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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JackSD</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JackSD"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/JackSD"/>
	<updated>2026-04-05T21:18:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wolverine&amp;diff=178262</id>
		<title>Wolverine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wolverine&amp;diff=178262"/>
		<updated>2026-03-29T01:38:27Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Missing analysis and (if required) summary }}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Wolverine&lt;br /&gt;
| image = Wolverine east.png&lt;br /&gt;
| description = A small but ferocious predator. Wolverines are solitary animals that prefer to eat carrion but can kill animals many times their size if needed.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| min comfortable temperature = -50&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 150&lt;br /&gt;
| filth rate = 4&lt;br /&gt;
| wildness = 0.95&lt;br /&gt;
| combatPower = 70&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| hungerrate = 0.23&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Lightleather&lt;br /&gt;
| manhuntertame = 0.5&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 8&lt;br /&gt;
| gestation = 8&lt;br /&gt;
| lifespan = 6&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.2222&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| offspring = 1-2&lt;br /&gt;
| avg offspring = 1.50&lt;br /&gt;
| attack1dmg = 9&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left claw&lt;br /&gt;
| attack2dmg = 9&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right claw&lt;br /&gt;
| attack3dmg = 10&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 4&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_borealforest = 0.07&lt;br /&gt;
| livesin_tundra = 0.07&lt;br /&gt;
| livesin_coldbog = 0.07&lt;br /&gt;
| livesin_temperateforest = 0.07&lt;br /&gt;
| livesin_glacialplain = 0.07&lt;br /&gt;
}}&lt;br /&gt;
A '''wolverine''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Wolverines will hunt pawns{{Check Tag|Clarification needed|No hunting at all? Or not hunting adult hunans? original editor that added this. They will definitely hunt pawns. I stand quite corrected}}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wolverine east.png|Facing east&lt;br /&gt;
Wolverine north.png|Facing north &lt;br /&gt;
Wolverine 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 Wolverine east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated Wolverine north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated Wolverine 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;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wolverine&amp;diff=177783</id>
		<title>Wolverine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wolverine&amp;diff=177783"/>
		<updated>2026-03-18T00:44:54Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Missing analysis and (if required) summary }}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Wolverine&lt;br /&gt;
| image = Wolverine east.png&lt;br /&gt;
| description = A small but ferocious predator. Wolverines are solitary animals that prefer to eat carrion but can kill animals many times their size if needed.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| min comfortable temperature = -50&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 150&lt;br /&gt;
| filth rate = 4&lt;br /&gt;
| wildness = 0.95&lt;br /&gt;
| combatPower = 70&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| hungerrate = 0.23&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Lightleather&lt;br /&gt;
| manhuntertame = 0.5&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 8&lt;br /&gt;
| gestation = 8&lt;br /&gt;
| lifespan = 6&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.2222&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| offspring = 1-2&lt;br /&gt;
| avg offspring = 1.50&lt;br /&gt;
| attack1dmg = 9&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left claw&lt;br /&gt;
| attack2dmg = 9&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right claw&lt;br /&gt;
| attack3dmg = 10&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 4&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_borealforest = 0.07&lt;br /&gt;
| livesin_tundra = 0.07&lt;br /&gt;
| livesin_coldbog = 0.07&lt;br /&gt;
| livesin_temperateforest = 0.07&lt;br /&gt;
| livesin_glacialplain = 0.07&lt;br /&gt;
}}&lt;br /&gt;
A '''wolverine''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Wolverines will not hunt pawns&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wolverine east.png|Facing east&lt;br /&gt;
Wolverine north.png|Facing north &lt;br /&gt;
Wolverine 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 Wolverine east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated Wolverine north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated Wolverine 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;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sun_lamp&amp;diff=172701</id>
		<title>Sun lamp</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sun_lamp&amp;diff=172701"/>
		<updated>2025-11-27T15:24:48Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Standing lamp}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Sun lamp&lt;br /&gt;
| image = LampSun.png&lt;br /&gt;
| description = An industrial lamp which lights an area brightly enough to grow crops, but consumes a huge amount of power. Automatically turns itself off at night.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.2&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 4.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 50&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = -2900&lt;br /&gt;
| glowradius = 14&lt;br /&gt;
| glowcolor = (370, 370, 370)&lt;br /&gt;
| heatpersecond = 3&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| thingCategories = BuildingsFurniture&lt;br /&gt;
| work to make = 330&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
'''Sun lamps''' provide artificial light in the absence of sunlight, such as an indoor [[growing zone]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Sun lamp illumination area.png|300px|thumb|left|The inner gray area (5 tiles out) is 100% illumination, able to grow all crops; the white (6-10 tiles) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (11th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
A sun lamp consumes {{#expr:-{{P|Power Consumption #}}}} W of [[power]] from 06:00 to 19:12, the period where plants can grow. While online, it provides 100% [[light]] within a 5.5-tile radius. This provides 100 tiles with sufficient light to grow.&lt;br /&gt;
&lt;br /&gt;
This allows [[crop]]s like [[rice plant]]s to grow in a [[roof]]ed room. As the natural sun doesn't always provide 100% light at day, a sun lamp causes plants to grow somewhat faster. They also provide at least 30% light in an {{p|Light Radius}} tile radius, which is enough to prevent penalties for being in darkness.&lt;br /&gt;
&lt;br /&gt;
Due to RimWorld's [[temperature]] mechanics, an enclosed room with a mostly complete [[roof]] is required to actually heat or cool an area.  Lamps themselves give a marginal amount of heat, 3 heat per second.&lt;br /&gt;
&lt;br /&gt;
[[Rain]] or [[snow]] on a powered sun lamp will cause [[short circuit]]s and [[fire]]s. A roof will prevent this.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Optimal_sunlamps.png|225px|left|thumb|An efficient pattern to fit multiple sun lamps together. There are 10 empty tiles per sun lamp, half as many as in a simple grid pattern.]]&lt;br /&gt;
A sun lamp's main purpose is to create growing zones indoors, often called greenhouses. This allows plants to grow in the winter, when used with a [[heater]]. In extremely hot [[biome]]s, you might need coolers to grow during the summer. Even in a &amp;quot;year-round&amp;quot; growing season, unpredictable events such as [[Events#Toxic_fallout|toxic fallout]] and [[Events#Volcanic_winter|volcanic winter]]s can disrupt plant growth. Double-width walls provide more insulation against temperature changes, and potentially save on heater/cooler costs.&lt;br /&gt;
&lt;br /&gt;
[[Events#Solar flare|Solar flares]] will cut the power, so prepare a [[shelf]] with emergency wood to build [[campfire]]s to keep the room temperature above {{Temperature|-10}} (below which most plants will rapidly die).&lt;br /&gt;
&lt;br /&gt;
As they cannot be grown under roofs, trees such as pine, birch, saguaro or cocoa trees may not be grown in a completely closed greenhouse.  They may only be grown in a greenhouse with roofs removed in a grid pattern. As this roof design will let in sufficient natural sunlight in most biomes, there is generally no need to place a sun lamp inside tree greenhouses. Be aware that this style of greenhouse leaks a lot of temperature-controlled air.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:left&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
If you have [[Biofuel refinery|biofuel refineries]] available, you can use food produced by hydroponics to fuel [[Chemfuel powered generator|chemfuel generators]] to help power the greenhouse array. This is so efficient that it violates thermodynamics, and leaves you with spare food for your colonists as well.&lt;br /&gt;
&lt;br /&gt;
As sun lamps turn off at night, they consume an average of {{#expr: -(0.8-0.25)*{{P|Power Consumption #}}}} W⋅Days. [[Batteries]] can be used to average out power usage. However, batteries only take in energy at a 50% rate, effectively meaning double the power is required at night, for a required power generation of {{#expr: -floor(2*(0.8-0.25)/(1+0.8-0.25)*{{P|Power Consumption #}})+10}} W⋅Days assuming 100% consistent power generation and a single battery with a passive loss of -5W⋅Days per day. As this only requires {{#expr: -((0.8-0.25)*{{P|Power Consumption #}})*(1-0.8+0.25)*0.5/(1-0.5*(1-0.8+0.25)) round 1}} W⋅Days of storage and a battery holds 600 W⋅Days, fewer batteries and infinitesimally less generation is needed when multiple sun lamps are supported. &lt;br /&gt;
&lt;br /&gt;
Otherwise, 2 [[solar generator]]s are more than enough to power a single sun lamp in equatorial regions, not counting any hydroponics basins.&lt;br /&gt;
&lt;br /&gt;
=== Hydroponics ===&lt;br /&gt;
[[File:SunlampHydroponics.png|200px|thumb|left|96% hydroponics, tightly nested together.]]&lt;br /&gt;
&lt;br /&gt;
You can grow crops indoors with or without [[hydroponics basin]]s. It is more cost effective to grow on soil, assuming you have soil available.&lt;br /&gt;
&lt;br /&gt;
* The 24 hydroponics basins would cost {{Required Resources|Hydroponics basin|24}} for a total of 2.8 sun lamp's worth of growth. This does not count the extra 1680 W of power required for those basins.&lt;br /&gt;
* You could instead make and power 2 more sun lamps. 4 [[solar generator]]s are enough to power those lamps, and would only cost {{Required Resources|Solar generator|4}}. Even when considering [[batteries]], [[heater]]s, and the {{Icon Small|steel}} 80 for sun lamps themselves, making ''more'' sun lamps is more efficient than building hydroponics for 1.&lt;br /&gt;
&lt;br /&gt;
If your only goal is to grow crops during the winter, then placing multiple sun lamps without hydroponics is more resource efficient than using hydroponics. However, the lamps would end up taking up more space. Therefore, hydroponics are best used when growing space is limited, like inside a mountain or in an [[biomes#Ice sheet|ice sheet]]. &lt;br /&gt;
&lt;br /&gt;
In the late game, hydroponics have a few advantages. Due to their reduced space, it takes less travel time, which makes work more efficient and defense easier. They take up less power per tile, too. When you have access to [[deep drill]]s and [[fabrication bench|fabrication]], you can easily afford the steel and component cost.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Now turn themselves off when plants are resting. &lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: [[Gloomlight]] would prevent a sun lamp from producing &amp;quot;brightly lit&amp;quot; cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. It now correctly ignores the alpha from the xml.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Sunlamp does not trigger blinding light for [[Ideoligion#Darkness|Darkness]]{{IdeologyIcon}} pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Sunlamps do not have perfect area of effect leading to rotting crops. This had the effect of creating an unreported change to sun lamp lit radius, increasing it, without increasing the displayed radius when constructing the lamp. &lt;br /&gt;
* [[Version/1.5.4104|1.5.4104]] - Fix: Sunlamp light radius inaccurate. This reverts the above change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sun lamp grow radius.png|Between 1.5.4062 and 1.5.4194 Radius of light sufficient to grow. Displayed radius shown in [[sterile tile]], tiles where plants can be grown outside of the radius shown in [[gold tile]]&lt;br /&gt;
New sun lamp optimal with no wasted hydro spots.png|Between 1.5.4062 and 1.5.4194 Maximum hydroponics basins without having basin slots unlit.&amp;lt;br&amp;gt;(25 basins, 100 growing tiles, 0 unlit basin slots, 20 lit tiles unused)&lt;br /&gt;
new sun lamp optimal with wasted hydro spots.png|Between 1.5.4062 and 1.5.4194 Minimum number of hydroponics basin slots left unlit without leaving lit area unused.&amp;lt;br&amp;gt;(32 basins, 120 growing tiles, 8 unlit basin slots, 0 lit tiles unused)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;br /&gt;
[[Category:Food Production]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fueled_stove&amp;diff=165236</id>
		<title>Fueled stove</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fueled_stove&amp;diff=165236"/>
		<updated>2025-07-16T21:46:56Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|section=1|reason=Heat production, fuel consumption rate, analysis}}&lt;br /&gt;
{{For|For its electrically-powered counterpart|electric stove}}&lt;br /&gt;
{{Infobox main|production&lt;br /&gt;
| name = Fueled stove&lt;br /&gt;
| image = Fueled Stove.jpg&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A wood-fueled stove with an attached countertop for preparing meals.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| heatpersecond = 4&lt;br /&gt;
| work to make = 2000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| fuel filter = Wood&lt;br /&gt;
| fuel capacity = 50.0&lt;br /&gt;
| fuel consumption rate = 160.0&lt;br /&gt;
}}&lt;br /&gt;
The '''fueled stove''' is a [[production]] bech used for preparing [[meals]] and [[psychite tea]]. It is the [[wood]]-fueled equivalent to the [[electric stove]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Fueled stoves can create [[meal]]s and use {{Icon Small|wood}} [[wood]] for fuel. Up to 50 wood can be stored at once. One fuel (1 wood) is consumed for every {{Ticks|375}}{{Check Tag|Verify|Manually tested via devmode}} of work; at 100% [[Cooking Speed]], this is enough to create 1 [[simple meal]]. Unlike [[campfire]]s, stoves only consume fuel while actively burning.&lt;br /&gt;
&lt;br /&gt;
[[Work#Haul|Haulers]] refuel wood stoves.&lt;br /&gt;
&lt;br /&gt;
Fueled stoves create a small amount of [[temperature|heat]] when cooking.&lt;br /&gt;
&lt;br /&gt;
Any wood stored inside of a fueled stove can be extracted by pressing the &amp;quot;eject fuel&amp;quot; button&lt;br /&gt;
&lt;br /&gt;
=== Bills ===&lt;br /&gt;
Like most work stations, cooking speed is reduced when it's too cold (below 5°C), too hot (above 35°C), and when cooking outdoors.&lt;br /&gt;
&lt;br /&gt;
{{Recipe List}}&lt;br /&gt;
&lt;br /&gt;
Any colonist that prepares a food item has a chance to contaminate it and cause [[food poisoning]]. The lower the cook's cooking skill, and the dirtier it is, the more likely someone will get food poisoning.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Comparison to other cooking ===&lt;br /&gt;
Compared to [[campfire]]s, fueled stoves are a general upgrade. Meals are cooked twice as fast, fuel isn't used outside of cooking, and stoves give access to [[fine meal]]s and [[lavish meal]]s. Campfires are theoretically more ''wood'' efficient, as 1 wood can create up to 10 [[simple meal]]s, as opposed to the stove's 1 simple meal. In practice, campfires burn wood constantly: fueled stoves are more wood efficient until 10 or more meals are cooked per day (roughly 5 colonists of hunger). But, regardless, it's more ''time'' efficient to cut down 1 more tree than it is to cook at a campfire. This assumes your [[biome]] has enough trees to cut. Of course, campfires also produce consistent [[temperature|heat]] and [[light]]. Campfires also only allow for the production of simple meals, pemmican, and psychite tea. If you want higher quality meals, you will need a stove&lt;br /&gt;
&lt;br /&gt;
Compared to [[electric stove]]s and [[wood-fired generator]]s, the combination uses more wood than a campfire (22/day vs 10/day), but cook just as fast as a fueled stove. There will also be 650 W of [[power]] left for other utilities, such as [[standing lamp]]s, [[heater]]s, and [[cooler]]s. Every other source of power has much less or no fuel cost at all. If wood is plentiful, using electricity in general is much more time efficient. If wood isn't, then just use a 0 wood [[wind turbine]] instead.&lt;br /&gt;
&lt;br /&gt;
Power is vulnerable to [[solar flare]]s and other disruptions to the grid, but these are minor concerns. At worst, you can keep the fueled stove for emergency situations.&lt;br /&gt;
&lt;br /&gt;
It can be worth noting that a pawn will attempt to complete a job order at a fueled stove even if the stove doesn't have enough wood to fuel the task. This can lead to inefficiencies in both fuel and time use. This can be mitigated by suspending cooking bills until enough wood is available to actually complete the task, and assigning a pawn to prioritize hauling, which will make sure the stove is topped up with any available wood. A stove will be considered &amp;quot;reserved&amp;quot; by any pawn cooking at it, or refueling it.  Both tasks cannot be performed at the same time. Therefore, it is often best that if a pawn is assigned to hauling fuel to it, that this pawn sleeps while the cook works, and vice versa. In a similar vein, if a colony is limited on raw food resources, it can be pertinent to make sure a stove is fully fueled during any downtime before harvests or hunts are returned to the kitchen. Seconds count when your cook is on the brink of mentally breaking from hunger.&lt;br /&gt;
&lt;br /&gt;
Fueled stoves are available upon the founding of a tribal colony. Barring the need for a campfire to provide warmth, they are a considerable asset in resource management. Being that tribal colonies will typically not have any available means to refrigerate or freeze food, it is advisable that any meat materials not reserved for use in the production of pemmican be the first ingredients to be made into meals. This can be conveniently accomplished by setting multiple bills, with ingredients other than meats disallowed on the first. For best results, leave meats available as an ingredient in subsequent bills, so that a cook might combine it with plant and animal products (think 7 veggies and 3 meats). To truly wring out full value from your meats, assign your non-meat ingredients to be stored slightly further away, as a cook will cook from the closest appropriate ingredients first&lt;br /&gt;
&lt;br /&gt;
Wood stored inside of a fueled stove does not add weight to the stove. Wood, weighing .4 kg/unit, weighs 20 kg/50 wood. This essentially means a caravan can carry a fueled stove + 50 wood for only the weight-price of 50 wood&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable.&lt;br /&gt;
&lt;br /&gt;
{{Nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Food Production]] [[Category:Drug Production]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fueled_stove&amp;diff=165235</id>
		<title>Fueled stove</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fueled_stove&amp;diff=165235"/>
		<updated>2025-07-16T21:20:09Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|section=1|reason=Heat production, fuel consumption rate, analysis}}&lt;br /&gt;
{{For|For its electrically-powered counterpart|electric stove}}&lt;br /&gt;
{{Infobox main|production&lt;br /&gt;
| name = Fueled stove&lt;br /&gt;
| image = Fueled Stove.jpg&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A wood-fueled stove with an attached countertop for preparing meals.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| heatpersecond = 4&lt;br /&gt;
| work to make = 2000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| fuel filter = Wood&lt;br /&gt;
| fuel capacity = 50.0&lt;br /&gt;
| fuel consumption rate = 160.0&lt;br /&gt;
}}&lt;br /&gt;
The '''fueled stove''' is a [[production]] bech used for preparing [[meals]] and [[psychite tea]]. It is the [[wood]]-fueled equivalent to the [[electric stove]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Fueled stoves can create [[meal]]s and use {{Icon Small|wood}} [[wood]] for fuel. Up to 50 wood can be stored at once. One fuel (1 wood) is consumed for every {{Ticks|375}}{{Check Tag|Verify|Manually tested via devmode}} of work; at 100% [[Cooking Speed]], this is enough to create 1 [[simple meal]]. Unlike [[campfire]]s, stoves only consume fuel while actively burning.&lt;br /&gt;
&lt;br /&gt;
[[Work#Haul|Haulers]] refuel wood stoves.&lt;br /&gt;
&lt;br /&gt;
Fueled stoves create a small amount of [[temperature|heat]] when cooking.&lt;br /&gt;
&lt;br /&gt;
=== Bills ===&lt;br /&gt;
Like most work stations, cooking speed is reduced when it's too cold (below 5°C), too hot (above 35°C), and when cooking outdoors.&lt;br /&gt;
&lt;br /&gt;
{{Recipe List}}&lt;br /&gt;
&lt;br /&gt;
Any colonist that prepares a food item has a chance to contaminate it and cause [[food poisoning]]. The lower the cook's cooking skill, and the dirtier it is, the more likely someone will get food poisoning.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Comparison to other cooking ===&lt;br /&gt;
Compared to [[campfire]]s, fueled stoves are a general upgrade. Meals are cooked twice as fast, fuel isn't used outside of cooking, and stoves give access to [[fine meal]]s and [[lavish meal]]s. Campfires are theoretically more ''wood'' efficient, as 1 wood can create up to 10 [[simple meal]]s, as opposed to the stove's 1 simple meal. In practice, campfires burn wood constantly: fueled stoves are more wood efficient until 10 or more meals are cooked per day (roughly 5 colonists of hunger). But, regardless, it's more ''time'' efficient to cut down 1 more tree than it is to cook at a campfire. This assumes your [[biome]] has enough trees to cut. Of course, campfires also produce consistent [[temperature|heat]] and [[light]]. Campfires also only allow for the production of simple meals, pemmican, and psychite tea. If you want higher quality meals, you will need a stove&lt;br /&gt;
&lt;br /&gt;
Compared to [[electric stove]]s and [[wood-fired generator]]s, the combination uses more wood than a campfire (22/day vs 10/day), but cook just as fast as a fueled stove. There will also be 650 W of [[power]] left for other utilities, such as [[standing lamp]]s, [[heater]]s, and [[cooler]]s. Every other source of power has much less or no fuel cost at all. If wood is plentiful, using electricity in general is much more time efficient. If wood isn't, then just use a 0 wood [[wind turbine]] instead.&lt;br /&gt;
&lt;br /&gt;
Power is vulnerable to [[solar flare]]s and other disruptions to the grid, but these are minor concerns. At worst, you can keep the fueled stove for emergency situations.&lt;br /&gt;
&lt;br /&gt;
It can be worth noting that a pawn will attempt to complete a job order at a fueled stove even if the stove doesn't have enough wood to fuel the task. This can lead to inefficiencies in both fuel and time use. This can be mitigated by suspending cooking bills until enough wood is available to actually complete the task, and assigning a pawn to prioritize hauling, which will make sure the stove is topped up with any available wood. A stove will be considered &amp;quot;reserved&amp;quot; by any pawn cooking at it, or refueling it.  Both tasks cannot be performed at the same time. Therefore, it is often best that if a pawn is assigned to hauling fuel to it, that this pawn sleeps while the cook works, and vice versa. In a similar vein, if a colony is limited on raw food resources, it can be pertinent to make sure a stove is fully fueled during any downtime before harvests or hunts are returned to the kitchen. Seconds count when your cook is on the brink of mentally breaking from hunger.&lt;br /&gt;
&lt;br /&gt;
Fueled stoves are available upon the founding of a tribal colony. Barring the need for a campfire to provide warmth, they are a considerable asset in resource management. Being that tribal colonies will typically not have any available means to refrigerate or freeze food, it is advisable that any meat materials not reserved for use in the production of pemmican be the first ingredients to be made into meals. This can be conveniently accomplished by setting multiple bills, with ingredients other than meats disallowed on the first. For best results, leave meats available as an ingredient in subsequent bills, so that a cook might combine it with plant and animal products (think 7 veggies and 3 meats). To truly wring out full value from your meats, assign your non-meat ingredients to be stored slightly further away, as a cook will cook from the closest appropriate ingredients first&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable.&lt;br /&gt;
&lt;br /&gt;
{{Nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Food Production]] [[Category:Drug Production]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Small_chemfuel_tank&amp;diff=165234</id>
		<title>Small chemfuel tank</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Small_chemfuel_tank&amp;diff=165234"/>
		<updated>2025-07-16T20:03:03Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Small chemfuel tank&lt;br /&gt;
| image = &lt;br /&gt;
| description = A chemfuel storage tank that supplies fuel for thrusters on a gravship.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = .6&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2x2&lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = &lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic gravtech&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 2040&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Chemfuel can be removed from this container by use of the &amp;quot;eject fuel&amp;quot; button&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pilot_console&amp;diff=165233</id>
		<title>Pilot console</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pilot_console&amp;diff=165233"/>
		<updated>2025-07-16T19:58:17Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Pilot console&lt;br /&gt;
| image = &lt;br /&gt;
| description = An interface that allows launching and piloting a gravship. It draws power directly from the grav engine.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| hp = 150&lt;br /&gt;
| flammability = 0&lt;br /&gt;
|Cover effectiveness = 40&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size =  2x3&lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = &lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic gravtech&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 2520&lt;br /&gt;
| work to uninstall = 240&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 140&lt;br /&gt;
| resource 2 = component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vac_barrier&amp;diff=165232</id>
		<title>Vac barrier</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vac_barrier&amp;diff=165232"/>
		<updated>2025-07-16T17:46:20Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Vac barrier&lt;br /&gt;
| image = &lt;br /&gt;
| description = An ultrasonic barrier that prevents depressurization in space. The field compresses air molecules near the threshold, preventing gases from escaping while allowing people to freely travel through it. A vac barrier will do nothing to prevent intruders. Must be powered to prevent depressurization&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| Cover effectiveness = 75%&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = &lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = 50&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| skill 1 = Construction &lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 2040&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Component &lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| resource 3 = Gravlite panel &lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
In addition to its stated purpose, Vac barriers make ideal doors for freezers and other temperature controlled rooms, as colonists can pass through without the temperature equalizing.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grav_anchor&amp;diff=165231</id>
		<title>Grav anchor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grav_anchor&amp;diff=165231"/>
		<updated>2025-07-16T17:42:09Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Grav anchor&lt;br /&gt;
| image = &lt;br /&gt;
| description = Prevents the local map from being destroyed during a gravship launch. Grav anchors passively reduce unstable gravitation sheer in a large area, which prevents the damaging effects of a gravhip launch. It can't be constructed on the gravship itself because it would prevent flight entirely.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| Paintable = No&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| hp = 500&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = &lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = &lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic gravtech&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 38040&lt;br /&gt;
| resource 1 = plasteel&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = gravlite panel&lt;br /&gt;
| resource 2 amount = 80&lt;br /&gt;
| resource 3 = advanced component&lt;br /&gt;
| resource 3 amount = 5&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbital_scanner&amp;diff=165230</id>
		<title>Orbital scanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbital_scanner&amp;diff=165230"/>
		<updated>2025-07-16T17:41:27Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Orbital scanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = A sensor unit that passively scans for irregular objects orbiting the planet. It will periodically detect locations in orbit that can be visited with transport pods, shuttles, or graveships. The scanner won't function under a roof&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = -8&lt;br /&gt;
| hp = 180&lt;br /&gt;
| flammability = .3&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = &lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = 500&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 10020&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 180&lt;br /&gt;
| resource 2 = component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbital_scanner&amp;diff=165229</id>
		<title>Orbital scanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbital_scanner&amp;diff=165229"/>
		<updated>2025-07-16T17:38:30Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Orbital scanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = A sensor unit that passively scans for irregular objects orbiting the planet. It will periodically detect locations in orbit that can be visited with transport pods, shuttles, or graveships. The scanner won't function under a roof&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = -8&lt;br /&gt;
| hp = 180&lt;br /&gt;
| flammability = .3&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = &lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = 500&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 167&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 180&lt;br /&gt;
| resource 2 = component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbital_scanner&amp;diff=165228</id>
		<title>Orbital scanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbital_scanner&amp;diff=165228"/>
		<updated>2025-07-16T17:37:44Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Orbital scanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = A sensor unit that passively scans for irregular objects orbiting the planet. It will periodically detect locations in orbit that can be visited with transport pods, shuttles, or graveships. The scanner won't function under a roof&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = -8&lt;br /&gt;
| hp = 180&lt;br /&gt;
| flammability = 30&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = &lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = 500&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 167&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 180&lt;br /&gt;
| resource 2 = component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbital_scanner&amp;diff=165227</id>
		<title>Orbital scanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbital_scanner&amp;diff=165227"/>
		<updated>2025-07-16T17:37:18Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Orbital scanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = A sensor unit that passively scans for irregular objects orbiting the planet. It will periodically detect locations in orbit that can be visited with transport pods, shuttles, or graveships. The scanner won't function under a roof&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = -8&lt;br /&gt;
| hp = 180&lt;br /&gt;
| flammability = 30&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = &lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = 500 W&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 167&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 180&lt;br /&gt;
| resource 2 = component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grav_anchor&amp;diff=165226</id>
		<title>Grav anchor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grav_anchor&amp;diff=165226"/>
		<updated>2025-07-16T17:36:01Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Grav anchor&lt;br /&gt;
| image = &lt;br /&gt;
| description = Prevents the local map from being destroyed during a gravship launch. Grav anchors passively reduce unstable gravitation sheer in a large area, which prevents the damaging effects of a gravhip launch. It can't be constructed on the gravship itself because it would prevent flight entirely.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| Paintable = No&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| hp = 500&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = &lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = &lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic gravtech&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 634&lt;br /&gt;
| resource 1 = plasteel&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = gravlite panel&lt;br /&gt;
| resource 2 amount = 80&lt;br /&gt;
| resource 3 = advanced component&lt;br /&gt;
| resource 3 amount = 5&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grav_anchor&amp;diff=165225</id>
		<title>Grav anchor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grav_anchor&amp;diff=165225"/>
		<updated>2025-07-16T17:34:33Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Grav anchor&lt;br /&gt;
| image = &lt;br /&gt;
| description = Prevents the local map from being destroyed during a gravship launch. Grav anchors passively reduce unstable gravitation sheer in a large area, which prevents the damaging effects of a gravhip launch. It can't be constructed on the gravship itself because it would prevent flight entirely.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| hp = 500&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = &lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = &lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic gravtech&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 634&lt;br /&gt;
| resource 1 = plasteel&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = gravlite panel&lt;br /&gt;
| resource 2 amount = 80&lt;br /&gt;
| resource 3 = advanced component&lt;br /&gt;
| resource 3 amount = 5&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grav_anchor&amp;diff=165224</id>
		<title>Grav anchor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grav_anchor&amp;diff=165224"/>
		<updated>2025-07-16T17:33:53Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Grav anchor&lt;br /&gt;
| image = &lt;br /&gt;
| description = Prevents the local map from being destroyed during a gravship launch. Grav anchors passively reduce unstable gravitation sheer in a large area, which prevents the damaging effects of a gravhip launch. It can't be constructed on the gravship itself because it would prevent flight entirely.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| hp = 500&lt;br /&gt;
| flammability = 0%&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = &lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = &lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic gravtech&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 634&lt;br /&gt;
| resource 1 = plasteel&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = gravlite panel&lt;br /&gt;
| resource 2 amount = 80&lt;br /&gt;
| resource 3 = advanced component&lt;br /&gt;
| resource 3 amount = 5&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbital_scanner&amp;diff=165223</id>
		<title>Orbital scanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbital_scanner&amp;diff=165223"/>
		<updated>2025-07-16T17:29:55Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Orbital scanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = A sensor unit that passively scans for irregular objects orbiting the planet. It will periodically detect locations in orbit that can be visited with transport pods, shuttles, or graveships. The scanner won't function under a roof&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = -8&lt;br /&gt;
| hp = 180&lt;br /&gt;
| flammability = 30%&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = &lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = 500 W&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 167&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 180&lt;br /&gt;
| resource 2 = component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cyclops&amp;diff=163446</id>
		<title>Cyclops</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cyclops&amp;diff=163446"/>
		<updated>2025-07-12T06:51:23Z</updated>

		<summary type="html">&lt;p&gt;JackSD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=warning&lt;br /&gt;
|text=Note: This page is made in preparation of the release of the [[Odyssey DLC]] to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate.}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
&lt;br /&gt;
| set property = false &amp;lt;!-- Remove when Odyssey goes live and content confirmed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Mastodon&lt;br /&gt;
| image = &lt;br /&gt;
| description = &lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
NAV AND CATEGORIES GO HERE.&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravship_substructure&amp;diff=163445</id>
		<title>Gravship substructure</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravship_substructure&amp;diff=163445"/>
		<updated>2025-07-12T07:45:30Z</updated>

		<summary type="html">&lt;p&gt;JackSD: Created page with &amp;quot;{{Odyssey}} {{Infobox main|structure | name = Gravship Substructure | description = A lightweight truss structure with flooring on top that forms the deck of a gravship. Only...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|structure&lt;br /&gt;
| name = Gravship Substructure&lt;br /&gt;
| description = A lightweight truss structure with flooring on top that forms the deck of a gravship. Only things on top of this substructure can be lifted by the grav engine's levitation field. This floor must be constructed within range of a [[Grav engine]].&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| marketvalue = ?&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| Max hit points = 100&lt;br /&gt;
| Flammability = 0%&lt;br /&gt;
| Mass = 1.00 kg&lt;br /&gt;
| Terrain requirement = Light, medium, heavy, walkable&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = True&lt;br /&gt;
| cleaning time factor = 90%&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic gravtech&lt;br /&gt;
| work to make = ?&lt;br /&gt;
| resource 1 =  Gravlite panel&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
'''Gravship substructure''' is a type of [[floor]] that makes up the foundation of a [[Gravship]].&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Gravship substructure can be crafted once the Basic gravtech research project has been completed. Each requires 1 gravlite panel, 4 steel, and ? ticks (? secs) of work modified by the general labor speed of the crafter (Construction skill).&lt;br /&gt;
== Summary ==&lt;br /&gt;
Gravship substructure cannot be built under a [[Rock roof (thin)]], or [[Overhead mountain]].&lt;br /&gt;
 &lt;br /&gt;
== Analysis ==&lt;br /&gt;
rock roof can be removed by designating it with the [[Remove roof area]] function&lt;br /&gt;
* [[Gravship Crew]]s start with Basic gravtech researched&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[]] - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravship_hull&amp;diff=163440</id>
		<title>Gravship hull</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravship_hull&amp;diff=163440"/>
		<updated>2025-07-12T08:07:20Z</updated>

		<summary type="html">&lt;p&gt;JackSD: Created page with &amp;quot;{{Infobox main|structure  | name               = Gravship hull  | description        = A strong airtight wall that prevents oxygen leaks in the vacuum of space. The wall conne...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|structure&lt;br /&gt;
 | name               = Gravship hull&lt;br /&gt;
 | description        = A strong airtight wall that prevents oxygen leaks in the vacuum of space. The wall connects directly into the underlying substructure, meaning it can only be built on a gravship.&lt;br /&gt;
 | type               = Building&lt;br /&gt;
 | type2              = Structure&lt;br /&gt;
 | placeable          = true&lt;br /&gt;
 | cover = 75%&lt;br /&gt;
 | size = 1 ˣ 1&lt;br /&gt;
 | flammability = 0%&lt;br /&gt;
 | passability        = impassable&lt;br /&gt;
 | blockswind         = true&lt;br /&gt;
 | cover              = 1&lt;br /&gt;
 | minifiable         = false&lt;br /&gt;
 | size               = 1 × 1&lt;br /&gt;
 | flammability       = 0%&lt;br /&gt;
 | hp                 = 420&lt;br /&gt;
 | terrain affordance = Medium&lt;br /&gt;
 | work to build       = 5&lt;br /&gt;
 | stuff tags         = Metallic, Bioferrite, Obsidian&lt;br /&gt;
 | resource 1         = Stuff&lt;br /&gt;
 | resource 1 amount  = 5&lt;br /&gt;
 | destroyyield       = ?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}  &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Meditation ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
[[Ascetic]]s can [[psyfocus|meditate]] at a gravship hull for a Meditation Focus Strength of 22%.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Material choice ===&lt;br /&gt;
gravship hull materials each have their own advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
==== Precious materials ====&lt;br /&gt;
Not technically a category in-game [[gold]] and [[silver]] walls are similar in that they are significantly more [[beauty|beautiful]] than regular gravship hull while offering very low HP. Whether you should invest your precious materials in gravship hull or sculptures depends on the expected [[quality]] of the sculpture and how many rooms the gravhip hulls are facing.&lt;br /&gt;
&lt;br /&gt;
The increase in wealth of ten gravship hulls facing&lt;br /&gt;
* '''One room''' is inferior to a [[small sculpture]] of at least '''normal quality''',&lt;br /&gt;
* '''Two rooms''' is inferior to a small sculpture of at least '''masterwork quality''' for silver and none for gold,&lt;br /&gt;
* '''Three rooms''' is inferior to a small sculpture of at least '''legendary quality''' for silver,&lt;br /&gt;
* '''Four rooms''' is inferior to a small sculpture of at least '''legendary quality''' for silver.&lt;br /&gt;
&lt;br /&gt;
The increase in beauty of ten gravship hulls facing&lt;br /&gt;
* '''One room''' is inferior to a small sculpture of at least '''normal quality''' for gold and silver,&lt;br /&gt;
* '''Two rooms''' is inferior to a small sculpture of at least '''good quality''',&lt;br /&gt;
* '''Three rooms''' is inferior to a small sculpture of at least '''excellent quality''' for gold and '''good quality''' for silver, and&lt;br /&gt;
* '''Four rooms''' is inferior to a small sculpture of at least '''masterwork quality''' for gold and '''excellent quality''' for silver.&lt;br /&gt;
&lt;br /&gt;
Further advantages of walls are, however, that they don't reduce the room size and do not rely on having an [[artistic|artist]].&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
{{Nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>JackSD</name></author>
	</entry>
</feed>