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		<title>Endings</title>
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		<summary type="html">&lt;p&gt;JonN: Do not build your colony near the Archotech Structure!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 3 distinct ways to see the credits screen:&lt;br /&gt;
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
There are also two other ways to get a form of game over:&lt;br /&gt;
*[[#Colony End|Have all colonists dead or kidnapped]]&lt;br /&gt;
*[[#Planetkiller|The planetkiller]]. Note: this only appears after being enabled in the game's [[scenario]].&lt;br /&gt;
&lt;br /&gt;
Colonists left behind after a ship launch or the royal ascent quest can continue the colony where it left off. If all colonists are gone or killed, then a [[Events#Wanderer joins|wanderer]] event or refugee chased [[quest]] can restart the colony. The archonexus and planetkiller will destroy the planet, ending the game permanently. With these two endings, you can restart from a previous save, even with permadeath mode.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
=Ship to the Stars=&lt;br /&gt;
Launch a ship to space, guided by an AI [[persona core]]. Both the &amp;quot;Ship to the Stars&amp;quot; [[quest]] (i.e. journey offer) and building your own [[ship]] give the same ending.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a functional [[ship]]. Either travel to the [[ship to the stars|journey offer]], or build your own ship.&lt;br /&gt;
*Activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
*Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
*Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
*The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
*Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
==Obtaining a ship==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
*The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
*Building your own ship.&lt;br /&gt;
&lt;br /&gt;
===Traveling to the journey offer===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
*'''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
*'''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
*'''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
===Building the ship===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
*The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
*A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
*The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
:'''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
==Ship Launch==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
===Launch preparations===&lt;br /&gt;
*'''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
===Ship defense===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
===Mood management===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
*Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
*Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
==Ending - Leaving the planet==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
=Royal Ascent=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
==Housing the stellarch==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
===Throne &amp;amp; Bed===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
*Area 80, Impressiveness 160&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Grand meditation throne]]&lt;br /&gt;
*1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
*Area 30, Impressiveness 80&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Royal bed]]&lt;br /&gt;
*1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
==Surviving the onslaught==&lt;br /&gt;
*'''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
*'''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
*'''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
*Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
**[[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
*All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
*[[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
**However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
==Ending - Joining the royal court==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
=The Archonexus=&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
*Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
*You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
*Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
*Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
==Gaining wealth/allies==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
===Theoretical wealth transport===&lt;br /&gt;
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
==Founding a new colony==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
===Things to bring===&lt;br /&gt;
*'''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.&lt;br /&gt;
&lt;br /&gt;
*'''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
*'''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
*'''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
===Studying the archotech structures===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
===List of items===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Awakening the core==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
=Colony End=&lt;br /&gt;
{{Quote|Everyone is dead or gone. This story is over. Perhaps someone else will find a use for the ruins of this place.|Popup text when there are no controllable colonists left.}}&lt;br /&gt;
Whenever all your colonists are dead, kidnapped, or have left the planet, your colony is now abandoned.The  [[Events#Wanderer joins|wanderer]] event or refugee chased [[quest]] can rebuild the colony again. Does not appear with the archonexus ending or the planetkiller.&lt;br /&gt;
&lt;br /&gt;
=Planetkiller=&lt;br /&gt;
{{Quote|At near-lightspeed, the planetkiller weapon slammed into the ground with the force of a trillion hydrogen bombs. Like a water balloon shot with a rifle, this world liquified under the impact and sprayed its molten guts across the cosmos. Part of [planet name] is now a small asteroid belt. The rest is a molten, radioactive hellscape, constantly rippling with kilometers-high planetquakes. '''You did not survive.'''|Popup text after the planetkiller weapon drops into the planet.}}&lt;br /&gt;
{{See also|Events#Planetkiller{{!}}Planetkiller event}}&lt;br /&gt;
If the Planetkiller is enabled at the scenario, then you will have a certain number of days or years before the planetkiller strikes, shown at the bottom right. Once the timer hits, the entire map will fade to white with the weapon obliterating the rimworld planet, and a message will be shown on your screen to state you didn't survive the impact, only allowing you to return to main menu as it permanently ends your game, regardless whether or not your colonist has escaped.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* 1.1 - Credits now list the memory of colonists who died.&lt;br /&gt;
* [[Royalty DLC]] Release - Royal ascent ending added.&lt;br /&gt;
* [[Ideology DLC]] Release - Archotech ending added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>JonN</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xycd9f1sgcflb1hg&amp;topic_postId=xycd9f1sggdnj5fo&amp;topic_revId=xycd9f1sggdnj5fo&amp;action=single-view</id>
		<title>Topic:Xycd9f1sgcflb1hg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xycd9f1sgcflb1hg&amp;topic_postId=xycd9f1sggdnj5fo&amp;topic_revId=xycd9f1sggdnj5fo&amp;action=single-view"/>
		<updated>2024-01-31T23:39:49Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:JonN&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:JonN (page does not exist)&quot;&gt;&lt;bdi&gt;JonN&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:JonN&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:JonN (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/JonN&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/JonN&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:Xycd9f1sgcflb1hg&amp;amp;topic_showPostId=xycd9f1sggdnj5fo#flow-post-xycd9f1sggdnj5fo&quot;&gt;commented&lt;/a&gt; on &quot;Where can a reliquary be placed?&quot; (&lt;em&gt;Can a reliquary be in a royal bedroom? In a royal throneroom? In a room with a Strong Symbol or the like?&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>JonN</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Guides&amp;diff=139083</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Guides&amp;diff=139083"/>
		<updated>2023-12-11T19:34:52Z</updated>

		<summary type="html">&lt;p&gt;JonN: Link Zombieland guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of '''guides''' that can provide advice for players of RimWorld.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
* [[Quickstart Guides]]&lt;br /&gt;
* [[Basics]]&lt;br /&gt;
* [[Intermediate Midgame Guide]]&lt;br /&gt;
* [[Advanced Endgame Guide]]&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
* [[Rich Explorer Guide]]&lt;br /&gt;
* [[Lost Tribe Guide]]&lt;br /&gt;
* [[Naked Brutality Guide]]&lt;br /&gt;
* [[The Mechanitor Guide]]&lt;br /&gt;
* [[The Sanguophage Guide]]&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
* [[Extreme Heat Guide]]&lt;br /&gt;
* [[Extreme Cold Guide]]&lt;br /&gt;
* [[Extreme Desert Guide]]&lt;br /&gt;
* [[Ice Sheet Guide]]&lt;br /&gt;
* [[Sea Ice Guide]]&lt;br /&gt;
* [[Events Guide]]&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
* [[Defense tactics]]&lt;br /&gt;
* [[Offense tactics]]&lt;br /&gt;
* [[Weapon Guide]]&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
* [[Colony Building Guide]]&lt;br /&gt;
* [[Defense structures]]&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
* [[Food production]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Training]]&lt;br /&gt;
* [[Human resources]] (about using [[prisoner]]s to their ''fullest'' potential)&lt;br /&gt;
* [[Money making guide|Money making guide]]&lt;br /&gt;
* [[Permadeath save conversion guide]]&lt;br /&gt;
* Slavery (Ideology mod) [[https://steamcommunity.com/sharedfiles/filedetails/?id=2573954816 External link]]&lt;br /&gt;
&lt;br /&gt;
== Stubs ==&lt;br /&gt;
These guides are incomplete and are in need of content. All contributions are welcome.&lt;br /&gt;
&lt;br /&gt;
* [[Alternative Playthroughs Guide]]&lt;br /&gt;
&lt;br /&gt;
== User guides ==&lt;br /&gt;
These articles were written within userspace and therefore belong to their specific owners, modifying their content is discouraged unless explicitly permitted.&lt;br /&gt;
&lt;br /&gt;
* [[User:Gottoni/User guide/Extreme Desert|Tribal Extreme Desert Guide (Gottoni)]]&lt;br /&gt;
* [[User:Gottoni/User guide/Ice Sheet|Tribal Ice Sheet Guide (Gottoni)]]&lt;br /&gt;
* [[User:JonN/User guide/Zombieland|Surviving Rimworld Zombieland Guide (JonN)]]&lt;br /&gt;
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		<author><name>JonN</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:JonN/User_guide/Zombieland&amp;diff=139082</id>
		<title>User:JonN/User guide/Zombieland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:JonN/User_guide/Zombieland&amp;diff=139082"/>
		<updated>2023-12-11T19:40:50Z</updated>

		<summary type="html">&lt;p&gt;JonN: Surviving Rimworld Zombieland guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are my thoughts after 10 runs with the Zombieland mod ([[https://steamcommunity.com/sharedfiles/filedetails/?id=928376710]]). Note that YouTube has a 79-part (!) series by “Toxic Timewaster”, which I haven’t watched. Corrections and comments are welcome.&lt;br /&gt;
&lt;br /&gt;
I am assuming default settings unless otherwise specified. I will concentrate on tips specific to Zombieland, but some advice relevant to Rimworld generally will come through.&lt;br /&gt;
&lt;br /&gt;
Also see [[https://github.com/pardeike/Zombieland/blob/master/README.md]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The main thing to know up front is that the Zombieland mod requires a lot more micro-management than regular Rimworld. If you prefer to mostly watch your pawns getting things done at high speed, this mod is not for you. If you want to survive, you will be issuing lots of commands, managing multiple zones, and listening constantly for key sounds.&lt;br /&gt;
&lt;br /&gt;
== Pregame ==&lt;br /&gt;
&lt;br /&gt;
I recommend using the Simple Sidearms mod ([[https://steamcommunity.com/sharedfiles/filedetails/?id=927155256&amp;amp;searchtext=sidearms]]), since all your pawns will need ranged weapons, even those who aren’t good with them or don’t like equipping them. In particular the Electric zombies are hard to handle without sidearms.&lt;br /&gt;
&lt;br /&gt;
Choose pawns with lots of shooting skill to mow down those Z’s. In particular you want pawns with “passion” for shooting, even if they are originally at skill 0. They will level up quickly, as long as you have someone with a little starting skill.&lt;br /&gt;
&lt;br /&gt;
== First Two Days ==&lt;br /&gt;
&lt;br /&gt;
You will get 2 days to dig in before the zombies arrive. In this time, you need to get a walled house with plenty of doors, and everything you need inside to wait out the zombies outside. Consider picking a location which has a crevice in a mountain, or using existing walls from a ruined building.&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
Make sure all your pawns have a ranged weapon. In the default 3-pawn start, you start with a bolt-action rifle and a revolver, so create a crafting spot and make one short bow. Put melee weapons in your sidearm slot (with the Simple Sidearms mod).&lt;br /&gt;
&lt;br /&gt;
Keep your pawns from equipping anything which slows down movement speed, because they always need to be able to run faster than zombies. Periodically check the gear on all pawns, to make sure they haven’t picked up a flak jacket, or worse yet a set of plate armor. Mark all armor with movement penalties as “not allowed”. Helmets have no movement penalty so wear the best you have.&lt;br /&gt;
&lt;br /&gt;
== Fighting Zombies ==&lt;br /&gt;
&lt;br /&gt;
Especially at the beginning, you will be fighting with a “run and gun” style. Draft your pawns and form a tight formation, blast away until they get close, then run some distance, set up and repeat. This is the only way to kill zombies until you get more skill and better weapons, and even then you need to be ready to run at any time.&lt;br /&gt;
&lt;br /&gt;
Even a single zombie bite can be disastrous, so when in doubt, run. Don’t overestimate your ability to get away before they reach you. Remember that there is a delay before shooting pawns start moving, and also a delay to get doors open.&lt;br /&gt;
&lt;br /&gt;
You will have to be especially attentive while pawns are drafted. Stay at speed 1. If you run away a second too late, or forget that some pawn is drafted, you will lose a pawn.&lt;br /&gt;
&lt;br /&gt;
Your pawns have to be consistently faster than zombies, including “agitated” zombies. Keep slow pawns in safe places when zombies are around.&lt;br /&gt;
&lt;br /&gt;
In general, your pawns will shoot the right zombies by default, the ones which will reach them first. The only exception is the blue “healers”, which you want to get rid of as soon as they are in range.&lt;br /&gt;
&lt;br /&gt;
Always be ready to run through a door into a safe space, even if it means letting the zombie horde have one room of your base.&lt;br /&gt;
&lt;br /&gt;
If a zombie is right behind a door, there is no way to open the door without risking a bite. Worst case you can blast the door from a distance.&lt;br /&gt;
&lt;br /&gt;
== Waiting out Zombies ==&lt;br /&gt;
&lt;br /&gt;
In general I don’t recommend hunting zombies unnecessarily. It’s just too dangerous. Instead, wait them out inside your base or secured areas. There is no point in killing them, more will come.&lt;br /&gt;
&lt;br /&gt;
You may need to force your pawns with Construction to repair damaged doors before the zombies get through them.&lt;br /&gt;
&lt;br /&gt;
When you hear one of the critical sounds, pause the game and check your perimeter:&lt;br /&gt;
# The clinking key sound means that an “albino” zombie is opening one of your doors. They aren’t that dangerous on their own, but they can let in other zombies until the door automatically closes, and their scream can disable your pawns.&lt;br /&gt;
# The explosion sound means that a “suicide bomber” zombie has detonated, probably taking a few wall sections with it.&lt;br /&gt;
# A little map shake means that a “tanky operator” zombie drilled through a section of wall.&lt;br /&gt;
# Mining sounds mean that a “miner” zombie is tunneling into rock. They take a long time to tunnel and are pretty undirected, but theoretically they could breach your base.&lt;br /&gt;
&lt;br /&gt;
== Base Structure ==&lt;br /&gt;
&lt;br /&gt;
Your base will be pretty much as normal for Rimworld. Have a stockpile of food in the base, plus a small stockpile of wood and steel, in case you are besieged for an extended time. Be ready for a power outage.&lt;br /&gt;
&lt;br /&gt;
One other thing – due to the risk of burning zombies, you will want stone walls sooner than usual. However your doors should remain wood, so that pawns can dash in quickly with zombies on their tail. I have never tried autodoors, don’t know whether they are liable to open by accident.&lt;br /&gt;
&lt;br /&gt;
== Curtain Walls ==&lt;br /&gt;
&lt;br /&gt;
As soon as you can manage it, start putting up curtain walls some distance from your base. These are walls blocking the zombies from reaching your base. If you can’t get 360 degree coverage, do one side at a time, and use natural features if you can – if you only hold back half the zombies, that still improves your chances.&lt;br /&gt;
&lt;br /&gt;
Build plenty of doors in your curtain walls. If you only have one door, zombies right behind the door will prevent you from safely getting through it, even to clear the space behind the curtain wall.&lt;br /&gt;
&lt;br /&gt;
Zombies can get through walls in three ways:&lt;br /&gt;
# Breaking down doors&lt;br /&gt;
# “Suicide bomber” zombies&lt;br /&gt;
# “Tanky operator” zombies&lt;br /&gt;
&lt;br /&gt;
If a breach occurs, you have a choice. You can put together a team to push them back, then put up a quick replacement wall. Or, you can surrender the space and wait for a zombie window.&lt;br /&gt;
&lt;br /&gt;
As you get more secure, you can put up additional curtain walls further away. These will keep some of the zombies off your back, even if they develop minor breaches.&lt;br /&gt;
&lt;br /&gt;
You can block off whole corners of the map by building curtain walls with no doors. Be warned that this may keep visitors from reaching you.&lt;br /&gt;
&lt;br /&gt;
== Zombie Windows ==&lt;br /&gt;
&lt;br /&gt;
Zombies come in waves and leave in waves. Periodically, they will all die off. I call periods when there are no zombies “zombie windows” (windows in time that is).&lt;br /&gt;
&lt;br /&gt;
So, even if you are trapped in your base, you can just wait until the next “zombie window”. It usually happens in a day or two, but there is no guarantee.&lt;br /&gt;
&lt;br /&gt;
During zombie windows, prioritize collecting stuff which dropped outside your curtain walls.&lt;br /&gt;
&lt;br /&gt;
== Managing Zones ==&lt;br /&gt;
&lt;br /&gt;
Because the cost of a bite is so high, it is critical to keep your pawns from wandering outside. This means you will be spending time maintaining “zones” where your pawns are allowed to go. I recommend the following:&lt;br /&gt;
&lt;br /&gt;
# “Indoors” as usual, as a fallback during zombie infestations, or a safe place for slow pawns, and (as usual) for environmental catastrophes (cold snap, heat wave, toxic spew).&lt;br /&gt;
# “Safe” also includes the area protected by curtain walls. &lt;br /&gt;
# “Allowed” as usual is pretty much everyplace except traps etc., for use during “zombie windows”.&lt;br /&gt;
&lt;br /&gt;
Zones should include the walls and (especially) doors themselves, so that your pawns can repair them. Make sure you have not included even a single square outside, otherwise your pawns will walk out into a zombie swarm to clean that square.&lt;br /&gt;
&lt;br /&gt;
As usual you will want to remove toxic waste areas (left behind when Toxic zombies die) and active traps from any areas assigned to your pawns or animals, and your “tantrum room” if you have one. (Side note: A Tantrum Room is a space to hold critical but rarely-used items such as Persona Cores, so that pawns with the Tantrum break don’t destroy them. You can also keep there dangerous drugs for later sale. Keep the Tantrum Room out of all zones and disallow the door, or wall it off completely and don’t have a door – you can always deconstruct a wall as needed.)&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
The Zombieland mod messes up the finely-tuned Rimworld economy pretty thoroughly. Dead zombies will often drop an item of clothing, usually poor/awful quality and tattered, but they are not considered “tainted”. Sometimes these are even really nice things like armor or prestige gear. If you get a trader who buys clothing, you can usually take everything you want from that trader including all their ready cash.&lt;br /&gt;
&lt;br /&gt;
Because a zombie window can end at any time, clothing will drop all over the map. When a zombie window comes, look around to see if there is anything you want. If you’re lucky a Cataphract helmet will drop. If you’re really lucky Recon or Locust armor (no movement penalty) will drop.&lt;br /&gt;
&lt;br /&gt;
== Traders and Raids ==&lt;br /&gt;
&lt;br /&gt;
If a trader or raid comes outside a zombie window, the Z’s will usually get them before they reach you. Only Imperial caravans are likely to survive. This means that raids are less of a threat, and also that you will have fewer trade opportunities. Build the comms console as soon as you can.&lt;br /&gt;
&lt;br /&gt;
Some raiders seem immune to zombies, not sure why. Spiders and mechanoids can’t be hurt by zombies (except “suicide bombers”), however zombies will mob mechanoids and temporarily keep them from reaching you.&lt;br /&gt;
&lt;br /&gt;
Another upside is that if zombies kill a trader, the trader’s entire cash and inventory will drop, and you can scoop it up at the next zombie window.&lt;br /&gt;
&lt;br /&gt;
== Zombie infections, extract and serum ==&lt;br /&gt;
&lt;br /&gt;
If a pawn gets bitten and the bite proves to be infected, you have three options:&lt;br /&gt;
# Administer Zombie Serum to cure the infection&lt;br /&gt;
# Amputate the affected limb, replacing the limb if possible&lt;br /&gt;
# Write off the pawn. You will lose them in a week or so, but in the meantime you can get a lot of work out of them. Change their schedule to 100% work, they no longer need to rest. When their time is almost up, strip them naked and line up a firing squad.&lt;br /&gt;
&lt;br /&gt;
Zombie Serum is hard to make, but it’s worth having one in reserve if you can manage it. You will need to “extract” up to 100 from zombie corpses, and zombie corpses disappear quickly. Only pawns with “Doctor” enabled can extract, and only if the zombie corpse is in their current zone. You can make Serum if you have a Drug Lab and some Medicine, and a pawn with Crafting 3 and Intellectual 4. Keep serum in a safe place. I recommend against engaging zombies explicitly to harvest Zombie Extract, it’s more likely you will accidentally get someone bitten.&lt;br /&gt;
&lt;br /&gt;
== Human Corpses ==&lt;br /&gt;
&lt;br /&gt;
Human corpses will turn into extra-powerful zombies, even if zombies were not involved in their death, and even if they are buried. Pawns can “double-tap” them if they have Hunting enabled and if the human corpse is in their current zone.&lt;br /&gt;
&lt;br /&gt;
== Mental Breaks ==&lt;br /&gt;
&lt;br /&gt;
Mental breaks are unusually dangerous when there are hordes of zombies around. One last-ditch option is to “arrest” the pawn, although they will become prisoners you need to re-convert.&lt;br /&gt;
&lt;br /&gt;
In order to reduce the risk from Binge breaks, make a point to keep the entire map clear of drugs, otherwise binging pawns may head outside the walls. This can also apply to food if you are out.&lt;br /&gt;
&lt;br /&gt;
== Zombie behavior ==&lt;br /&gt;
&lt;br /&gt;
Zombies get agitated by nearby pawn activity, so one of the benefits of curtain walls is to keep them away from your base. Zombies can be surprisingly docile when kept away from your pawns. However if too many zombies get bunched up, they will get “agitated/angry”, moving faster and doing more pathfinding to find a way to you.&lt;br /&gt;
&lt;br /&gt;
Zombies are very vulnerable to catching fire, especially around exposed power conduits. Hordes of burning zombies, setting everything around them on fire, are a serious threat.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
&lt;br /&gt;
If you must send a caravan while zombies are underfoot (try to avoid if possible), you will have handle it carefully. First your pawns will grab their designated stuff -- watch that they don’t leave your safe area. Then they will head for the designated exit point, which seems to be a random area anywhere on the edge of the map. Draft the pawns before they leave the safe area, wait until everyone is ready, then conduct them carefully toward the exit point. Every once in a while you can undraft someone to see what direction they want to go.&lt;br /&gt;
&lt;br /&gt;
== Abandoning the Settlement ==&lt;br /&gt;
&lt;br /&gt;
If things get really bad, you may choose to cut and run. This happened to me one time when the zombie count hit 450 and wouldn’t come down.&lt;br /&gt;
&lt;br /&gt;
Be warned that once you abandon a settlement, you can never return to that location. I learned this the hard way. Consider trying the following (I haven’t tested it): First change the Rimworld setting for maximum settlement count to 2 or more, then just leave and don’t abandon the settlement. Set up a second settlement nearby and hopefully you can return in a few days.&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
&lt;br /&gt;
Animals do not interact with zombies. Tame animals can open your doors and let in zombies, so zone them inside your curtain wall and outside your base. I don’t know whether trained animals can safely attack zombies.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
Pawns with good armor seem to get bitten rarely if ever. It’s probably possible to drop the “run and gun” and go armored instead, but I have never tried it. Jump packs could theoretically get a pawn out of trouble.&lt;br /&gt;
&lt;br /&gt;
Zombies are immune from psychic attacks.&lt;br /&gt;
&lt;br /&gt;
There is a device called a “zombie shocker” but I never managed to use it.&lt;/div&gt;</summary>
		<author><name>JonN</name></author>
	</entry>
	<entry>
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		<updated>2022-11-04T18:45:52Z</updated>

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