the creepjoiner dies by any means.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The abilities possessed by creepjoiners range from modestly useful to potentially colony-changing. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Carefully inspect the pawn's entire Bio and Health tab before recruiting them. One must decide whether the potential risks a creepjoiner brings are worth it, but also weigh the downsides of ''not'' recruiting them (such as an aggressive response).&lt;br /&gt;
&lt;br /&gt;
Performing a [[surgical inspection]] can reveal some potential downsides early - making it a useful habit to practice with new creepjoiners - but not all of them. Vigilance is still necessary even when the inspection finds nothing.&lt;br /&gt;
&lt;br /&gt;
Placing a creepjoiner with time-based downsides (such as ''organ decay'' or ''crumbling mind'') can be halted by placing them inside a [[cryptosleep casket]] until treatment is available. This will naturally disable the creepjoiner until they're removed from the casket, so prepare to survive without their skills and abilities for what could potentially be an extended period of time.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them physically isolated. [[Allowed area]]s and [[schedule|scheduling]] can be used to mitigate their proximity to other colonists until their downside is revealed for what it is.&lt;br /&gt;
&lt;br /&gt;
Before you have ruled out the possibility of desertion, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons, or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch them and you will consequently lose the equipment. To catch a deserting creepjoiner, it is advised to attack them to slow them down, and then capture them. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again.&lt;br /&gt;
&lt;br /&gt;
The potential for [[#Hostility|fleshbeast emergence]] should also be ruled out before equipping a creepjoiner with powerful gear or [[genes]] {{BiotechIcon}}. Because it destroys the body outright, any equipped gear or installed parts are destroyed with no chance for recovery. This ignores (and negates!) [[death refusal]] and [[deathless]] {{BiotechIcon}}, so it is important to either rule out the possibility of fleshbeast emergence before applying these powerful effects, or to simply accept the risk that they may be wasted.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=162712</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=162712"/>
		<updated>2025-06-20T05:57:01Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: big rewrite. this should be better, but it could still definitely use a lot of general cleanliness work. tested on unstable branch version 1.6.4494&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=General cleanliness and polish pass}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Creepjoiner&lt;br /&gt;
| image = Timeless_one.png&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Human&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Creepjoiners'''&amp;lt;ref&amp;gt;The term ''creepjoiner'' is taken from the game's code, and is not used in-game.&amp;lt;/ref&amp;gt; are a phenomenon added by the [[Anomaly DLC]]. They are humans who will randomly arrive at your colony offering to join, typically providing great benefits but often concealing downsides that can range from minor annoyances to debilitatingly dangerous. Creepjoiners can be encountered even before activating the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners always request to join the colony. They will appear on the edge of the map and make their way to a nearby location - similar to a [[trader]] - where they will linger and wait for someone to be sent to talk to them. Upon doing so, three options are presented: to accept the request to join, to arrest the creepjoiner, or to refuse the creepjoiner's request.&lt;br /&gt;
&lt;br /&gt;
If rejected or if ignored for {{ticks/gametime/days|60000}}, creepjoiners have an equal chance to either depart peacefully or to immediately become hostile and attack.&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has a unique upside and a unique downside. Potential options for each of these can found in the [[#Benefits|Benefits]] and [[#Drawbacks|Drawback]] sections.&lt;br /&gt;
&lt;br /&gt;
All creepjoiners are initially [[unwaveringly loyal]]. This condition is permanently removed if they are allowed to join the colony. If arrested before joining, such as by choosing the &amp;quot;''Send &amp;lt;PAWN NAME&amp;gt; to capture &amp;lt;CREEPJOINER NAME&amp;gt;''&amp;quot; option when first speaking to them, they can only be recruited by removing their unwavering status using the [[Brainwipe]] [[ritual]]. Creepjoiners can also be [[Slavery|enslaved]], {{IdeologyIcon}} although their extremely high will of 80-90 makes this very tedious.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied for Advanced [[Research#Anomaly|void research]] if taken prisoner. They give 2 Advanced research with a cooldown of 2 days. The creepjoiner must be walking to be able to be studied.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners are not able to romance ordinary pawns, but they can romance other creepjoiners or form relationships with pawns with the [[psychic bonding]] gene. {{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can never become [[pregnant]]. {{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage_Creepjoiners.png|thumb|A marriage ceremony between two creepjoiners. Other pawns from the colony are participating.]]&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner type comes with preset equipment, traits, and possible [[#Benefit|benefits]]. A brief summary of each possible type's notable properties is provided here:&lt;br /&gt;
&lt;br /&gt;
* '''Leathery stranger:''' No unique effects.&lt;br /&gt;
* '''Dark scholar:''' Has the [[Psychopath]] trait, 14-20 [[Intellectual]] skill, and several surgical scars.&lt;br /&gt;
* '''Deal maker:''' Has the [[Beautiful]] trait and 14-20 skill in [[Shooting]] and [[Social]].&lt;br /&gt;
* '''Drifter:''' No unique effects.&lt;br /&gt;
* '''Blind healer:''' Always spawns missing both eyes, which can be replaced with [[surgery]]. Guaranteed to have the ''unnatural healing'' benefit.&lt;br /&gt;
* '''Timeless one:''' Always between 13 and 16 years old.&lt;br /&gt;
* '''Cult escapee:''' Usually has many surgical scars and/or removed body parts. 50% chance to spawn with a [[flesh tentacle]] on either arm.&lt;br /&gt;
* '''Lone genius:''' Has the [[Too smart]] and [[Abrasive]] traits.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has a single benefit, chosen at random. Most creepjoiner types have a specific list of benefits that they can choose from; for more information, consult the [[#Pawn Kinds|Pawn Kinds]] table at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect human:''' Has the [[Industrious]] trait and 14 to 18 in all [[skills]]. Also has the unique [[Perfect memory]] trait, which entirely disables skill decay.&lt;br /&gt;
* '''Occultist:''' Has the unique [[Traits#Occultist|Occultist]] trait.&lt;br /&gt;
* '''Unnatural healing:''' Has the ''unnatural healing'' ability (see below).&lt;br /&gt;
** This benefit has a weight of 0.5 (compared to the the weight of 1 for every other benefit), making it less likely to be chosen on its own.&lt;br /&gt;
* '''Shambler overlord:''' Has the ''release deadlife dust'' ability.&lt;br /&gt;
* '''Fleshcrafter:''' Has the ''shape flesh'' ability.&lt;br /&gt;
* '''Alchemist:''' Has the ''transmute steel'' ability.&lt;br /&gt;
* '''Joybringer:''' Has the unique [[Joyous]] trait, which grants {{good|+20}} opinion from all other pawns and a {{Thought|desc=Wherever I go, I can feel the joyous one in the back of my mind. It makes me feel good. Very good.|label=Joyous presence|value=+3|stack=1}} to all colonists on the map.&lt;br /&gt;
* '''Death refusal:''' Starts with four uses of [[death refusal]].&lt;br /&gt;
* '''Body mastery:''' Has the unique [[Body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* '''Psychic butcher:''' Has the ''psychic slaughter'' ability.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
** If used on a [[human]]: Any worn [[clothing]] is destroyed outright. Inventory items or equipped [[weapon]]s are dropped.&lt;br /&gt;
** If used on an [[animal]]: Any carried items are dropped.&lt;br /&gt;
* Generates [[twisted meat]] where the target once stood, yielding an amount roughly equal to the target's [[meat amount]] stat.&lt;br /&gt;
* Strangely, does ''not'' count as a hostile action when used on allies.&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Maximum [[body size]] of 2.5. Cannot target self.&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Transmute steel&amp;quot;&lt;br /&gt;
| Transmute steel&amp;lt;br&amp;gt;[[File:Transmutesteel.png|64px]]&lt;br /&gt;
|''Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.'' &lt;br /&gt;
* Has ability: [[File:Transmutesteel.png|16px]] Transmute steel&lt;br /&gt;
|&lt;br /&gt;
* Transforms any stack of [[steel]] into an equivalent amount of [[twisted meat]], [[gold]], [[plasteel]], [[bioferrite]], or [[uranium]], chosen at random.&lt;br /&gt;
** Can also target [[steel slag chunk]]s (but ''not'' [[mechanoid slag chunk]]s), yielding 15 of one of the aforementioned resources.&lt;br /&gt;
** Can also target any [[stuff]]able steel item or building, which randomly changes its stuff type to one of the aforementioned resources (excluding twisted meat).&lt;br /&gt;
| 1-75 steel; steel slag chunks; steel items or buildings&lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|50000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Release deadlife dust&amp;quot;&lt;br /&gt;
| Release deadlife dust&amp;lt;br&amp;gt;[[File:ReleaseDeadlifeDust.png|64px]]&lt;br /&gt;
|''Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.'' &lt;br /&gt;
* Has ability: [[File:ReleaseDeadlifeDust.png|16px]] Release deadlife dust&lt;br /&gt;
|&lt;br /&gt;
* Releases a [[deadlife dust]] cloud centered on the caster that reanimates any non-[[Mechanoid|mechanoid]] corpse within about a 5-tile radius as a friendly [[shambler]] for {{Ticks/gametime|15000}}. &lt;br /&gt;
* Once the ability wears off, shamblers drop to the ground as corpses again and can be reanimated.&lt;br /&gt;
* Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions.&lt;br /&gt;
| All non-[[mechanoid]] corpses in range&lt;br /&gt;
| ~5 tiles&lt;br /&gt;
| {{Ticks|30}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Shape flesh&amp;quot;&lt;br /&gt;
| Shape flesh&amp;lt;br&amp;gt;[[File:ShapeFlesh.png|64px]]&lt;br /&gt;
|''Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.'' &lt;br /&gt;
* Has ability: [[File:ShapeFlesh.png|16px]] Shape flesh&lt;br /&gt;
|&lt;br /&gt;
* Transforms any non-[[mechanoid]] [[corpse]] into a hostile [[fleshbeast]].&lt;br /&gt;
* Resultant fleshbeast corresponds to the [[body size]] of the targeted corpse: &lt;br /&gt;
** {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 to 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 to 3}}: {{Icon Small|Toughspike}} [[Toughspike]] or {{Icon Small|Trispike}} [[Trispike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;3.01]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Above 3}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]].&lt;br /&gt;
| Single non-[[mechanoid]] corpse&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|2500}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners typically have one downside applied to them upon spawning. These downsides are almost always hidden from the player, and only become revealed when their effects first manifest. A list of possible drawbacks includes:&lt;br /&gt;
&lt;br /&gt;
* Nothing.&lt;br /&gt;
* '''Desertion:''' After 9-30 days in the colony, the creepjoiner will suddenly depart. They will immediately attempt to exit the map, abandoning any work they were doing in the process.&lt;br /&gt;
** This drawback has a weight of 3 (compared to the the weight of 1 for every other downside), making it more likely to be chosen than any other drawback.&lt;br /&gt;
** [[Prisoner|Imprisoned]] or [[Slave|enslaved]] {{IdeologyIcon}} creepjoiners will wait until they are freed to desert.&lt;br /&gt;
** A creepjoiner captured while deserting and subsequently recruited or enslaved {{IdeologyIcon}} will not attempt to desert again.&lt;br /&gt;
** Creepjoiners can desert even when they are currently [[downed]].&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. ''&lt;br /&gt;
* '''Aggressive:''' After 9-30 days in the colony, the creepjoiner suddenly becomes hostile and attacks.&lt;br /&gt;
* '''Metalhorror:'''  The creepjoiner is secretly infected with a [[metalhorror]].&lt;br /&gt;
** Creepjoiners with this downside will always become hostile if not accepted by the colony.&lt;br /&gt;
** This downside does not appear under normal conditions. Instead, creepjoiners with a metalhorror can only appear as part of a unique incident that appears identical to a regular arrival. It is naturally 5% as likely to appear as a regular creepjoiner, but is one possible outcome of [[void provocation]]. &lt;br /&gt;
** Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 2 for this downside to occur.&lt;br /&gt;
* '''Crumbling mind:''' After 1-3 days, the creepjoiner is revealed to be suffering from a [[Crumbling_mind|crumbling mind]].&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will soon cause severe mental degradation. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but they will become very ill within the next few days.''&lt;br /&gt;
* '''Void fascination:''' Guaranteed to have the unique [[Void fascination]] trait. Immediately apparent.&lt;br /&gt;
* '''Psychic agony:''' The creepjoiner periodically emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|agony pulse]], affecting all pawns within 14.9 tiles ''including the creepjoiner themselves.'' This happens once every 30 days on average, with a minimum time of 5 days between each occurrence.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: &amp;quot;''&amp;lt;PAWN NAME&amp;gt; detected a faint but painful psychic presence emanating from &amp;lt;CREEPJOINER NAME&amp;gt; but failed to understand what was causing it.''&amp;quot;&lt;br /&gt;
** Affected targets receive {{bad|+100%}} pain, which is enough to instantly down all pawns without a source of pain reduction. After {{ticks|600}} to {{ticks|900}}, this is reduced to a milder {{bad|+25%}} pain that lasts between {{ticks/gametime/days|120000}} and {{ticks/gametime/days|240000}}.&lt;br /&gt;
** The agony pulse is ''not'' modulated by [[psychic sensitivity]]; even [[psychically deaf]] pawns will suffer its effects.&lt;br /&gt;
* '''Organ decay:''' After 3-5 days, the creepjoiner will reveal that they are suffering from [[organ decay]] in 3-5 internal organs. This uses a unique variant of organ decay that progresses three times faster than normal, allowing only 10-20 days to treat each instance.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;quot;&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but &amp;lt;CREEPJOINER NAME&amp;gt; will become very ill within the next few days.&amp;quot;''&lt;br /&gt;
* '''Disturbing:''' Guaranteed to have the unique [[Disturbing]] trait. Immediately apparent.&lt;br /&gt;
&lt;br /&gt;
=== Hostility ===&lt;br /&gt;
&lt;br /&gt;
Regardless of whether they are recruited, all creepjoiners will immediately become hostile the first time they receive friendly fore damage or a colonist attempts to [[slavery|enslave]] {{IdeologyIcon}} them once their will reaches 0. This can only happen once for each creepjoiner.&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner has a special effect, chosen randomly, that will activate when they become hostile:&lt;br /&gt;
&lt;br /&gt;
* '''Basic assault:''' No special effects.&lt;br /&gt;
** It has weight of 3, meaning it's 3 times more likely to be chosen than other hostility responses.&lt;br /&gt;
* '''Fleshbeast emergence:''' The creepjoiner transforms into a [[fleshbeast]] (chosen randomly between [[fingerspike]], [[toughspike]], and [[trispike]]). This destroys the creepjoiner's body outright, rendering them permanently dead even if they had [[death refusal]] or [[deathless]] {{BiotechIcon}}.&lt;br /&gt;
* '''Sightstealer attack:''' The creepjoiner will scream and summon [[sightstealer]]s to attack the colony.&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... ''&lt;br /&gt;
&lt;br /&gt;
These effects also trigger if the creepjoiner dies by any means.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The abilities possessed by creepjoiners range from modestly useful to potentially colony-changing. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Carefully inspect the pawn's entire Bio and Health tab before recruiting them. One must decide whether the potential risks a creepjoiner brings are worth it, but also weigh the downsides of ''not'' recruiting them (such as an aggressive response).&lt;br /&gt;
&lt;br /&gt;
Performing a [[surgical inspection]] can reveal some potential downsides early - making it a useful habit to practice with new creepjoiners - but not all of them. Vigilance is still necessary even when the inspection finds nothing.&lt;br /&gt;
&lt;br /&gt;
Placing a creepjoiner with time-based downsides (such as ''organ decay'' or ''crumbling mind'') can be halted by placing them inside a [[cryptosleep casket]] until treatment is available. This will naturally disable the creepjoiner until they're removed from the casket, so prepare to survive without their skills and abilities for what could potentially be an extended period of time.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them physically isolated. [[Allowed area]]s and [[schedule|scheduling]] can be used to mitigate their proximity to other colonists until their downside is revealed for what it is.&lt;br /&gt;
&lt;br /&gt;
Before you have ruled out the possibility of desertion, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons, or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch them and you will consequently lose the equipment. To catch a deserting creepjoiner, it is advised to attack them to slow them down, and then capture them. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again.&lt;br /&gt;
&lt;br /&gt;
The potential for [[#Hostility|fleshbeast emergence]] should also be ruled out before equipping a creepjoiner with powerful gear or [[genes]] {{BiotechIcon}}. Because it destroys the body outright, any equipped gear or installed parts are destroyed with no chance for recovery. This ignores (and negates!) [[death refusal]] and [[deathless]] {{BiotechIcon}}, so it is important to either rule out the possibility of fleshbeast emergence before applying these powerful effects, or to simply accept the risk that they may be wasted.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Word_of_inspiration&amp;diff=162689</id>
		<title>Word of inspiration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Word_of_inspiration&amp;diff=162689"/>
		<updated>2025-06-19T03:18:35Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: /* Summary */ oops, I missed a word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Word of inspiration&lt;br /&gt;
| image = WordOfInspiration.png&lt;br /&gt;
| type = Psycast&lt;br /&gt;
| description = Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.&lt;br /&gt;
| psylink level = 5&lt;br /&gt;
| casting time = 120&lt;br /&gt;
| ability range = &lt;br /&gt;
| psyfocus cost = 0.8&lt;br /&gt;
| neural heat gain = 0&lt;br /&gt;
| effect radius =&lt;br /&gt;
| duration =&lt;br /&gt;
| duration multiplier = &lt;br /&gt;
| goodwill impact =&lt;br /&gt;
| caster must be capable of violence = false&lt;br /&gt;
}}&lt;br /&gt;
'''Word of inspiration''' is a level {{P|Psylink Level}} [[psycast]] that grants a random [[mental inspiration]] to its target.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Word of inspiration's'' effects are simple: upon casting, the target will immediately receive a [[mental inspiration]]. The type of inspiration the target receives is chosen at random according to the regular rules for natural inspirations, meaning that a pawn's [[passion]]s will strongly influence which outcomes they are likeliest to receive.&lt;br /&gt;
&lt;br /&gt;
This psycast can only be used on friendly colonists and [[slave]]s {{IdeologyIcon}}, and only if they're not in a [[mental break]]. [[Prisoner]]s are not valid targets.&lt;br /&gt;
&lt;br /&gt;
Pawns cannot cast ''word of inspiration'' on themselves.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
* ''Word of inspiration'' can be used to great effect when combined with a [[persona weapon]] with the [[kill-focused]] trait.&lt;br /&gt;
** In [[biome]]s with abundant [[animal|wildlife]], pawns with a modest [[Melee]] skill can hunt down small game that pose little risk of causing serious harm if taken by surprise (such as [[rat]]s and [[hare]]s) to quickly recharge their [[psyfocus]].&lt;br /&gt;
** Since this trait counts it as a &amp;quot;kill&amp;quot; when the bonded pawn slaughters an animal with the weapon equipped and held, rapidly-breeding animals such as [[chicken]]s and [[duck]]s - both of which which lay an egg an every day - can be indirectly turned into inspirations by hatching the eggs and then slaughtering the chicks, at a ratio of roughly 4 animal slaughters per inspiration.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psycasts|wide}}&lt;br /&gt;
[[Category: Psycasts]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Word_of_inspiration&amp;diff=162688</id>
		<title>Word of inspiration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Word_of_inspiration&amp;diff=162688"/>
		<updated>2025-06-19T03:17:53Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: modernization and touchup; should be a lot more informative now. tested on unstable branch version 1.6.4494&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Word of inspiration&lt;br /&gt;
| image = WordOfInspiration.png&lt;br /&gt;
| type = Psycast&lt;br /&gt;
| description = Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.&lt;br /&gt;
| psylink level = 5&lt;br /&gt;
| casting time = 120&lt;br /&gt;
| ability range = &lt;br /&gt;
| psyfocus cost = 0.8&lt;br /&gt;
| neural heat gain = 0&lt;br /&gt;
| effect radius =&lt;br /&gt;
| duration =&lt;br /&gt;
| duration multiplier = &lt;br /&gt;
| goodwill impact =&lt;br /&gt;
| caster must be capable of violence = false&lt;br /&gt;
}}&lt;br /&gt;
'''Word of inspiration''' is a level {{P|Psylink Level}} [[psycast]] that grants a random [[mental inspiration]] to its target.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Word of inspiration's'' effects are simple: upon casting, the target will immediately receive a random [[mental inspiration]]. The type of inspiration the target receives is chosen at random according to the regular rules for natural inspirations, meaning that a pawn's [[passion]]s will strongly influence which outcomes they are likeliest to receive.&lt;br /&gt;
&lt;br /&gt;
This psycast can only be used on friendly colonists and [[slave]]s {{IdeologyIcon}}, and only if they're not in a [[mental break]]. [[Prisoner]]s are not valid targets.&lt;br /&gt;
&lt;br /&gt;
Pawns cannot cast ''word of inspiration'' on themselves.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
* ''Word of inspiration'' can be used to great effect when combined with a [[persona weapon]] with the [[kill-focused]] trait.&lt;br /&gt;
** In [[biome]]s with abundant [[animal|wildlife]], pawns with a modest [[Melee]] skill can hunt down small game that pose little risk of causing serious harm if taken by surprise (such as [[rat]]s and [[hare]]s) to quickly recharge their [[psyfocus]].&lt;br /&gt;
** Since this trait counts it as a &amp;quot;kill&amp;quot; when the bonded pawn slaughters an animal with the weapon equipped and held, rapidly-breeding animals such as [[chicken]]s and [[duck]]s - both of which which lay an egg an every day - can be indirectly turned into inspirations by hatching the eggs and then slaughtering the chicks, at a ratio of roughly 4 animal slaughters per inspiration.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psycasts|wide}}&lt;br /&gt;
[[Category: Psycasts]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Harbinger_tree&amp;diff=162676</id>
		<title>Harbinger tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Harbinger_tree&amp;diff=162676"/>
		<updated>2025-06-17T03:23:21Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: tidy up some unnecessary formatting for links worded as plural (i.e. &amp;quot;skulls&amp;quot;, &amp;quot;colonists&amp;quot;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Needs more detail on what causes new trees to spawn; there seems to be a link to current monolith level, rather than being entirely random}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Harbinger tree&lt;br /&gt;
| image = Harbinger tree.png&lt;br /&gt;
| description = A gnarled tree that grows a flesh-like covering around a bioferrite skeleton. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow.&amp;lt;br&amp;gt;The tree can be harvested for twisted meat and bioferrite.&amp;lt;br&amp;gt;In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| hp = 230&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| beauty outdoors = -10&lt;br /&gt;
| grow days = 10&lt;br /&gt;
| yield = 15&lt;br /&gt;
| min fertility = 0.50&lt;br /&gt;
| fertility sensitivity = 0.50&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| livesin_temperateforest = True&lt;br /&gt;
| livesin_temperateswamp = True&lt;br /&gt;
| livesin_tropicalrainforest = True&lt;br /&gt;
| livesin_tropicalswamp = True&lt;br /&gt;
| livesin_aridshrubland = True&lt;br /&gt;
| livesin_desert = True&lt;br /&gt;
| livesin_borealforest = True&lt;br /&gt;
| livesin_coldbog = True&lt;br /&gt;
| livesin_tundra = True&lt;br /&gt;
}}&lt;br /&gt;
The '''harbinger tree''' is a [[tree]] added by the [[Anomaly DLC]] that consumes [[meat]] and [[corpse]]s to fuel their own growth. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Harbinger trees can spawn randomly from an event after activating the [[void monolith]], spawned by the [[void provocation]] psychic ritual, or can be planted via a [[harbinger seed]] which can be acquired as a [[quest]] reward or bought from traders.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Harbinger trees consume [[corpse]]s, [[meat]], and [[skull]]s placed around them. They can eat both rotten and fresh corpses, as well as all forms of raw meat (including [[insect meat|insect]], [[human meat|human]], [[twisted meat|twisted]]). Harbinger trees will not consume [[pemmican]] or [[meals]] of any type.&lt;br /&gt;
&lt;br /&gt;
Items fed to the harbinger tree are covered in fleshy roots, although this effect is merely cosmetic; they can still freely be hauled away or picked up. Every {{ticks|5000}}, valid targets within the tree's consumption radius will be partially consumed:&lt;br /&gt;
* Corpses will have random body parts digested, and will eventually be destroyed when no parts remain. All gear worn by consumed corpses is destroyed alongside them, similar to [[Electric crematorium|cremation]].&lt;br /&gt;
* Meat will simply be destroyed outright, with anywhere between 4-12 meat being consumed in any given interval.&lt;br /&gt;
&lt;br /&gt;
Harbinger trees will consume nutrition even during their resting period. Growth rate is increased by 150% while the tree actively consuming something, regardless of the quantity or variety of targets. Its consumption radius increases as it grows, linearly interpolated from 3.9 tiles at or below 15% growth to 5.9 tiles at or above 85% growth.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Create Corpse Stockpile.png|frameless|none]] || When you select a harbinger tree, a UI button for creating a corpse stockpile appears.&lt;br /&gt;
&lt;br /&gt;
This button creates a [[dumping stockpile]] around the tree, within the consumption radius of the tree.&lt;br /&gt;
&lt;br /&gt;
By default, it accepts almost all corpses, whether fresh or rotten:&lt;br /&gt;
* Humanlike corpses, except [[unnatural corpse]]s&lt;br /&gt;
* Animal corpses&lt;br /&gt;
* Entity corpses&lt;br /&gt;
By default, it does not accept:&lt;br /&gt;
* [[Mechanoid]] corpses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When fully grown and harvested, harbinger trees provide {{Icon Small|Twisted meat||30}} [[twisted meat]] and a base amount of {{Icon Small|Bioferrite||15}} [[bioferrite]]. Trees that are destroyed through other means will still yield twisted meat, but no bioferrite. Twisted meat yield scales linearly with the tree's growth progress and is unaffected by [[AI_Storytellers#Economy|harvest yield]] modifiers from difficulty or a pawn's individual [[Plant Harvest Yield]], but the amount of bioferrite harvested is affected by both.&lt;br /&gt;
&lt;br /&gt;
Harbinger trees are not dangerous in any way and, despite their flavor text, do not cause any events or phenomena beyond consuming corpses and meat.&lt;br /&gt;
&lt;br /&gt;
Despite both being [[dendrovore]]s, [[thrumbo]]s will not eat harbinger trees, while [[alphabeaver]]s will.&lt;br /&gt;
&lt;br /&gt;
=== Reproduction ===&lt;br /&gt;
Each harbinger tree tracks the nutrition it has consumed, setting a random growth threshold between 70 and 100 nutrition upon first creation. When a tree reaches its threshold, it will immediately spawn a new sapling, regardless of whether the original tree is fully grown. Its total consumed nutrition is then reset to 0, and its threshold is rerolled. This can be used to build large forests of harbinger trees to destroy corpses and gain resources.&lt;br /&gt;
&lt;br /&gt;
An adult human corpse with no missing body parts will provide a harbinger tree 5.2 nutrition, meaning that between 13.46 and 19.23 corpses are needed for each new harbinger tree. A single piece of meat has a nutrition of 0.05, requiring between 1,400 and 2,000 meat total to spawn a new tree. The new tree will attempt to spawn near the one that created it, but it will appear elsewhere on the map if a nearby tile is not available. The closest a new tree will spawn is within 4 orthogonal tiles of the original. New tree will not spawn within 2 tiles of a wall but can spawn adjacent to player-placed floors.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Harbinger trees provide a low-tech, resource-free way to get rid of corpses without using fire or an [[electric crematorium]]. No labor is required except for that which is required to haul the corpses to the tree itself. Tribal or low-tech settlements may find it useful for reducing the number of potential [[shambler]]s on the map if a [[death pall]] occurs; whiled shamblers can still reanimate from corpses in the process of being consumed, they will often be weakened due to missing body parts that will not regenerate upon reanimation.&lt;br /&gt;
&lt;br /&gt;
Later on, harbinger trees can be used as a source of [[twisted meat]] for mid- and late-game recipes like the [[juggernaut serum]] without having to fight and butcher dangerous entities like [[fleshbeast]]s. It is impractical to farm harbinger trees using meat farmed from ranching or hunting, although colonies experiencing massive raids may be able to meet their serum production needs off the yield from harbinger trees alone. A single [[fleshmass nucleus]] produces significantly more twisted meat in a more consistent manner, but requires regular suppression and defeating a [[fleshmass heart]] to acquire.&lt;br /&gt;
&lt;br /&gt;
Typical growth times and daily bioferrite yield for an unfed harbinger tree can be found below:&lt;br /&gt;
&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
Keeping the harbinger tree well-fed will dramatically increase overall yield. The fastest theoretical growth time - attainable by planting a harbinger tree on rich soil and feeding it constantly - would be {{#expr: {{#var:RGD}} / (((1.4-1)*{{#var:FS}}) + 1) / 1.5 round 2}} days, for a total yield of {{Icon Small|Bioferrite||{{#expr: {{Q|Harbinger tree|Harvest Yield Per Day (140)}} * 1.5}} bioferrite per day}} and {{Icon Small|Twisted meat||{{#expr: {{Q|Harbinger tree|Harvest Yield Per Day (140)}} * 3}} twisted meat per day}}. &amp;lt;!-- Twisted meat yields are equal to twice the bioferrite yield, so this just uses ((1.5 * 2) * yield) for simplicity's sake --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Harbinger growth.png|'''Each stage of Harbinger tree's growth cycle including a chopped stump. Note that a neighboring tree immediately starts consuming the dropped [[Twisted meat]].'''&lt;br /&gt;
File:Harbinger_1.png|'''A freshly planted harbinger tree, with the corpse stockpile and consumption radius.'''&lt;br /&gt;
File:Harbinger_Hare.png|'''Harbinger tree consuming the desiccated corpse of a hare.'''&lt;br /&gt;
File:Harbinger_Rotten2.png|'''Harbinger tree consuming the rotten corpse of a turkey and a tortoise.'''&lt;br /&gt;
File:Harbinger_Meat.png|'''Harbinger tree consuming two stacks of muffalo meat.'''&lt;br /&gt;
File:Harbinger_25_Meat.png|'''Harbinger tree at 25% growth consuming a stack of muffalo meat.'''&lt;br /&gt;
File:Harbinger feeding.png|'''Harbinger tree consuming a variety corpses and displaying the small blood splats effect'''&lt;br /&gt;
File:Harbinger feeding big splats.png|'''Harbinger tree now displaying the large blood splats part of the animation'''&lt;br /&gt;
File:Harbinger chopped.png||'''The chopped stump of a fully grown Harbinger tree'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* 1.5.4083 — Harbinger trees now give bioferrite instead of wood when harvested.&lt;br /&gt;
* 1.5.4104 — Fix: Harbinger tree provocation not working on ambient horror mode.&lt;br /&gt;
* ? &amp;lt;!-- Unknown but likely when BF was added to the tree - but CHECK don't assume --&amp;gt; - Description changed from ''{{Hover title|A gnarled tree that grows a flesh-like covering. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow. In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.|&amp;quot;[...] a flesh-like covering. [...]&amp;quot;}}'' changed to ''{{Hover title|A gnarled tree that grows a flesh-like covering around a bioferrite skeleton. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow. The tree can be harvested for twisted meat and bioferrite. In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.|&amp;quot;[...] a flesh-like covering around a bioferrite skeleton. [...] The tree can be harvested for twisted meat and bioferrite. [...]&amp;quot;}}''.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Ytew0g12n3zos210&amp;topic_postId=yteyij35mx85dh6s&amp;topic_revId=yteyij35mx85dh6s&amp;action=single-view</id>
		<title>Topic:Ytew0g12n3zos210</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Ytew0g12n3zos210&amp;topic_postId=yteyij35mx85dh6s&amp;topic_revId=yteyij35mx85dh6s&amp;action=single-view"/>
		<updated>2025-06-17T03:10:05Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Ilysen&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Ilysen (page does not exist)&quot;&gt;&lt;bdi&gt;Ilysen&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Ilysen&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Ilysen&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Ilysen&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Ilysen&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Ytew0g12n3zos210&amp;amp;topic_showPostId=yteyij35mx85dh6s#flow-post-yteyij35mx85dh6s&quot;&gt;commented&lt;/a&gt; on &quot;Welcome to the wiki&quot; (&lt;em&gt;thank you a lot! i&amp;#039;ll try my best&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=162675</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=162675"/>
		<updated>2025-06-17T02:41:08Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: tidy up some unnecessary formatting for links worded as plural (i.e. &amp;quot;EMP launchers&amp;quot;). oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image = Revenant.png&lt;br /&gt;
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br/&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br/&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or fire.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 80&lt;br /&gt;
| anomaly knowledge = 3&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 45&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| healthscale = 10&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 1000&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 2&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| stagger duration factor = 0&lt;br /&gt;
| minimum comfortable temperature = -40&lt;br /&gt;
| maximum comfortable temperature = 60&lt;br /&gt;
| filth rate = &lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| destroyyield = {{Icon Small|Revenant spine|1}}&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 3&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Revenant&lt;br /&gt;
| label = revenant&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Revenant''' is an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Revenants may spawn as an entity event when a colony has at least five [[colonist]]s. Be warned: temporary pawns ''do'' count towards this total. It will not spawn until this threshold is reached, even if all other advanced entities are already discovered and [[void provocation]] is performed. A known entity will be summoned instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively, one can acquire a [[revenant spine]] from a Mysterious Cargo [[quest]] as a piece of cargo. The revenant will reform after some time, or when placed into [[containment]]. Note that immediately smashing the spine will not unlock the revenant's codex entry. This quest does not respect the population requirement.&lt;br /&gt;
&lt;br /&gt;
Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 1 for a revenant to appear.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The revenant is an advanced [[entity]] that hypnotizes humans. Like the [[sightstealer]], revenants enter the map [[invisible]] to both pawns and the player, and remain so until they get close to a target. The player is not notified of a revenant's arrival.&lt;br /&gt;
&lt;br /&gt;
Every {{ticks/gametime/days|108000}} to {{ticks/gametime/days|192000}}, a revenant will enter an attacking state in which it stalks the closest available pawn. It will open doors between itself and its target as it approaches. If allowed to reach melee range, it will freeze the targeted pawn in place and begin hypnotizing them; once this process completes, the pawn will be subjected to ''revenant hypnosis'', which caps their [[consciousness]] at {{Bad|10%}} and leaves them [[downed]]. The revenant will then attempt to flee and hide on a random tile far away from where it was revealed, where it will sleep until it is ready to attack again.&lt;br /&gt;
&lt;br /&gt;
The hypnosis condition is linked to the revenant itself - upon the revenant's death, any hypnotized pawns will immediately wake up and resume normal activity. The condition be ended prematurely with the [[unnatural healing]] ability or by administering a [[healer mech serum]]; otherwise, it lasts indefinitely as long as the revenant remains alive.&lt;br /&gt;
&lt;br /&gt;
Revenants have a slow default movement speed of 3.2 {{CS}} while invisible, but they quickly speed up whenever they are revealed. This takes the form of a hidden multiplier to their speed that starts at {{Good|×1}} and linearly scales up to {{Good|×2.8}} over {{ticks|1800}} of being visible, resulting in an extremely fast final speed of 8.96 {{CS}}. Coupled with their [[Stagger Time Multiplier]] of {{Good|×0%}}, this makes revenants relentless hunters that are practically impossible to escape directly.&lt;br /&gt;
&lt;br /&gt;
Revenants will typically prioritize the nearest available target during an attack - potentially switching mid-chase if a closer pawn becomes available - but are otherwise completely indiscriminate. They will target colonists, prisoners, visiting guests, traders, and even raiders. [[Ghoul]]s, however, will always be ignored.&lt;br /&gt;
&lt;br /&gt;
The length of time it takes for a revenant to hypnotize a pawn starts at {{ticks|900}} and reaches a minimum of {{ticks|360}}, scaling with the number of colonists on the map according to the following chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Time required to hypnotize&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width = 300&lt;br /&gt;
 | height = 300&lt;br /&gt;
 | type = line&lt;br /&gt;
 | xAxisTitle = Number of colonists&lt;br /&gt;
 | yAxisTitle = Time in seconds&lt;br /&gt;
 | x = 0, 2, 4, 10, 15&lt;br /&gt;
 | y = 15, 15, 11, 6, 6&lt;br /&gt;
 | xGrid = 1&lt;br /&gt;
 | yGrid = 1&lt;br /&gt;
 | xAxisMin = 0&lt;br /&gt;
 | yAxisMin = 1&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a revenant would attack but can't reach any targetable pawns, it will wander at random until a valid target becomes available, at which point the revenant begins stalking them.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Despite nominally having a melee attack, revenants will never fight, even when confronted directly. They will only ever attempt to hypnotize their current target - heedless of incoming attacks - and then flee by the easiest available route. If completely enclosed and unable to escape, it will attempt to mine through walls rather than bashing them down.&lt;br /&gt;
&lt;br /&gt;
Upon death, a revenant leaves behind a [[revenant spine]] instead of a corpse. The spine can be hauled like an item, carried to a [[holding platform]] or [[holding spot]] to reform and resurrect the revenant for study, or smashed to kill the revenant permanently (yielding a [[shard]] in the process). If not promptly deal with, the spine may reform into a revenant on its own; a warning will be provided 3-5 hours in advance before this happens.&lt;br /&gt;
&lt;br /&gt;
Revenants are stunned by [[EMP]] blasts, which are very effective at immobilizing them. Note that revenants will adapt to EMP stuns like most targets do, which will prevent them from being permanently stunned without the use of masterwork or legendary [[EMP launcher]]s.&lt;br /&gt;
&lt;br /&gt;
Revenants are immune to traps, such as [[spike trap]]s and [[IED]]s, and will never set them off even when passing directly over them.&lt;br /&gt;
&lt;br /&gt;
Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%. They do not bleed.&lt;br /&gt;
&lt;br /&gt;
Revenants are immune to [[psychic shock lance]]s and [[biomutation lance]]s. [[Psychic insanity lance]]s can target revenants, but the [[Mental_break#Berserk|berserk]] state does not change their behavior in any way.&lt;br /&gt;
&lt;br /&gt;
=== Tracking ===&lt;br /&gt;
Revenants leave behind a distinct trail of smears as they move. These smears are left rarely while the revenant is wandering, and appear much more frequently during an attack or escape. They serve as the primary way of tracking down an invisible revenant.&lt;br /&gt;
&lt;br /&gt;
If a revenant is damaged during hypnosis, it'll drop a [[revenant flesh chunk]]. Only one chunk will drop during any given hypnosis. These chunks can be analyzed by a colonist to make it easier to track the revenant:&lt;br /&gt;
# The first analyzed flesh chunk will make the revenant's trail of smears much longer.&lt;br /&gt;
# The second analyzed flesh chunk will provide a warning when a pawn comes within 7.9 tiles of the revenant, indicated by an exclamation mark above the pawn's head and a visible message: (i.e. ''&amp;quot;Glasses can hear the revenant shivering nearby!&amp;quot;'')&lt;br /&gt;
# The third and final analyzed flesh chunk will reveal the revenant whenever a pawn comes within 8.9 tiles of its location.&lt;br /&gt;
&lt;br /&gt;
Note that every revenant has a unique biosignature, and analysis progress is tied to this biosignature. Each encountered revenant must be analyzed individually. A slain revenant will retain its biosignature if it reforms by being contained, but a revenant that reforms on its own will adopt a new biosignature and must be analyzed again from scratch.&lt;br /&gt;
&lt;br /&gt;
Invisible revenants are revealed upon taking any form of damage (including area effects such as [[fire]], [[EMP]], and [[Bomb|explosions]]), being within 7.9 tiles of a of a [[Disruptor flare pack|disruptor flare]] when it lands, and being covered in [[firefoam]]. Revenants that are forcibly revealed will immediately attempt to escape.&lt;br /&gt;
&lt;br /&gt;
During an attack, revenants reveal themselves when they come within a certain range of their current target. This distance starts at 26 cells and, like the required time to hypnotize, scales with the number of colonists on the map according to the following chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Minimum distance to reveal during attack&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width = 300&lt;br /&gt;
 | height = 300&lt;br /&gt;
 | type = line&lt;br /&gt;
 | xAxisTitle = Number of colonists&lt;br /&gt;
 | yAxisTitle = Distance in cells&lt;br /&gt;
 | x = 0, 2, 3, 8, 15, 20&lt;br /&gt;
 | y = 26, 26, 18, 16, 10, 10&lt;br /&gt;
 | xGrid = 1&lt;br /&gt;
 | yGrid = 1&lt;br /&gt;
 | xAxisMin = 0&lt;br /&gt;
 | yAxisMin = 1&lt;br /&gt;
 | yAxisMax = 30&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As long as they're not attacking, revenants that become visible by any means will turn invisible again after {{ticks|140}}. This is prevented as long as the revenant is stunned, covered in firefoam, or subjected to the ''disruptor flash'' effect from disruptor flares.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Revenants are extremely hard to kill. With their immunity to bleeding and very high maximum hit points, they are more durable than even a [[thrumbo]]; repeated volleys are required to bring one down. Catching them poses a significant challenge for unprepared settlements. Zoning, work assignments, and restricted doors can help to keep colonists together and prevent revenants from singling out and picking off isolated pawns one by one. When hunting a revenant, finding a way to stun it long enough for your colonists to inflict fatal damage is vital.&lt;br /&gt;
&lt;br /&gt;
There are many ways to make hunting down a revenant easier:&lt;br /&gt;
* Doors opening on their own is a telltale sign that a revenant is moving through them.&lt;br /&gt;
* [[Proximity detector]]s are capable of detecting a hidden revenant, but will not reveal it outright. They can still assist in pinning down where it is; reinstalling an activated detector in different spots can be used to narrow down the potential range even further.&lt;br /&gt;
* [[EMP grenades]] are excellent for flushing out invisible revenants due to their wide area of effect, and will leave them stunned and vulnerable to attack.&lt;br /&gt;
* Revenants that are driven [[Mental_break#Berserk|berserk]] by any means do not behave any differently, but will emit faint red particles that can always be seen - even while the revenant is invisible. These particles can be used to track the revenant, although the effect tends to blend in with terrain and so is easy to lose sight of.&lt;br /&gt;
** [[Psychic insanity lance]]s cause revenants to become berserk for {{ticks|80000}}, although using them in this manner may be expensive for the proportional benefit.&lt;br /&gt;
* [[Psycasts]] {{RoyaltyIcon}} can be invaluable tools for dealing with a revenant, thanks to its high [[psychic sensitivity]]:&lt;br /&gt;
** [[Vertigo pulse]] reveals the revenant, disrupts its hypnosis, and forces it to wander aimlessly for a whopping {{ticks|2400}}.&lt;br /&gt;
** [[Stun (psycast)|Stun]] briefly stuns the revenant in place, but doesn't interrupt its hypnosis.&lt;br /&gt;
** [[Beckon]] and [[Skip]] can both be used to stop a revenant from escaping or to interrupt it from hypnotizing a pawn.&lt;br /&gt;
** [[Berserk_(psycast)|Berserk]] and [[Berserk pulse]] will cause a revenant to become berserk for a total of {{ticks|1800}}, allowing it to be tracked for a short time.&lt;br /&gt;
** [[Waterskip]] can be used to reveal the revenant, although it will quickly fade away again - meaning that this psycast is best used to confirm that the revenant is actually in an area before deploying a stronger revealing effect such as firefoam or disruptor flares.&lt;br /&gt;
&lt;br /&gt;
Remember that revenants are at their most vulnerable while attempting to hypnotize a colonist. They are permanently revealed during this time and will not flee even if mortally wounded. If all else fails, choosing one fast pawn as bait to [[Kiting|kite]] the revenant for as long as possible will allow your other colonists to attack with impunity; [[longjump legs]] {{BiotechIcon}} and [[jump pack]]s {{RoyaltyIcon}} can assist with this, although care must be taken to ensure that the revenant doesn't simply choose a closer target. Dealing enough damage this way can render the revenant too wounded to flee effectively, allowing your colonists to chase it down with your preferred method of invisibility disruption and finish it off for good.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The revenant has a high minimum containment strength requirement, meaning that a [[holding platform]] and [[security door]] are required to comfortably contain it. Additionally, their immunity to traps and their unique ability to open doors can make catching a revenant in the event of an escape very difficult, as it can simply walk out of its containment chamber. Securing one in the long term is thus contingent upon a colony's ability to quickly and safely recapture it when it inevitably breaks free and begins hunting anew.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4069]] - Revenant flammability reduced to 0%, effectively fireproof.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Ytew0g12n3zos210&amp;topic_postId=ytewni1h0zm7ca4k&amp;topic_revId=ytewni1h0zm7ca4k&amp;action=single-view</id>
		<title>Topic:Ytew0g12n3zos210</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Ytew0g12n3zos210&amp;topic_postId=ytewni1h0zm7ca4k&amp;topic_revId=ytewni1h0zm7ca4k&amp;action=single-view"/>
		<updated>2025-06-17T02:36:39Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Ilysen&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Ilysen (page does not exist)&quot;&gt;&lt;bdi&gt;Ilysen&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Ilysen&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Ilysen&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Ilysen&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Ilysen&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Ytew0g12n3zos210&amp;amp;topic_showPostId=ytewni1h0zm7ca4k#flow-post-ytewni1h0zm7ca4k&quot;&gt;commented&lt;/a&gt; on &quot;Welcome to the wiki&quot; (&lt;em&gt;thank you!! I was worried I was being overly broad in scope for my first few edits honestly- I just tend to run with concepts and by the...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Harbinger_tree&amp;diff=162672</id>
		<title>Harbinger tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Harbinger_tree&amp;diff=162672"/>
		<updated>2025-06-16T23:49:01Z</updated>

		<summary type="html">&lt;p&gt;Ilysen: general cleanup and table of bioferrite yields. there's still a lot that can be improved here, and some unverified stuff, but this should still help. also how long has yield been listed as 25???&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Needs more detail on what causes new trees to spawn; there seems to be a link to current monolith level, rather than being entirely random}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Harbinger tree&lt;br /&gt;
| image = Harbinger tree.png&lt;br /&gt;
| description = A gnarled tree that grows a flesh-like covering around a bioferrite skeleton. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow.&amp;lt;br&amp;gt;The tree can be harvested for twisted meat and bioferrite.&amp;lt;br&amp;gt;In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| hp = 230&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| beauty outdoors = -10&lt;br /&gt;
| grow days = 10&lt;br /&gt;
| yield = 15&lt;br /&gt;
| min fertility = 0.50&lt;br /&gt;
| fertility sensitivity = 0.50&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| livesin_temperateforest = True&lt;br /&gt;
| livesin_temperateswamp = True&lt;br /&gt;
| livesin_tropicalrainforest = True&lt;br /&gt;
| livesin_tropicalswamp = True&lt;br /&gt;
| livesin_aridshrubland = True&lt;br /&gt;
| livesin_desert = True&lt;br /&gt;
| livesin_borealforest = True&lt;br /&gt;
| livesin_coldbog = True&lt;br /&gt;
| livesin_tundra = True&lt;br /&gt;
}}&lt;br /&gt;
The '''harbinger tree''' is a [[tree]] added by the [[Anomaly DLC]] that consumes [[meat]] and [[corpse|corpses]] to fuel their own growth. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Harbinger trees can spawn randomly from an event after activating the [[void monolith]], spawned by the [[void provocation]] psychic ritual, or can be planted via a [[harbinger seed]] which can be acquired as a [[quest]] reward or bought from traders.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Harbinger trees consume [[corpse|corpses]], [[meat]], and [[skull|skulls]] placed around them. They can eat both rotten and fresh corpses, as well as all forms of raw meat (including [[insect meat|insect]], [[human meat|human]], [[twisted meat|twisted]]). Harbinger trees will not consume [[pemmican]] or [[meals]] of any type.&lt;br /&gt;
&lt;br /&gt;
Items fed to the harbinger tree are covered in fleshy roots, although this effect is merely cosmetic; they can still freely be hauled away or picked up. Every {{ticks|5000}}, valid targets within the tree's consumption radius will be partially consumed:&lt;br /&gt;
* Corpses will have random body parts digested, and will eventually be destroyed when no parts remain. All gear worn by consumed corpses is destroyed alongside them, similar to [[Electric crematorium|cremation]].&lt;br /&gt;
* Meat will simply be destroyed outright, with anywhere between 4-12 meat being consumed in any given interval.&lt;br /&gt;
&lt;br /&gt;
Harbinger trees will consume nutrition even during their resting period. Growth rate is increased by 150% while the tree actively consuming something, regardless of the quantity or variety of targets. Its consumption radius increases as it grows, linearly interpolated from 3.9 tiles at or below 15% growth to 5.9 tiles at or above 85% growth.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Create Corpse Stockpile.png|frameless|none]] || When you select a harbinger tree, a UI button for creating a corpse stockpile appears.&lt;br /&gt;
&lt;br /&gt;
This button creates a [[dumping stockpile]] around the tree, within the consumption radius of the tree.&lt;br /&gt;
&lt;br /&gt;
By default, it accepts almost all corpses, whether fresh or rotten:&lt;br /&gt;
* Humanlike corpses, except [[unnatural corpse|unnatural corpses]]&lt;br /&gt;
* Animal corpses&lt;br /&gt;
* Entity corpses&lt;br /&gt;
By default, it does not accept:&lt;br /&gt;
* [[Mechanoid]] corpses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When fully grown and harvested, harbinger trees provide {{Icon Small|Twisted meat||30}} [[twisted meat]] and a base amount of {{Icon Small|Bioferrite||15}} [[bioferrite]]. Trees that are destroyed through other means will still yield twisted meat, but no bioferrite. Twisted meat yield scales linearly with the tree's growth progress and is unaffected by [[AI_Storytellers#Economy|harvest yield]] modifiers from difficulty or a pawn's individual [[Plant Harvest Yield]], but the amount of bioferrite harvested is affected by both.&lt;br /&gt;
&lt;br /&gt;
Harbinger trees are not dangerous in any way and, despite their flavor text, do not cause any events or phenomena beyond consuming corpses and meat.&lt;br /&gt;
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Despite both being [[dendrovore|dendrovores]], [[thrumbo|thrumbos]] will not eat harbinger trees, while [[alphabeaver|alphabeavers]] will.&lt;br /&gt;
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=== Reproduction ===&lt;br /&gt;
Each harbinger tree tracks the nutrition it has consumed, setting a random growth threshold between 70 and 100 nutrition upon first creation. When a tree reaches its threshold, it will immediately spawn a new sapling, regardless of whether the original tree is fully grown. Its total consumed nutrition is then reset to 0, and its threshold is rerolled. This can be used to build large forests of harbinger trees to destroy corpses and gain resources.&lt;br /&gt;
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An adult human corpse with no missing body parts will provide a harbinger tree 5.2 nutrition, meaning that between 13.46 and 19.23 corpses are needed for each new harbinger tree. A single piece of meat has a nutrition of 0.05, requiring between 1,400 and 2,000 meat total to spawn a new tree. The new tree will attempt to spawn near the one that created it, but it will appear elsewhere on the map if a nearby tile is not available. The closest a new tree will spawn is within 4 orthogonal tiles of the original. New tree will not spawn within 2 tiles of a wall but can spawn adjacent to player-placed floors.&lt;br /&gt;
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== Analysis ==&lt;br /&gt;
Harbinger trees provide a low-tech, resource-free way to get rid of corpses without using fire or an [[electric crematorium]]. No labor is required except for that which is required to haul the corpses to the tree itself. Tribal or low-tech settlements may find it useful for reducing the number of potential [[shambler|shamblers]] on the map if a [[death pall]] occurs; whiled shamblers can still reanimate from corpses in the process of being consumed, they will often be weakened due to missing body parts that will not regenerate upon reanimation.&lt;br /&gt;
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Later on, harbinger trees can be used as a source of [[twisted meat]] for mid- and late-game recipes like the [[juggernaut serum]] without having to fight and butcher dangerous entities like [[fleshbeast|fleshbeasts]]. It is impractical to farm harbinger trees using meat farmed from ranching or hunting, although colonies experiencing massive raids may be able to meet their serum production needs off the yield from harbinger trees alone. A single [[fleshmass nucleus]] produces significantly more twisted meat in a more consistent manner, but requires regular suppression and defeating a [[fleshmass heart]] to acquire.&lt;br /&gt;
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Typical growth times and daily bioferrite yield for an unfed harbinger tree can be found below:&lt;br /&gt;
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{{Grow Table}}&lt;br /&gt;
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Keeping the harbinger tree well-fed will dramatically increase overall yield. The fastest theoretical growth time - attainable by planting a harbinger tree on rich soil and feeding it constantly - would be {{#expr: {{#var:RGD}} / (((1.4-1)*{{#var:FS}}) + 1) / 1.5 round 2}} days, for a total yield of {{Icon Small|Bioferrite||{{#expr: {{Q|Harbinger tree|Harvest Yield Per Day (140)}} * 1.5}} bioferrite per day}} and {{Icon Small|Twisted meat||{{#expr: {{Q|Harbinger tree|Harvest Yield Per Day (140)}} * 3}} twisted meat per day}}. &amp;lt;!-- Twisted meat yields are equal to twice the bioferrite yield, so this just uses ((1.5 * 2) * yield) for simplicity's sake --&amp;gt;&lt;br /&gt;
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== Gallery == &lt;br /&gt;
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&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Harbinger growth.png|'''Each stage of Harbinger tree's growth cycle including a chopped stump. Note that a neighboring tree immediately starts consuming the dropped [[Twisted meat]].'''&lt;br /&gt;
File:Harbinger_1.png|'''A freshly planted harbinger tree, with the corpse stockpile and consumption radius.'''&lt;br /&gt;
File:Harbinger_Hare.png|'''Harbinger tree consuming the desiccated corpse of a hare.'''&lt;br /&gt;
File:Harbinger_Rotten2.png|'''Harbinger tree consuming the rotten corpse of a turkey and a tortoise.'''&lt;br /&gt;
File:Harbinger_Meat.png|'''Harbinger tree consuming two stacks of muffalo meat.'''&lt;br /&gt;
File:Harbinger_25_Meat.png|'''Harbinger tree at 25% growth consuming a stack of muffalo meat.'''&lt;br /&gt;
File:Harbinger feeding.png|'''Harbinger tree consuming a variety corpses and displaying the small blood splats effect'''&lt;br /&gt;
File:Harbinger feeding big splats.png|'''Harbinger tree now displaying the large blood splats part of the animation'''&lt;br /&gt;
File:Harbinger chopped.png||'''The chopped stump of a fully grown Harbinger tree'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* 1.5.4083 — Harbinger trees now give bioferrite instead of wood when harvested.&lt;br /&gt;
* 1.5.4104 — Fix: Harbinger tree provocation not working on ambient horror mode.&lt;br /&gt;
* ? &amp;lt;!-- Unknown but likely when BF was added to the tree - but CHECK don't assume --&amp;gt; - Description changed from ''{{Hover title|A gnarled tree that grows a flesh-like covering. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow. In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.|&amp;quot;[...] a flesh-like covering. [...]&amp;quot;}}'' changed to ''{{Hover title|A gnarled tree that grows a flesh-like covering around a bioferrite skeleton. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow. The tree can be harvested for twisted meat and bioferrite. In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.|&amp;quot;[...] a flesh-like covering around a bioferrite skeleton. [...] The tree can be harvested for twisted meat and bioferrite. [...]&amp;quot;}}''.&lt;br /&gt;
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{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Ilysen</name></author>
	</entry>
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