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		<title>Endings</title>
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		<summary type="html">&lt;p&gt;Just Why: /* Founding a new colony */ fixed grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 4 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;
* [[#The Void|Awakening the void]] {{AnomalyIcon}}&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. Awakening the void will allow the game to continue with all current colonists, including those who took part in awakening the void. 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 many [[raid]]s. The Ship Startup event will have 10 cycles of 1.5 days each. During each cycle, you may be attacked by either 1 or 2 raids, randomly. That makes the minimum possible number of Ship Launch raids during the event 10 and the maximum 20. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. The Ship Launch raids have a minimum of 500 [[Raid points]].&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. Only one loaded casket is required to launch the ship.&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;
The onslaught of raids will consist of 8 cycles of 1.5 days each. During each cycle, you may be attacked by either 1 or 2 raids, randomly. That makes the minimum possible number of Royal Ascent raids during the event 8 and the maximum 16. This is completely independent from, and in addition to, your storyteller, who will send their own raids on their normal schedule. Royal Ascent raids have a minimum of 500 Raid points.&lt;br /&gt;
* '''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't targeted 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;
** Analysis of [[signal chip]]{{BiotechIcon}}, [[powerfocus chip]]{{BiotechIcon}}, and [[nano structuring chip]]s{{BiotechIcon}} is not undone by the [[research]] reset.&lt;br /&gt;
&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 the right combination of [[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 most, 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;
== Ending - The Archonexus 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;
= The Void =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
The void quest is only available if you have '''not''' selected the &amp;quot;Ambient horror&amp;quot; mode of Anomaly in your storyteller settings.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Monolith}}&lt;br /&gt;
&lt;br /&gt;
Your map begins with a [[monolith]] structure which is initially dormant. A colonist approaching the monolith will cause an ominous letter notification. If you have moved to another map or added the Anomaly DLC after starting the game, a &amp;quot;Strange Signal&amp;quot; quest will appear which optionally spawns a monolith on your map.&lt;br /&gt;
&lt;br /&gt;
Having a colonist attune to the monolith begins the Anomaly quest in full. You will gain an [[entity]] codex, and the Anomaly [[research]] tree will unlock.&lt;br /&gt;
&lt;br /&gt;
If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will be dormant for several days after landing, but then twist and become active ''automatically'' without approaching it.&lt;br /&gt;
&lt;br /&gt;
== The Codex ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Entity}}&lt;br /&gt;
&lt;br /&gt;
In order to advance, you must encounter and defeat entities in the codex. Encountering entities also reveals hidden research options in the tech tree. Entities can optionally be captured for research progress using [[containment]], but the monolith itself can also be studied for research points. The [[Work|Work tab]] calls this job &amp;quot;Dark Study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After researching the [[Void provocation]] ritual, you can optionally summon an entity event on your schedule rather than waiting for the storyteller to do it. The ritual prioritizes sending entities you have not encountered.&lt;br /&gt;
&lt;br /&gt;
Once you have encountered '''7 basic entities''' (out of 8), you become able to attune the monolith again. Attuning begins the advanced phase. More dangerous entities can appear from now on.&lt;br /&gt;
&lt;br /&gt;
After you have encountered '''12 advanced entities''' (out of 17), the monolith becomes attunable again. Attuning this last time will awaken the monolith and begin the Anomaly quest endgame.&lt;br /&gt;
&lt;br /&gt;
== Monolith endgame ==&lt;br /&gt;
&lt;br /&gt;
Before attuning you should stockpile food, weapons, and medicine for a week-long colony siege, at minimum. Unnatural darkness will descend on your colony during part of the event, so outdoor farming and hunting will not be easy.&lt;br /&gt;
&lt;br /&gt;
You will have a few days of prep time before the monolith finishes twisting. When the event begins, two [[void structure]]s and multiple [[entity]] patrols appear around your map. Similar to the [[noctolith]]/[[noctol]] events, you will need to foray out of your base and approach each structure. This time, the void structures must be activated rather than destroyed with weapons. Activating a structure is a research-type task that requires a few seconds of work by one colonist. Activating a structure will ''also'' cause an immediate revenge '''entity attack''', such as from [[chimera]]s, [[sightstealer]]s, [[gorehulk]]s, or [[shambler]]s.&lt;br /&gt;
&lt;br /&gt;
After activating both structures, you will be given a two-day break while the monolith twists again. At the conclusion of the break, unnatural darkness will descend on your colony and '''three more void structures''' will appear that need to be activated, this time while also dealing with the darkness.&lt;br /&gt;
&lt;br /&gt;
You technically have unlimited time during this event (if you can survive indoors), so retreat back to your base after destroying each structure to fight off enemies, heal, and regroup as needed. Use tools like [[flood light]]s, [[Disruptor flare pack]]s, and the [[solar pinhole]] [[psycast]]{{RoyaltyIcon}} to traverse the darkness easier and weaken any light-sensitive entities.&lt;br /&gt;
&lt;br /&gt;
After you activate the last structure (for a total of 5), the monolith will become a portal to the [[metal hell]] that multiple colonists can enter, but only '''one''' can interact with the Void Node. '''The specific colonist you select is important, see below.'''&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
===Stage 1===&lt;br /&gt;
Other major threats cannot occur during the Anomaly endgame event. There will not be standard raids, infestation nor other major threats, nor threats sent by quests and even the ship launch will not occur.&lt;br /&gt;
&lt;br /&gt;
After activating the monolith the precursor to [[Unnatural darkness]] will occur. The map will be devoid of sunlight perpetually. The map will not become overwhelmingly dark and there will not threats hidden in dark areas of the map. Colonists will not take damage when they wander into unlit areas.&lt;br /&gt;
&lt;br /&gt;
Two [[Void structure]]s will land on the map and [[Metalhorror]]s will appear with them. &lt;br /&gt;
&lt;br /&gt;
A [[Fleshbeast attack]] event will occur.&lt;br /&gt;
&lt;br /&gt;
Wandering singular [[Noctol]]s and [[Gorehulk]]s will appear from the map's edge in very low numbers. If these wandering entities are killed another will wander in from the map's edge. The map will constantly have low numbers of singular wandering entities.&lt;br /&gt;
&lt;br /&gt;
Activating the two [[Void structure]]s is required to progress to the next stage. After activating either Void structure, an attack of assorted entities will appear from the map's edge. The attacks may consist of Shamblers, Gorehulks, or Devourers.&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
After activating the second Void structure, there will be a 2 day delay until the beginning of the second stage. Notification of Dimming Sky will be given via a yellow letter. &lt;br /&gt;
&lt;br /&gt;
Singular Noctol and Gorehulk wanderers will still continuously patrol about the map and new entities will be spawned if any are killed.&lt;br /&gt;
&lt;br /&gt;
After the two day wait, three [[Void structure]]s will appear on the map and be accompanied by [[Metalhorror]]s.&lt;br /&gt;
&lt;br /&gt;
The sky will dim into full [[Unnatural darkness]]. Any colonist in a dark area will be damaged by mysterious entities. &lt;br /&gt;
&lt;br /&gt;
Activating any of the three Void structures will cause entity attacks from the map's edge. These entity attacks can consist of Shamblers, Gorehulks, Devourers, Sightstealers or Noctols. &lt;br /&gt;
&lt;br /&gt;
Once all 3 Void structures are activated the Monolith will begin to twist. After 4 hours, the &amp;quot;twisting&amp;quot; of the monolith will intensify, Metallhorrors will appear around the monolith, and the monolith will become a portal to Metalhell. Activating the Monolith one last time will send one colonist to Metalhell and allow the player to end the event.&lt;br /&gt;
&lt;br /&gt;
== Entering the Metal Hell ==&lt;br /&gt;
{{Quote|(name) has activated the monolith and been ripped from our spacetime into another place. (name) finds himself/herself in a room of jagged metallic spikes. Every surface is slick with dark fluid and the air vibrates with power. This metal hell is a connecting channel to an inhuman hyperintelligence.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the '''metal hell''', where the [[void node]] is located. ''Keep in mind that all other colonists are still subject to attacks on the outside map.''&lt;br /&gt;
&lt;br /&gt;
Move the colonist over to the center and interact the void node, you will be prompted with two options to conclude the quest.&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing sphere of crackling psychic energy rises before (name). Its surface swells and twists, warping the space around it. (name) feels it inside his/her mind, deeper than any normal human sense. It defeats logic and sets him/her adrift in the void. He/She stands on the shoreline of an infinite black ocean of power, and it beckons him/her in. (name) shakes himself/herself back to reality. Nearby archotech devices support the sphere along fragile connections. '''(name) could disrupt them''', closing this link between worlds and putting an end to the terrifying phenomena that have plagued your home. Or, '''He/She could step into the sphere and merge with the void'''. It's unknown what lies beyond, or what dark powers could be gained from such an inhuman act.}}&lt;br /&gt;
&lt;br /&gt;
When an option is chosen, these immediately happens:&lt;br /&gt;
* The unnatural darkness on your map lifts&lt;br /&gt;
* All [[void structure]]s, void metal mass, void metal floors on your map are removed&lt;br /&gt;
* All living [[entities]] on your map outside containment are instantly killed via the destruction of their brain part&lt;br /&gt;
** This also instantly kills [[fleshmass nucleus]] and [[nociosphere]], dropping a large amount of materials&lt;br /&gt;
** Void monolith, [[harbinger tree]], [[death pall]], [[pit gate]], [[fleshmass heart]], [[blood rain]], [[obelisk]]s, inactive [[unnatural corpse]], [[golden cube]] are not affected&lt;br /&gt;
* The metal hell starts collapsing, leading to the chosen ending in few seconds&lt;br /&gt;
&lt;br /&gt;
There is no way to leave the metal hell without choose an ending option.&lt;br /&gt;
&lt;br /&gt;
== Ending - Disrupt the link ==&lt;br /&gt;
{{Quote|The psychic flows destabilize and the archotech machinery begins to scream. The swirling void flickers. (name) feels it spilling beyond its limits and collapsing into itself, all at once. The metallic cavern begins to twist, reshaping like the chamber of a massive heart. Before (name) has a chance to scream, he/she blinks out of existence. '''(name) has rejected the void.''' His/Her story continues...|Endgame text after disrupt the link.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm disrupt the link, you hear the decompression explosion sounds as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All factions that you could ally will receive a one-time bonus {{+|50}} goodwill.&lt;br /&gt;
* The colonist that disrupted the link gains a {{+|14}} '''Closed the Void''' moodlet for 60 days.&lt;br /&gt;
* All other colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days.&lt;br /&gt;
* The void monolith is named &amp;quot;collapsed monolith&amp;quot; and becomes dormant, random Anomaly events return to the same level as before it was awoken.&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points.&lt;br /&gt;
* Spawn 10 [[shard]]s around the collapsed monolith.&lt;br /&gt;
* Spawn 3 [[monolith fragment]]s around the collapsed monolith.&lt;br /&gt;
** They provide additional sources of advanced Anomaly research points, which is useful since most Anomaly events are disabled.&lt;br /&gt;
* All colonists in the metal hell returns to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost.&lt;br /&gt;
{{Quote|(name) has reappeared. He/She is weary from his/her efforts, but otherwise healthy. By closing the channel to the void, (name) has stopped any more unnatural phenomena from entering our world. Hostile entities in the area have all fallen to the ground, lifeless. Tales of his/her heroism are sure to spread far and wide.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Ending - Embrace the Void ==&lt;br /&gt;
{{Quote|(name) steps into the void and the black ocean floods into him/her, overwhelming every sense, suffusing every cell in his/her body and every thought in his/her mind. The void node has been refocused away from the world, towards one single person. The void structures scream, torn from their otherworldly foundation, then blink out of existence. '''(name) has embraced the void.''' His/Her story continues...|Endgame text after embrace the void.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm embrace the void, you hear the zapping sounds of the void node as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* Several effects applied to the colonist that embraced the void:&lt;br /&gt;
** Gains the '''Void Touched''' hediff:&lt;br /&gt;
*** {{Good|100 HP/day}} regeneration&lt;br /&gt;
*** Rapidly regrows limbs and organs (like a [[ghoul]])&lt;br /&gt;
*** {{Good|×200%}} Study efficiency&lt;br /&gt;
*** {{Good|×200%}} Psychic sensitivity&lt;br /&gt;
*** Disables the need for sleep&lt;br /&gt;
*** Disables the need for comfort&lt;br /&gt;
*** Gains the '''Void Terror''' ability:&lt;br /&gt;
**** Causes one target pawn to flee in terror until they are exhausted.&lt;br /&gt;
**** 5 charges, recovers one charge every 3 hours&lt;br /&gt;
*** Set eyes color to grey if no artificial eyes installed&lt;br /&gt;
*** The colonist will randomly mutter, like [[creepjoiner]]s with &amp;quot;Disturbing&amp;quot; drawback do, which upsets other colonists with a stackable {{--|2}} mood debuff&lt;br /&gt;
** Gains the '''Inhumanized''' hediff (if colonist didn't already have it):&lt;br /&gt;
*** Pain {{Good|-50%}}&lt;br /&gt;
*** Unable to form social relationships&lt;br /&gt;
*** {{Good|-16.0C}} Minimum comfortable temperature &lt;br /&gt;
*** {{Bad|-12}} Animals skill&lt;br /&gt;
*** {{Bad|-12}} Artistic skill&lt;br /&gt;
*** {{Bad|-12}} Social skill&lt;br /&gt;
*** Disables the need for beauty&lt;br /&gt;
*** Disables the need for outdoors&lt;br /&gt;
*** Nullifying a large amount of [[thoughts]]&lt;br /&gt;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
*** Can be rehumanized by Brainwipe [[psychic ritual]]&lt;br /&gt;
** Gains '''Death Refusal''' with 4 charges&lt;br /&gt;
*** Even if the pawn already has charges from other sources, such as the [[Psychic rituals#Imbue death refusal|imbue death refusal]] psychic ritual, the total is still set to 4 charges and any additional charges are simply lost.&lt;br /&gt;
*** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** Set hair color to white; can be undone by a [[styling station]]&lt;br /&gt;
** Gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The void monolith remains active at Level 4; dangerous Anomaly events will continue to occur as your storyteller decides&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points&lt;br /&gt;
* All colonists in the metal hell returns to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost&lt;br /&gt;
{{Quote|(name) has reappeared. He/She looks withered by the inhuman thought-patterns of the void. All traces of humanity have left his/her eyes. (name)'s mind and body are now permanently linked to the dark void of inhuman rage. Powered by this new connection, (name) no longer feels tethered to mortal needs like comfort or sleep. He/She has gained the ability to induce terror in others using the power of the void. The monolith is awakened. It hums louder with (name)'s reappearance, a reminder that its connection to the void has been opened and made permanent.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Post-Anomaly ==&lt;br /&gt;
&lt;br /&gt;
The game continues normally after completing the monolith quest, allowing you to optionally pursue another ending.&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.  Does not appear with the archonexus ending or the planetkiller.&lt;br /&gt;
&lt;br /&gt;
When this happens, you have the option to create new wanderers to start the colony again.&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;
* 1.5 - New wanderers option after a &amp;quot;game over&amp;quot;.&lt;br /&gt;
* [[Anomaly DLC]] Release - Void ending added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Just Why</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yi9a5e3981n0lydg&amp;topic_postId=yi9a5e3985l2u2bo&amp;topic_revId=yi9a5e3985l2u2bo&amp;action=single-view</id>
		<title>Topic:Yi9a5e3981n0lydg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yi9a5e3981n0lydg&amp;topic_postId=yi9a5e3985l2u2bo&amp;topic_revId=yi9a5e3985l2u2bo&amp;action=single-view"/>
		<updated>2024-12-18T19:34:11Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Just_Why&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Just Why (page does not exist)&quot;&gt;&lt;bdi&gt;Just Why&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Just_Why&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Just Why (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Just_Why&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Just Why&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:Yi9a5e3981n0lydg&amp;amp;topic_showPostId=yi9a5e3985l2u2bo#flow-post-yi9a5e3985l2u2bo&quot;&gt;commented&lt;/a&gt; on &quot;Based on the AI classifiers, in 2024, what AI level are we at?&quot; (&lt;em&gt;It Says Subpersonae can&amp;#039;t pass the Turing test, which irl has already happened, but I don&amp;#039;t believe that we have great philosophy AI yet...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Just Why</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_hive/Pawns&amp;diff=154732</id>
		<title>Mechanoid hive/Pawns</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_hive/Pawns&amp;diff=154732"/>
		<updated>2024-10-22T18:06:07Z</updated>

		<summary type="html">&lt;p&gt;Just Why: Change from legionary using needle gun to needle launcher&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Combat Power !! Armor (S/B/H) !! Weapons !! Age Range !! Move Speed !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Scyther]]&amp;lt;br&amp;gt;{{Icon Small|Scyther|64}}&lt;br /&gt;
| {{Q|Scyther|Combat Power}} || {{Q|Scyther|Armor - Sharp}}% / {{Q|Scyther|Armor - Blunt}}% / {{Q|Scyther|Armor - Heat|0}}% || '''Melee (Blades)''' || Any || {{Q|Scyther|Move Speed Base}} {{CS}} || - &amp;lt;!--Before adding anything to these sections, see its purpose on other faction pages. They are not for general analysis--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Lancer]]&amp;lt;br&amp;gt;{{Icon Small|Lancer|64}}&lt;br /&gt;
| {{Q|Lancer|Combat Power}} || {{Q|Lancer|Armor - Sharp}}% / {{Q|Lancer|Armor - Blunt}}% / {{Q|Lancer|Armor - Heat|0}}% || [[Charge lance]] || Any || {{Q|Lancer|Move Speed Base}} {{CS}} || - &lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede blaster]]&amp;lt;br&amp;gt;{{Icon Small|Centipede blaster|64}}&lt;br /&gt;
| {{Q|Centipede blaster|Combat Power}} || {{Q|Centipede blaster|Armor - Sharp}}% / {{Q|Centipede blaster|Armor - Blunt}}% / {{Q|Centipede blaster|Armor - Heat|0}}% || [[Heavy charge blaster]] || Any || {{Q|Centipede blaster|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede burner]]&amp;lt;br&amp;gt;{{Icon Small|Centipede burner|64}}&lt;br /&gt;
| {{Q|Centipede burner|Combat Power}} || {{Q|Centipede burner|Armor - Sharp}}% / {{Q|Centipede burner|Armor - Blunt}}% / {{Q|Centipede burner|Armor - Heat|0}}% || [[Inferno cannon]] || Any || {{Q|Centipede burner|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede gunner]]&amp;lt;br&amp;gt;{{Icon Small|Centipede gunner|64}}&lt;br /&gt;
| {{Q|Centipede gunner|Combat Power}} || {{Q|Centipede gunner|Armor - Sharp}}% / {{Q|Centipede gunner|Armor - Blunt}}% / {{Q|Centipede gunner|Armor - Heat|0}}% || [[Minigun]] || Any || {{Q|Centipede gunner|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Pikeman]]&amp;lt;br&amp;gt;{{Icon Small|Pikeman|64}}&lt;br /&gt;
| {{Q|Pikeman|Combat Power}} || {{Q|Pikeman|Armor - Sharp}}% / {{Q|Pikeman|Armor - Blunt}}% / {{Q|Pikeman|Armor - Heat|0}}% || [[Needle gun]] || Any || {{Q|Pikeman|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Termite]]&amp;lt;br&amp;gt;{{Icon Small|Termite|64}}&lt;br /&gt;
| {{Q|Termite|Combat Power}} || {{Q|Termite|Armor - Sharp}}% / {{Q|Termite|Armor - Blunt}}% / {{Q|Termite|Armor - Heat|0}}% || [[Thump cannon]] || Any || {{Q|Termite|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Militor]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Militor|64}}&lt;br /&gt;
| {{Q|Militor|Combat Power}} || {{Q|Militor|Armor - Sharp}}% / {{Q|Militor|Armor - Blunt}}% / {{Q|Militor|Armor - Heat|0}}% || '''[[mini-shotgun]]''' || Any || {{Q|Militor|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Legionary]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Legionary|64}}&lt;br /&gt;
| {{Q|Legionary|Combat Power}} || {{Q|Legionary|Armor - Sharp}}% / {{Q|Legionary|Armor - Blunt}}% / {{Q|Legionary|Armor - Heat|0}}% || [[Needle launcher]] || Any || {{Q|Legionary|Move Speed Base}} {{CS}} || AoE shield&lt;br /&gt;
|-&lt;br /&gt;
! [[Tesseron]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Tesseron|64}}&lt;br /&gt;
| {{Q|Tesseron|Combat Power}} || {{Q|Tesseron|Armor - Sharp}}% / {{Q|Tesseron|Armor - Blunt}}% / {{Q|Tesseron|Armor - Heat|0}}% || [[Beam graser]] || Any || {{Q|Tesseron|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Scorcher]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Scorcher|64}}&lt;br /&gt;
| {{Q|Scorcher|Combat Power}} || {{Q|Scorcher|Armor - Sharp}}% / {{Q|Scorcher|Armor - Blunt}}% / {{Q|Scorcher|Armor - Heat|0}}% || [[Mini-flameblaster]] || Any || {{Q|Scorcher|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Tunneler]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Tunneler|64}}&lt;br /&gt;
| {{Q|Tunneler|Combat Power}} || {{Q|Tunneler|Armor - Sharp}}% / {{Q|Tunneler|Armor - Blunt}}% / {{Q|Tunneler|Armor - Heat|0}}% || '''Melee (Power claws)''' || Any || {{Q|Tunneler|Move Speed Base}} {{CS}} || Personal shield&lt;br /&gt;
|-&lt;br /&gt;
! [[Centurion]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Centurion|64}}&lt;br /&gt;
| {{Q|Centurion|Combat Power}} || {{Q|Centurion|Armor - Sharp}}% / {{Q|Centurion|Armor - Blunt}}% / {{Q|Centurion|Armor - Heat|0}}% || [[Charge blaster turret]] || Any || {{Q|Centurion|Move Speed Base}} {{CS}} || AoE shield&lt;br /&gt;
|-&lt;br /&gt;
! [[Diabolus]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Diabolus|64}}&lt;br /&gt;
| {{Q|Diabolus|Combat Power}} || {{Q|Diabolus|Armor - Sharp}}% / {{Q|Diabolus|Armor - Blunt}}% / {{Q|Diabolus|Armor - Heat|0}}% || [[Hellsphere cannon]] || Any || {{Q|Diabolus|Move Speed Base}} {{CS}} || Flame burst ability&lt;br /&gt;
|-&lt;br /&gt;
! [[War queen]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|War queen|64}}&lt;br /&gt;
| {{Q|War queen|Combat Power}} || {{Q|War queen|Armor - Sharp}}% / {{Q|War queen|Armor - Blunt}}% / {{Q|War queen|Armor - Heat|0}}% || [[Charge blaster turret]] || Any || {{Q|War queen|Move Speed Base}} {{CS}} || Produces war urchins &lt;br /&gt;
|-&lt;br /&gt;
! [[Apocriton]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Apocriton|64}}&lt;br /&gt;
| {{Q|Apocriton|Combat Power}} || {{Q|Apocriton|Armor - Sharp}}% / {{Q|Apocriton|Armor - Blunt}}% / {{Q|Apocriton|Armor - Heat|0}}% || [[Toxic needle gun]] || Any || {{Q|Apocriton|Move Speed Base}} {{CS}} || Various{{Check Tag|Add these}}&lt;br /&gt;
|-&lt;br /&gt;
! [[War urchin]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|War urchin|64}} &lt;br /&gt;
| {{Q|War urchin|Combat Power}} || {{Q|War urchin|Armor - Sharp}}% / {{Q|War urchin|Armor - Blunt}}% / {{Q|War urchin|Armor - Heat|0}}% || [[Spiner]] || Any || {{Q|War urchin|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Recode|reason=Consider adding health scale given disparity in values}}[[Category:Pawnkind tables]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Just Why</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Development_mode&amp;diff=154606</id>
		<title>Development mode</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Development_mode&amp;diff=154606"/>
		<updated>2024-10-18T18:20:28Z</updated>

		<summary type="html">&lt;p&gt;Just Why: /* Pawns */ Added use of +/- 10% slave suppression&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Rewrite|reason=Development mode massively changed in 1.4, with the menus overhauled, a bunch of options shifted to other menus, duplicated in some locations, etc.}}&lt;br /&gt;
{{Image wanted|reason=See rewrite above - images of the new debug menus and the menus displaying their dev and god mode options (e.g. the +/- options on the mood bars when its activated}}&lt;br /&gt;
[[File:Dev mode.png|300px|thumb|right|Development mode toolbar (red frame) on top of the screen, next to the colonist bar.]]&lt;br /&gt;
'''Development mode''' is a feature on the [[user interface]] that serves both as a debugging tool for developers and as a cheat menu for most other players.&lt;br /&gt;
&lt;br /&gt;
When active, it is seen as an additional menu on the top of the screen.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
Development mode can be enabled via the '''Options''' in the Menu, accessible via the toolbar or the {{Key|Escape}} key. Under '''Options''', there is an option for &amp;quot;Development Mode&amp;quot;. Toggle this option to a tick to turn on development mode.&lt;br /&gt;
&lt;br /&gt;
=== Permanently disable ===&lt;br /&gt;
In the Options menu in-game, you have the choice to 'permanently' disable development mode after you have enabled the developer mode. This prevents you from cheating using this.&lt;br /&gt;
&lt;br /&gt;
Enabling this option creates an empty file called 'DevModeDisabled' in the RimWorld config folder.&lt;br /&gt;
&lt;br /&gt;
You can reset it by deleting this 'DevModeDisabled' file from the RimWorld config folder&lt;br /&gt;
&lt;br /&gt;
The config folder can be located at the following locations:&lt;br /&gt;
&lt;br /&gt;
In Windows:&amp;lt;br&amp;gt;&lt;br /&gt;
- Press the Start/WindowsKey + R &amp;gt; Enter &amp;quot;%appdata%&amp;quot; and press enter &amp;gt; then navigate to LocalLow -&amp;gt; Ludeon Studios -&amp;gt; Rimworld by Ludeon Studios -&amp;gt; Config&amp;lt;br&amp;gt;&lt;br /&gt;
In Linux:&amp;lt;br&amp;gt;&lt;br /&gt;
- On a console, type: cd &amp;quot;~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Config&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Items are shown from left to right in the picture.&lt;br /&gt;
&lt;br /&gt;
=== [[File:DebugLog.png]] Debug log ===&lt;br /&gt;
An output log for debugging. Shows errors if they occur, as well as debug outputs.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Tweakvalues.png]] Tweak Values ===&lt;br /&gt;
A menu with several options for tweaking values associated with some AI actions, gameplay, UI values, graphics settings, plants, and other performance effecting variables.&lt;br /&gt;
&lt;br /&gt;
=== [[File:ViewSettings.png]] View settings ===&lt;br /&gt;
Toggles special debug visuals, such as shooting hit chances, infestation chances and toggling fog (fog of war) and snow visibility.&lt;br /&gt;
It also allows some debug settings, for example unlimited power, toggling damage, fast research, instant recruit, faster learning (i.e. instant boost to lv 20 upon doing a task), ecology, crafting, caravans, etc. Write Storyteller will add all of the raid point calculation data, considerations, and results on the raid notification letter for example. Another setting which can be useful to enable, is the setting to draw paths, paths are drawn, so you can see where all pawns, animals, colonist, and enemies are pathing to. Those settings will not be saved so you need to enable them each time if you want to use those settings. The tabs at the top of this screen will allow you to switch between view setting toggles, debug actions menu, and debug logging screens without having to close the dev menu each time.&lt;br /&gt;
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=== [[File:Debug.png]] Debug actions menu ===&lt;br /&gt;
Forces a variety of things to happen. Many things can be done from here; spawning items and pawns, executing events, downing/ killing pawns, they are all done through this menu. The second page of this menu can be found in &amp;quot;show more actions&amp;quot; under more debug actions on the right. The search bar at the top may be used at any time in any part of the dev menu and is especially useful when spawning items into the world.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Debug.png]] Debug logging menu ===&lt;br /&gt;
Where some debugging information can be found, like crop economy, item nutrition, and such. It's also called debug outputs, when clicking on for example apparel or beauties you can see a list of all items that adds beauty points to rooms or buildings. If you want to know which clothing is considered clothing for nudists you can find it here as well.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Inspector.png]] Inspector ===&lt;br /&gt;
Opens the inspector panel and shows you what's happening in the game. Note: You may be required to have this open to see some of the output from the selected debug logging menu selection.&lt;br /&gt;
&lt;br /&gt;
=== [[File:GodMode.png]] God mode ===&lt;br /&gt;
Toggles god mode. While active, all player-buildable buildings are available without research, and are constructed instantly and at no cost when placing down the blueprint. Note that &amp;quot;deconstructing&amp;quot; is instantaneous, but leaves behind resources as appropriate to the item(s) deconstructed. To remove these items, or any others, use the &amp;quot;T: Kill&amp;quot; or T: Destroy&amp;quot; commands under the Debug section. Be mindful that these options remove everything in all layers of a tile and as a result you may need to replace some items such as electrical conduit.&lt;br /&gt;
&lt;br /&gt;
[[Orders#Mine|Mining orders]] are also completed instantly upon designation but return a yield of 1.  &lt;br /&gt;
&lt;br /&gt;
God mode can be also toggled through 'View Settings'.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Devpalette.png]] Inspector ===&lt;br /&gt;
Toggles the DEV Palette to be visible or hidden. Anything in the dev menu at any level may be added to this menu by toggling the pin following the option in the menu. Items may be reordered by dragging the grey striped box to the desired location and easily removed by clicking the last rightmost red X.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Pauseonerror.png]] Autopause ===&lt;br /&gt;
Toggles autopause when an error is logged.&lt;br /&gt;
&lt;br /&gt;
=== Search bar ===&lt;br /&gt;
Allows you to find items on the current map and will scan through all the items in the event of multiples.  Does not work on map.  In menus it can be used at any level to quickly find any action or setting through to narrowing item search results when spawning.&lt;br /&gt;
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== Debug Log ==&lt;br /&gt;
&lt;br /&gt;
Opens the active in progress game log, aka debug log.  If pause on error is enabled this is the window you will see when an error occurs.  The most recent events are at the bottom of the log.  Selecting any line will open more details about the entry and it's stack trace in the lower part of the window. (only visible when an item is selected)  The size of the lower window may be changed with the handle between the window panes or by using the trace size buttons located at the top of the window.  Selecting clear will clear the currently displayed log information within the game, however the information will remain in the log file as usual.&lt;br /&gt;
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== Tweak Values ==&lt;br /&gt;
&lt;br /&gt;
Opens a menu with various sliders and a few toggles for changing some of the values associated with game pertaining to gameplay, tick rate, UI sizes, graphics settings, among other things and may include some mod options.  (ToDo: generate and populate table of settings)&lt;br /&gt;
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== View Settings ==&lt;br /&gt;
&lt;br /&gt;
Opens a menu that provides settings for visible layers, AI pathing and considerations, as well as some useful dev settings like infinite electricity, fast crafting, and fast caravans.  Draw paths will enable pathing lines for all non-colonist pawns. (pawn must be visible on screen for line to render) Write storyteller will provide the totals, equations, and values and modifiers for all wealth and pawns when raid events are generated and appends it to the raid letter message body.  Log translation lookup errors has also been relocated to here.&lt;br /&gt;
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== Debug Action Menu ==&lt;br /&gt;
[[File:Debug actions menu.jpeg|500px|thumb|right|Debug Action Menu with the first three DLC installed.]]&lt;br /&gt;
There are many options in this menu, and several sub-menus. The search bar in the top right will highlight options matching the search criteria, but the spelling must exactly match exactly or any portion of it.&lt;br /&gt;
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==== Understanding the Buttons ====&lt;br /&gt;
&lt;br /&gt;
Not every command can be listed all at once and frankly would overwhelm nearly anyone so many of these options are multi-level. More than one of these options can appear on a button and, for example, to change an items quality select the &amp;quot;T:set quality...&amp;quot; option and then select the quality you want to make the item.  Special note that the game will only apply settings to objects that allow that effect or descriptor and will attempt to affect everything in every layer under the mouse.  Beware T:Kill, T:Delete, and T:Discard!  To cancel any tool at anytime just right click or press escape.&lt;br /&gt;
&lt;br /&gt;
Commands prefaced with with &amp;quot;T:&amp;quot; are applied to a target.  Upon selection the menu will close and leave a T attached to the cursor with either the name, action, or instructions beside it.  Some pawns may be between cells and you may need to toggle pause to let them move into a targetable position.  Beware target tools will affect every valid object in the selected cell.&lt;br /&gt;
&lt;br /&gt;
Commands ending with an ellipsis &amp;quot;...&amp;quot; denote the items with submenus usually offering options such as quality level, quantity, difficulty level, or what item you want to spawn to name a few of the most common.  Being presented with no option within a submenu usually means there is nothing available to do in the gamespace you are currently in. (e.x. spawning a pawn on the main menu)  &lt;br /&gt;
&lt;br /&gt;
Commands ending in (rect) will require you to select two points to create a rectangle selection area for the selected task. Examples of this would be &amp;quot;Edit Roof (rect)...&amp;quot; which would allow you to remove or place specific roof types.&lt;br /&gt;
&lt;br /&gt;
Commands ending in (Map) will affect the current map in whatever way they normally would otherwise. Example would be &amp;quot;Do Incident (Map)...&amp;quot; to generate a caravan, visitor, or passing thrumbo heard.&lt;br /&gt;
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===Incidents===&lt;br /&gt;
Creates [[events]] and [[raid]]s on the currently visible map.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Do trade caravan arrival &lt;br /&gt;
| Allows you to select a currently active faction by name and choose the type of caravan arriving. No random in this menu.&lt;br /&gt;
|-&lt;br /&gt;
! Execute raid with points &lt;br /&gt;
| Creates a random faction raid with specified total raid points. Calls friendlies if allied.&lt;br /&gt;
|-&lt;br /&gt;
! Execute raid with factions &lt;br /&gt;
| Creates a chosen faction raid with specified total raid points. Calls friendlies if allied.&lt;br /&gt;
|-&lt;br /&gt;
! Execute raid with specifics &lt;br /&gt;
| Creates a raid where everything can be specified (faction, total raid points, arrival mode and location, etc.).&lt;br /&gt;
|-&lt;br /&gt;
! Do incident (Map) &lt;br /&gt;
| Creates an event (e.g. a [[disease]], [[heat wave]]/[[cold snap]], [[thrumbo]]s, [[Events#Ambrosia_sprout|ambrosia sprout]], random enemy raid or caravan visit, etc.).&lt;br /&gt;
|-&lt;br /&gt;
! Do incident x10 (Map) &lt;br /&gt;
| Creates ten times the same kind of event, all at the same time (e.g. 10 [[mech cluster]]s).  Beware calling too many incidents, especially while paused, may result in severe game instability and crashing.  Save before use.&lt;br /&gt;
|-&lt;br /&gt;
! Do incident w/ point (Map) &lt;br /&gt;
| Creates an event with specified total [[raid points]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Incidents: World mode====&lt;br /&gt;
These functions are visible when you are viewing the world map in your game.  Incidents followed by a NO either cannot be used in the current scope or would otherwise not normally occur on the current map. (Testing required) &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Do incident (World)… &lt;br /&gt;
| Creates a global event (e.g. a [[aurora]],  [[eclipse]], [[solar flare]]) Note: Global mod events are included on this menu. &lt;br /&gt;
|-&lt;br /&gt;
! Do incident x10 (World)… &lt;br /&gt;
| Creates 10x global event (e.g. a [[aurora]],  [[eclipse]], [[solar flare]]) Note: Global mod events are included on this menu.&lt;br /&gt;
|-&lt;br /&gt;
! Do incident w/ points (World)… &lt;br /&gt;
| Creates a global event (e.g. a [[aurora]],  [[eclipse]], [[solar flare]]) Note: Global mod events are included on this menu.  This menu may be empty if you have no points based world events installed or enabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
Tools for adding [[quests]].  (Colony mode)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Generate quest &lt;br /&gt;
| Allows you to generate a quest at a given [[raid points|raid point]] value&lt;br /&gt;
|-&lt;br /&gt;
! Generate quests x10 &lt;br /&gt;
| Generate 10 quests of a given raid point value&lt;br /&gt;
|-&lt;br /&gt;
! Generate quests x30 &lt;br /&gt;
| Generate 30 quests of a given raid point value&lt;br /&gt;
|-&lt;br /&gt;
! Generate quest (1x for each point) &lt;br /&gt;
| Generate 1 quest for each valid point threshold&lt;br /&gt;
|-&lt;br /&gt;
! QuestPart test &lt;br /&gt;
| Checks if part of a quest works&lt;br /&gt;
|-&lt;br /&gt;
! Log generated quest savedata&lt;br /&gt;
| Makes a log of the generated quest savedata&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
A selection of tools not easily categorized into the other section or with effects that could be placed in several sections.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Atlas Rebuild &lt;br /&gt;
| Rebuilds and refreshes some data pertaining to the map and pawns. Effectively does nothing if you haven't broken anything yet.&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Relic{{IdeologyIcon}} &lt;br /&gt;
| Spawns relic of ideology&lt;br /&gt;
|-&lt;br /&gt;
! T: Set Source Precept{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Slave{{IdeologyIcon}} &lt;br /&gt;
| Adds a randomly generated pawn slave in an available slave designated bed.&lt;br /&gt;
|-&lt;br /&gt;
! T: Hack 100%{{IdeologyIcon}} &lt;br /&gt;
| Sets a hackable terminal to 100% complete.&lt;br /&gt;
|-&lt;br /&gt;
! T: Hack +10%{{IdeologyIcon}} &lt;br /&gt;
| Adds 10% to the progress of hacking a terminal.&lt;br /&gt;
|-&lt;br /&gt;
! T: Darklight At Position{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Max Development Points{{IdeologyIcon}} &lt;br /&gt;
| Sets ideology development points to it's current max allowing for immediate reform.&lt;br /&gt;
|-&lt;br /&gt;
! Add Development Point{{IdeologyIcon}} &lt;br /&gt;
| Adds 1 to ideology development points.&lt;br /&gt;
|-&lt;br /&gt;
! Clear Development Points{{IdeologyIcon}} &lt;br /&gt;
| Sets the ideology development points value to 0.&lt;br /&gt;
|-&lt;br /&gt;
! Destroy All Plants &lt;br /&gt;
| Destroys all plants on the map.&lt;br /&gt;
|-&lt;br /&gt;
! Destroy All Things &lt;br /&gt;
| Destroys all items, structures, and entities on the map.&lt;br /&gt;
|-&lt;br /&gt;
! Destroy Clutter &lt;br /&gt;
| Destroys chunks, filth and rubble.&lt;br /&gt;
|-&lt;br /&gt;
! Finish All [[Research]] &lt;br /&gt;
| Finishes all research projects.&lt;br /&gt;
|-&lt;br /&gt;
! Replace All Trade Ships &lt;br /&gt;
| &lt;br /&gt;
* All current [[trader|trade ships]] leave&lt;br /&gt;
* A random selection of 5 trade ships replace them and hail immediately. This includes modded trade ships, if any.&lt;br /&gt;
|-&lt;br /&gt;
! Add Trade Ship Of Kind &lt;br /&gt;
| Will spawn trade ship of selected kind.&lt;br /&gt;
|-&lt;br /&gt;
! Change [[weather]]… &lt;br /&gt;
| Opens a sub menu where the chosen weather can be selected. Doing it once will gradually change the [[weather]]. Using the same command twice will immediately change the weather&lt;br /&gt;
|-&lt;br /&gt;
! Play song... &lt;br /&gt;
| Plays a song from the games soundtrack.&lt;br /&gt;
|-&lt;br /&gt;
! Play sound... &lt;br /&gt;
| Opens a sub menu where the chosen sound can be played, for testing for example.&lt;br /&gt;
|-&lt;br /&gt;
! Add Prisoner &lt;br /&gt;
| Spawns a random prisoner from a random faction.&lt;br /&gt;
|-&lt;br /&gt;
! Add Guest &lt;br /&gt;
| Spawns a guest from a random faction to visit your colony.&lt;br /&gt;
|-&lt;br /&gt;
! Force Enemy Assault &lt;br /&gt;
| If there are waiting enemies on the map, force them to begin their attack.&lt;br /&gt;
|-&lt;br /&gt;
! Force Enemy Flee &lt;br /&gt;
| If there are attacking enemies on the map, force them to flee.&lt;br /&gt;
|-&lt;br /&gt;
! Adaption Progess10 Days&lt;br /&gt;
| Adjusts the progression value as if 10 additional days have passed. Adaption factor is what makes raids a little easier after a pawn dies or other serious hit.&lt;br /&gt;
|-&lt;br /&gt;
! Unload Unused Assets &lt;br /&gt;
| Will attempt to unload game assets from memory that are not being used.  May help late game on very very old systems especially with low ram.&lt;br /&gt;
|-&lt;br /&gt;
! Name settlement &lt;br /&gt;
| Allows you to name or rename your faction and settlement&lt;br /&gt;
|-&lt;br /&gt;
! Next lesson &lt;br /&gt;
| Learning helper, it shows the next lesson from the in-game helper&lt;br /&gt;
|-&lt;br /&gt;
! Regen All Map Mesh Sections &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Change Camera Config &lt;br /&gt;
| Allows you to toggle through various camera panning/zoom easing.&lt;br /&gt;
|-&lt;br /&gt;
! Force Ship Countdown &lt;br /&gt;
| Forces the end of game event ship has left and rolls ending credits.&lt;br /&gt;
|-&lt;br /&gt;
! Force Start Ship &lt;br /&gt;
| Forces the ship to begin getting ready to launch.  Must have a ship on the map to be started.&lt;br /&gt;
|-&lt;br /&gt;
! Flash Trade Drop Spot &lt;br /&gt;
| Shows where the trade drop spot will be.&lt;br /&gt;
|-&lt;br /&gt;
! Kill Faction Leader &lt;br /&gt;
| Kills the leader of the selected faction.&lt;br /&gt;
|-&lt;br /&gt;
! Kill Kidnapped Pawn &lt;br /&gt;
| Kills kidnapped pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Kill World Pawn &lt;br /&gt;
| Kills world pawn, which you can choose from.&lt;br /&gt;
|-&lt;br /&gt;
! Set Faction Relations &lt;br /&gt;
| Sets your relations with a faction. Can be set to Hostile, Neutral and Ally.&lt;br /&gt;
|-&lt;br /&gt;
! Visitor Gift &lt;br /&gt;
| Make current visitor leave a random gift.&lt;br /&gt;
|-&lt;br /&gt;
! Refog Map &lt;br /&gt;
| Hide all enclosed places as if undiscovered&lt;br /&gt;
|-&lt;br /&gt;
! Use Gen Step &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Increment Time1 Hour &lt;br /&gt;
| Moves time 1 hour forward. {{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Increment Time6 Hours &lt;br /&gt;
| Moves time 6 hours forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Increment time 1 day &lt;br /&gt;
| Moves time 1 day forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Increment Time1 Season &lt;br /&gt;
| Moves time 1 quadrum forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Storywatcher tick 1 day &lt;br /&gt;
| Move story events ahead a day - such as an eclipse&lt;br /&gt;
|-&lt;br /&gt;
! Add [[techprint]] to project {{RoyaltyIcon}} &lt;br /&gt;
| Allows you to select a techprint and which pawn will receive credit for its use.&lt;br /&gt;
|-&lt;br /&gt;
! Apply [[techprint]] on project {{RoyaltyIcon}} &lt;br /&gt;
| Directly applies the techprint to the research tree bypassing any pawn exp gains.&lt;br /&gt;
|-&lt;br /&gt;
! Kill Random Lent Colonist &lt;br /&gt;
| Kills a random colonist on loan.&lt;br /&gt;
|-&lt;br /&gt;
! Destroy All Hats &lt;br /&gt;
| Destroys all hats from the map and if colonists are wearing any hat, those will be destroyed as well.&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Apparel Check &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Dump Pawn Atlases &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Dump Static Atlases &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Ability Check &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Glow At Position &lt;br /&gt;
| Temporarily displays the light for each tile in a radius from click position.&lt;br /&gt;
|-&lt;br /&gt;
! T: HSV At Position &lt;br /&gt;
| Temporarily displays the HSV value for each tile in a radius from from click position.&lt;br /&gt;
|-&lt;br /&gt;
! Fill Map With Trees &lt;br /&gt;
| Fill current map with trees.&lt;br /&gt;
|-&lt;br /&gt;
! Flash Blocked Landing Cells &lt;br /&gt;
| Highlights blocked landing cells, for droppods or other moving objects.&lt;br /&gt;
|-&lt;br /&gt;
! Award 4 [[Titles|honor]] {{RoyaltyIcon}} &lt;br /&gt;
| Awards 4 [[Titles|Royal honor]] to a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Award 10 [[Titles|honor]]  {{RoyaltyIcon}}&lt;br /&gt;
| Awards 10 [[Titles|Royal honor]] to a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Remove 4 [[Titles|honor]]  {{RoyaltyIcon}} &lt;br /&gt;
| Removes 4 [[Titles|Royal honor]] from a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Reduce royal [[title]] {{RoyaltyIcon}} &lt;br /&gt;
| Reduces pawns current [[Titles|Royal title]].&lt;br /&gt;
|-&lt;br /&gt;
! T: Destroy &lt;br /&gt;
| Left click to destroy an object or pawn. Effectively the same as discard or kill.  Simulates kill death for living objects.  This includes boomalope and boomrats.&lt;br /&gt;
|-&lt;br /&gt;
! T: Discard &lt;br /&gt;
| Left click to destroy an object or pawn. Effectively the same as destroy or kill.  Simulates kill death for living objects.  This includes boomalope and boomrats.&lt;br /&gt;
|-&lt;br /&gt;
! T: Kill &lt;br /&gt;
| Left click to destroy an object or pawn. Effectively the same as discard or destroy.  Simulates kill death for living objects.  This includes boomalope and boomrats. &lt;br /&gt;
|-&lt;br /&gt;
! T: 10 damage &lt;br /&gt;
| Left click to deal 10 damage to an object or pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: 5000 damage &lt;br /&gt;
| Left click to deal 5000 damage to an object or pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Rotate... &lt;br /&gt;
| Rotates object in the direction selected.&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear area(rect) &lt;br /&gt;
| Allows you to clear a rectangle of an area by selecting the opposite corners of the desired location.&lt;br /&gt;
|-&lt;br /&gt;
! T: Make Rock(rect)  &lt;br /&gt;
| Allows you to generate solid rock in an area by selecting opposite corners of the desired location. (no selection available at this time. Generated Granite)&lt;br /&gt;
|-&lt;br /&gt;
! T: Explosion ([[Damage Types|bomb]]) &lt;br /&gt;
| Produces any core explosion type at the targeted location. (EMP, bomb, fire foam, etc)&lt;br /&gt;
|-&lt;br /&gt;
! T: Add Snow &lt;br /&gt;
| Adds snow to selected cell&lt;br /&gt;
|-&lt;br /&gt;
! T: Remove Snow &lt;br /&gt;
| Removes snow from selected cell&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear All Snow &lt;br /&gt;
| Removes every single bit of snow from the map.&lt;br /&gt;
|-&lt;br /&gt;
! T: Push heat (10) &lt;br /&gt;
| Select a tile for example in a room, it will increase the temperature with 10 C or F.&lt;br /&gt;
|-&lt;br /&gt;
! T: Push heat (1000) &lt;br /&gt;
| Select a tile for example in a room, it will increase the temperature with 1000 C or F.&lt;br /&gt;
|-&lt;br /&gt;
! T: Push heat (-1000) &lt;br /&gt;
| Select a tile for example in a room, it will decrease the temperature with 1000 C or F.&lt;br /&gt;
|-&lt;br /&gt;
! T: Finish Plant Growth &lt;br /&gt;
| Select any plant and it finishes growing so you can harvest it.&lt;br /&gt;
|-&lt;br /&gt;
! T: Grow1 Day &lt;br /&gt;
| Makes the selected plant advance 1 day in growth progress.&lt;br /&gt;
|-&lt;br /&gt;
! T: Grow To Maturity &lt;br /&gt;
| Grows a single plant to full maturity. So you can harvest it.&lt;br /&gt;
|-&lt;br /&gt;
! T: Regen Section &lt;br /&gt;
| Regenerate section&lt;br /&gt;
|-&lt;br /&gt;
! T: Set Color{{IdeologyIcon}} &lt;br /&gt;
| Allows you to set the color of the target object.&lt;br /&gt;
|-&lt;br /&gt;
! T: Randomize Color{{IdeologyIcon}} &lt;br /&gt;
| Sets a random color on the selected object.&lt;br /&gt;
|-&lt;br /&gt;
! T: Rot1 day &lt;br /&gt;
| Select object/pawn/animal,food and it will add +1day rot to it.&lt;br /&gt;
|-&lt;br /&gt;
! T: Force sleep &lt;br /&gt;
| Allows you to force a pawn to sleep, whether from colony, visitor or any animal.&lt;br /&gt;
|-&lt;br /&gt;
! T: Fuel -20% &lt;br /&gt;
| Select fueled thing and decrease its amount with 20%.&lt;br /&gt;
|-&lt;br /&gt;
! T: Break down... &lt;br /&gt;
| Makes a machine break down immediately. Machine must be capable of the breakdown event.&lt;br /&gt;
|-&lt;br /&gt;
! T: Use Scatterer &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! BaseGen &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! SketchGen &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Edit Roof(rect)&lt;br /&gt;
| Allows you to create thick and thin rock roofs, basic constructed roof, or remove any roof. (Yes this includes thick rock roof)&lt;br /&gt;
|-&lt;br /&gt;
! T: Test Flood Unfog &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Closwalk Cell30 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Walk Path &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Skygaze Cell &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Direct Flee Dest &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Spectators Cells &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Check Reachability &lt;br /&gt;
| Checks if the selected cell/tile is reachable for colonists, raids, or animals.&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash TryFindRandomPawnExitCell &lt;br /&gt;
| Highlights Exit cell where colonists, pawns animals or visitors/guest can exit the map. In the debuglog it shows as trying to find nearest exit cell for visitor to leave.&lt;br /&gt;
|-&lt;br /&gt;
! T: RandomSpotJustOutsideColony &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Random Spot Near ThingAvoiding Host??? &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Clear All Fog &lt;br /&gt;
| Removes all fog, it means all rock mountains are revealed and if some areas are undiscovered they will be shown. For example ancient dangers, when doing this command at the beginning of your game.&lt;br /&gt;
|-&lt;br /&gt;
! T: Change Thing Style &lt;br /&gt;
| When possible you can change the style of selected thing/item/object/building.&lt;br /&gt;
|-&lt;br /&gt;
! T: Force sleep then assault colony &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Attach Fire &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Enable wound debug draw &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Wound debug export (non-humanlike)? &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====General: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Atlas Rebuild &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Change camera config… &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
A number of commands to interact with pawns of all types - humans or animals, colonist or otherwise, alive or dead. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Set Ideo{{IdeologyIcon}}  &lt;br /&gt;
| Sets pawn's ideology to selected&lt;br /&gt;
|- &lt;br /&gt;
! Convert To Ideo{{IdeologyIcon}} &lt;br /&gt;
| Converts pawn to selected ideology.&lt;br /&gt;
|-&lt;br /&gt;
! T: Suppression +10%{{IdeologyIcon}} &lt;br /&gt;
| Adds 10% to selected slave's suppression level.&lt;br /&gt;
|-&lt;br /&gt;
! T: Suppression -10%{{IdeologyIcon}} &lt;br /&gt;
| Removes 10% from selected slave's suppression level.&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear suppression schedule{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Will +1{{IdeologyIcon}} &lt;br /&gt;
| Adds +1 will to a prisoner.&lt;br /&gt;
|-&lt;br /&gt;
! T: Will -1{{IdeologyIcon}} &lt;br /&gt;
| Adds -1 will to a prisoner.&lt;br /&gt;
|-&lt;br /&gt;
! T: Start slave rebellion (random){{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Start slave rebellion (aggressive){{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Change style &lt;br /&gt;
| Changes pawn's hair and tattoos to selected&lt;br /&gt;
|-&lt;br /&gt;
! T: Request style change &lt;br /&gt;
| Forces pawn to wish it's hair and tattoos&lt;br /&gt;
|-&lt;br /&gt;
! T: Make Faction leader &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear Prisoner Interaction Schedule? &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Resurrect &lt;br /&gt;
| Indicate a corpse to resurrect it, healing all damage&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Until Down &lt;br /&gt;
| Damages the pawn until it is downed.&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Legs &lt;br /&gt;
| Damages the pawn's legs until it is downed.&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage To Death &lt;br /&gt;
| Damage the pawn to death.&lt;br /&gt;
|-&lt;br /&gt;
! T: Carried Damage To Death &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: 10 damage until dead &lt;br /&gt;
| Deals an indicated pawn 10 units of damage repeatedly until dead&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Held Pawn To Death &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Surgery Fail Minor &lt;br /&gt;
| Simulate minor [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Surgery Fail Catastrophic &lt;br /&gt;
| Simulate catastrophic [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Surgery Fail Ridiculous &lt;br /&gt;
| Simulate ridiculous [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Restore Body Part &lt;br /&gt;
| Takes you to a submenu of body parts i.e. Left Leg, Right Arm, etc. and allows you to fully restore that part.&lt;br /&gt;
|-&lt;br /&gt;
! Apply damage... &lt;br /&gt;
| Simulate specific type of [[damage]] to a specific body part.&lt;br /&gt;
|-&lt;br /&gt;
! Apply Hediff... &lt;br /&gt;
| Add a specific type of [[Injury]] to a specific body part. Also able to add [[ailments]] and [[artificial body parts]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Remove Hediff... &lt;br /&gt;
| Remove a specific type of [[Injury]] from a pawn. Also able to remove [[ailments]] and [[artificial body parts]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Heal random injury (10) &lt;br /&gt;
| Remove a random injury. This may need to used multiple times to restore a pawn to health.&lt;br /&gt;
|-&lt;br /&gt;
! T: Activate HediffGiver &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Activate HediffGiver World Pawn&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Discover Hediffs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Grant Immunities &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Give Birth &lt;br /&gt;
| Spawns a random pawn with the age 0&lt;br /&gt;
|-&lt;br /&gt;
! T: Resistance -1 &lt;br /&gt;
| Adds -1 resistance to a prisoner&lt;br /&gt;
|-&lt;br /&gt;
! T: Resistance -10 &lt;br /&gt;
| Adds -10 resistance to a prisoner&lt;br /&gt;
|-&lt;br /&gt;
! T: +20 [[Psycasts#Neural Heat|neural heat]] {{RoyaltyIcon}} &lt;br /&gt;
| Adds 20℅ to pawn's neural heat&lt;br /&gt;
|-&lt;br /&gt;
! T: -20 [[Psycasts#Neural Heat|neural heat]] {{RoyaltyIcon}} &lt;br /&gt;
| Removes 20℅ from pawn's neural heat&lt;br /&gt;
|-&lt;br /&gt;
! T: List Melee Verbs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Add/remove pawn relation &lt;br /&gt;
| Add or remove a pawn's relationship from the [[Social|social]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! T: Add Opinion Talks About &lt;br /&gt;
| Make other colonist's opinion about a selected pawn higher/lower.&lt;br /&gt;
|-&lt;br /&gt;
! T: Force vomit... &lt;br /&gt;
| Forces the pawn to vomit&lt;br /&gt;
|-&lt;br /&gt;
! T: [[Psycasts#Psyfocus|Psyfocus]] +20% {{RoyaltyIcon}}&lt;br /&gt;
| Adds 20% to pawn's psyfocus&lt;br /&gt;
|-&lt;br /&gt;
! T: [[Psycasts#Psyfocus|Psyfocus]] -20% {{RoyaltyIcon}}&lt;br /&gt;
| Removes 20℅ from pawn's psyfocus&lt;br /&gt;
|-&lt;br /&gt;
! T: Food -20% &lt;br /&gt;
| Make the pawn's [[Needs|hunger]] meter 20% lower. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Rest -20% &lt;br /&gt;
| Make the pawn's [[Needs|rest]] meter 20% lower. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Joy -20%&lt;br /&gt;
| Make the pawn's [[Needs|joy]] meter 20% lower. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Chemical -20% &lt;br /&gt;
| Make the pawn's [[Needs|chemical]] meter 20% lower. Requires &amp;quot;Chemical fascination&amp;quot; or &amp;quot;Chemical interest&amp;quot; [[Traits|trait]]. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Indoors -20% &lt;br /&gt;
| Make the pawn's [[Needs|indoors]] meter 20% lower. Requires &amp;quot;Undergrounder&amp;quot; [[Traits|trait]]. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Needs misc -20% &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Certainty -20%{{IdeologyIcon}} &lt;br /&gt;
| Make the pawn less certain in their current ideology.&lt;br /&gt;
|-&lt;br /&gt;
! Set [[Skill]] &lt;br /&gt;
| Set a pawn's selected [[Skills|skill]] to a selected level.&lt;br /&gt;
|-&lt;br /&gt;
! Max [[Skill]] &lt;br /&gt;
| Max a pawn's selected [[Skills|skill]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Max All [[Skill]]s &lt;br /&gt;
| Max all the pawn's [[Skills|skill]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Mental break]]... &lt;br /&gt;
| Cause an instant mental breakdown on the indicated pawn&lt;br /&gt;
|-&lt;br /&gt;
! T: Do Voice Call &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Mental state... &lt;br /&gt;
| Start other mental states on the indicated pawn, such as manhunter, social fighting, and panic&lt;br /&gt;
|-&lt;br /&gt;
! T: Stop mental state &lt;br /&gt;
| Stop a pawn's [[Mental break|mental break]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Inspiration]]... &lt;br /&gt;
| Give a selected [[Inspiration|inspiration]] to a colonist.&lt;br /&gt;
|-&lt;br /&gt;
! Give [[trait]]... &lt;br /&gt;
| Give a selected [[Traits|trait]] to a pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Set [[backstory]] &lt;br /&gt;
| Change a pawn's [[Backstories|backstory]]&lt;br /&gt;
|-&lt;br /&gt;
! Give ability... &lt;br /&gt;
| Gives pawn a selected ability&lt;br /&gt;
|-&lt;br /&gt;
! Give Psylink... {{RoyaltyIcon}} &lt;br /&gt;
| Gives pawn a selected psylink level&lt;br /&gt;
|-&lt;br /&gt;
! T: Remove neural heat {{RoyaltyIcon}} &lt;br /&gt;
| Removes all neural heat from selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Give good thought... &lt;br /&gt;
| Give a temporary +10 [[Mood|mood boost]] to a pawn. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Give bad thought... &lt;br /&gt;
| Give a temporary -10 [[Mood|mood debuff]] to a pawn. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear Bound Unfinished Things &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Force Birthday &lt;br /&gt;
| Force a pawn to age. Has a chance to develop age-related [[ailments]], such as [[dementia]] or [[Alzheimer's]].&lt;br /&gt;
|-&lt;br /&gt;
! T: Recruit &lt;br /&gt;
| Recruits the selected human to the colony&lt;br /&gt;
|-&lt;br /&gt;
! T: Enslave{{IdeologyIcon}} &lt;br /&gt;
| Enslaves selected pawn to the colony&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Apparel &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Wear apparel (selected) &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Equip primary (selected) &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Tame Animal &lt;br /&gt;
| Tame a selected [[animal]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Train Animal &lt;br /&gt;
| Put all selected training for an animal to the max level.&lt;br /&gt;
|-&lt;br /&gt;
! T: Try Develop Bound Relation &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Queue Training Decay &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Display Relations Info &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Display Interactions Info &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Start Marriage Ceremony &lt;br /&gt;
| Forces marriage ceremony&lt;br /&gt;
|-&lt;br /&gt;
! T: Force Interaction &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Start Random Gathering &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Start Gathering &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Start Prison Break &lt;br /&gt;
| Force a prison break to happen.&lt;br /&gt;
|-&lt;br /&gt;
! T: Pass To World &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Make +1 Year Older &lt;br /&gt;
| Force a pawn to age one year without developing age-related [[Ailments|ailments]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Make +1 Day Older &lt;br /&gt;
| Force a pawn to age one day without developing age-related [[Ailments|ailments]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Try Job Giver &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Try Joy Giver &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: EndCurrentJob(InterruptForced) &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: CheckForJobOverride &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Toggle Job Logging&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Toggle Stance Logging&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Kidnap colonist &lt;br /&gt;
| Forces raiders to kidnap a pawn&lt;br /&gt;
|-&lt;br /&gt;
! T: Face cell (selected)... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Precept{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Remove Precept{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trigger Date Ritual{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add 5 days to obligation timer{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Remove ritual obligation{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Generate 200 ritual names{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Set ideo role...{{IdeologyIcon}} &lt;br /&gt;
| Sets pawn's ideology role to selected&lt;br /&gt;
|-&lt;br /&gt;
! T: Make guilty &lt;br /&gt;
| Makes pawn to be guilty&lt;br /&gt;
|-&lt;br /&gt;
! T: Force age reversal demand now{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Reset age reversal demand{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Draw breach path &lt;br /&gt;
| Shows the path that breach raids will take to infiltrate your base, often blasting through man-made or natural walls.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
Spawns things - items, pawns, terrain etc.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Spawn Complex{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Remove world pawn... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn Pawn &lt;br /&gt;
| Select a moving being - colonists, animals, adversaries, from a list of all in the game. Left click to spawn, right click to cancel. Pawns will spawn in the relevant [[faction]] e.g. Pirate pawns will spawn in [[Pirates]] faction, animals will spawn wild, colonist pawns will spawn in the player's faction.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[Weapon]] &lt;br /&gt;
| Select a weapon from a list of all in the game, including any that are otherwise unavailable such as thr [[mini-turret gun|mini]]. Left click to spawn, right click to cancel. Material, if the item is [[stuff]]able, is randomly selected.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[apparel]]... &lt;br /&gt;
| Select an item of apparel from a list of all in the game, including any that are otherwise unavailable. Left click to spawn, right click to cancel. Material, if the item is [[stuff]]able, is randomly selected.&lt;br /&gt;
|-&lt;br /&gt;
! Try place near thing... &lt;br /&gt;
| Place an item at or near where you indicate&lt;br /&gt;
|-&lt;br /&gt;
! Try place near thing with style... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Try place near stack of 25... &lt;br /&gt;
| Place 25 items at or near where you indicate (items with a maximum stack size less than 25 aren't shown)&lt;br /&gt;
|-&lt;br /&gt;
! Try place near stack of 75... &lt;br /&gt;
| Place 75 items at or near where you indicate (items with a maximum stack size less than 75 aren't shown)&lt;br /&gt;
|-&lt;br /&gt;
! Try place direct thing... &lt;br /&gt;
| Try to place an item directly where you indicate&lt;br /&gt;
|-&lt;br /&gt;
! Try place direct stack of 25... &lt;br /&gt;
| Try to place a stack of 25 items directly where you indicate&lt;br /&gt;
|-&lt;br /&gt;
! Try place stack of market value &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Try add to inventory... &lt;br /&gt;
| Adds item to pawn inventory.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn thing with wipe mode... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Set terrain... &lt;br /&gt;
| Select a ground type or flooring and indicate where it should be placed&lt;br /&gt;
|-&lt;br /&gt;
! Set terrain (rect)... &lt;br /&gt;
| Select a ground type or flooring and select the area where it should be placed&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[Mechanoid cluster|Mech Cluster]] {{RoyaltyIcon}} &lt;br /&gt;
| Summons mechanoid cluster to selected point&lt;br /&gt;
|-&lt;br /&gt;
! T: Make [[filth]] x100 &lt;br /&gt;
| Creates filth.&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Faction Leader &lt;br /&gt;
| Spawns the leader of a faction.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn world pawn... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn thing set... &lt;br /&gt;
| Spawn a selection of event things&lt;br /&gt;
|-&lt;br /&gt;
! Trigger effecter... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[Shuttle]] {{RoyaltyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn relic{{IdeologyIcon}} &lt;br /&gt;
| Spawns ideology relic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spawning: World mode ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Random Caravan &lt;br /&gt;
| Spawns random caravan on the world map&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Random Faction Base &lt;br /&gt;
| Creates a faction base at selected position.&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Site &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Destroy Site &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Site With Points &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn World Object &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Map management ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Generate Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Leak Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Print Leaked Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Game Condition &lt;br /&gt;
| Start an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! Remove Game Condition &lt;br /&gt;
| End an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! T: Transfer &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Change Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Regenerate Current Map &lt;br /&gt;
| Resets the current active map to its default state. &lt;br /&gt;
|-&lt;br /&gt;
! Generate Map With Caves &lt;br /&gt;
| Generates a new map that contains caves.&lt;br /&gt;
|-&lt;br /&gt;
! Run Map Generator &lt;br /&gt;
| Generates a new map for various encounters. &lt;br /&gt;
|-&lt;br /&gt;
! Force Reform in Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Map management: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Generate Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Leak Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Print Leaked Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Game Condition &lt;br /&gt;
| Start an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! Remove Game Condition &lt;br /&gt;
| End an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! Change Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Regenerate Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Generate Map With Caves &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Run Map Generator &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Force Reform in Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Autotests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Make Colony (full) &lt;br /&gt;
| When tested in dev mode, it spawned 26 colonists, this command simulates a full colony with all tech researched. Included with everything unlocked, like buildings and items that can be placed. For example items/buildings added by mods are shown as well. You can use this as a test to see what consumables, buildings, workbenches, apparel, weapons and other available stuff is added when reaching endgame. All buildable buildings, props and decor, from the architecture tab will be spawned on an electric power grid shown in the picture below. As an addition all the items like consumables like food, drugs and raw resources will be shown in the other photo. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Make colony (full).png| make colony (full) command&lt;br /&gt;
Make colony (full) items.png| make colony (full) command&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Make colony (animals) &lt;br /&gt;
| For each animal, creates the animal, their desiccated corpse, and one meat and leather.&lt;br /&gt;
|-&lt;br /&gt;
! Make colony (ancient junk){{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test force downed x100 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test force kill x100 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test Surgery fail catastrophic x100 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test Surgery fail ridiculous x100  &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test generate pawn x1000 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Generate Pawns Of All Shapes &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Check Region Listers &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test time-to-down &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Battle Royale All PawnKinds &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Battle Royale Humanlikes &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Battle Royale By Damagetype &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Custom Structure Generation===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Quickspawn structure &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy all hostile pawns on map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug Logging Menu ==&lt;br /&gt;
[[File:Debug logging menu.jpeg|500px|thumb|right|Debug Logging Menu with [[Royalty DLC]] installed.]]&lt;br /&gt;
===Economy===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Animal Breeding &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Growth &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Apparel Armor &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Apparel By Stuff &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Apparel Insulation &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Buildings Skills &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Crops &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Drugs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Floors &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Hediffs Price Impact &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Item Accessibility &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Item And Building Acquisition &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Recipe Skills &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Recipes &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Thing Set Make Tags &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Thing Smelt Products &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Wool &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Incidents===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Future Incidents &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Future Incidents Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Incident Chances &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Incident Targets List &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Arrival Candidates &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Group Gen Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Peace Talks Chances &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pod Contents Possible Defs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pod Contents Test &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Raid Arrivemode Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Raid Faction Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Raid Strategy Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Threats Generator &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Kind Things &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Kinds &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Stock Generation &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Stock Generators Defs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Stock Market Values &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pawns===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Animal Behavior &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Combat Balance &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Points To Hunt Or Slaughter &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Trade Tags &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Basics &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Ecosystem &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Backstory Counts Per Tag &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! List Solid Backstories &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Live Pawns Inspiration Chances &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Mental Breaks &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Gear Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Apparel Usage &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kinds Basics &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kinds Tech Hediff Usage &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kinds Weapon Usage &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Work Disables Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Races Butchery &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Races Food Consumption &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Recruit Difficulties Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Thoughts &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Traits Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Performance===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Generation Histogram &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! All Graphics Loaded &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Dynamic Draw Things List &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Loaded Assets &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Material Delta &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Material Report &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Material Snapshot &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Mesh Pool Stats &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Rand By Curve Tests &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Rand Tests &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Steam Workshop Status &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test Math Perf &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Text generation===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Database Tales &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Random Tales &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Specific Tales &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Taleless &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Database Tales Interest &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Database Tales List &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Flavorful Combat Test &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Interaction Logs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Names From Rulepack &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UI===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Column Test &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===World pawns===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Colonist Relative Chance &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Kidnapped Pawns &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Run World Pawn Gc &lt;br /&gt;
| Deletes any world pawns except those that the game sees a reason to keep, such as if they are a relative of another pawn or a faction leader. This can help improve performance, as the game will have less pawns to keep track of.&lt;br /&gt;
|-&lt;br /&gt;
! Run World Pawn Mothball &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn Dotgraph &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn Gc Breakdown &lt;br /&gt;
| Shows how many world pawns will be deleted by the 'Run World Pawn Gc' option, and how many will be kept, as well as the reasons for keeping them.&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn List &lt;br /&gt;
| Shows a list of all world pawns (pawns that are not currently on the map, but are still being kept track of by the game).&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn Mothball Info &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Options added: &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:7000%&amp;quot;&amp;gt;&lt;br /&gt;
** T: Spawn Relic &lt;br /&gt;
** T: Set Source Precept &lt;br /&gt;
** Add Slave &lt;br /&gt;
** T: Hack 100% &lt;br /&gt;
** T: Hack +10% &lt;br /&gt;
** T: Darklight At Position &lt;br /&gt;
** Set Ideo  &lt;br /&gt;
** T: Suppression +10% &lt;br /&gt;
** T: Suppression -10% &lt;br /&gt;
** T: Clear suppression schedule &lt;br /&gt;
** T: Will +1 &lt;br /&gt;
** T: Will -1 &lt;br /&gt;
** T: Start slave rebellion (random) &lt;br /&gt;
** T: Start slave rebellion (aggressive) &lt;br /&gt;
** T: Enslave &lt;br /&gt;
** Add Precept &lt;br /&gt;
** Remove Precept &lt;br /&gt;
** Trigger Date Ritual &lt;br /&gt;
** Add 5 days to obligation timer &lt;br /&gt;
** Remove ritual obligation &lt;br /&gt;
** Generate 200 ritual names &lt;br /&gt;
** T: Set ideo role... &lt;br /&gt;
** Spawn relic &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Options added: &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:7000%&amp;quot;&amp;gt;&lt;br /&gt;
** Do trade caravan arrival &lt;br /&gt;
** Atlas Rebuild &lt;br /&gt;
** Add Trade Ship Of Kind .&lt;br /&gt;
** Dump Pawn Atlases &lt;br /&gt;
** Dump Static Atlases &lt;br /&gt;
** T: Glow At Position &lt;br /&gt;
** T: HSV At Position &lt;br /&gt;
** Fill Map With Trees &lt;br /&gt;
** Flash Blocked Landing Cells &lt;br /&gt;
** T: Discard &lt;br /&gt;
** Rotate Clockwise &lt;br /&gt;
** Rotate Counter Clockwise &lt;br /&gt;
** Clear All Fog &lt;br /&gt;
** T: Change Thing Style &lt;br /&gt;
** T: Force sleep then assault colony 	&lt;br /&gt;
** T: Enable wound debug draw &lt;br /&gt;
** Wound debug export (non-humanlike)? &lt;br /&gt;
** T: Change style &lt;br /&gt;
** T: Request style change &lt;br /&gt;
** T: Make Faction leader &lt;br /&gt;
** T: Clear Prisoner Interaction Schedule? &lt;br /&gt;
** T: Indoors -20% &lt;br /&gt;
** T: Needs misc -20% &lt;br /&gt;
** T: Certainty -20% &lt;br /&gt;
** T: Do Voice Call &lt;br /&gt;
** T: Display Relations Info &lt;br /&gt;
** T: Display Interactions Info &lt;br /&gt;
** T: Make guilty &lt;br /&gt;
** Draw breach path &lt;br /&gt;
** Try place near thing with style... 	&lt;br /&gt;
** Try place stack of market value &lt;br /&gt;
** Set terrain (rect)... &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Just Why</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=154360</id>
		<title>Corrupted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=154360"/>
		<updated>2024-10-15T18:01:30Z</updated>

		<summary type="html">&lt;p&gt;Just Why: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Corrupted obelisk&lt;br /&gt;
| image = Corrupted obelisk.png&lt;br /&gt;
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;br /&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;br /&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| hp = 3000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.24&lt;br /&gt;
| focus type = Void&lt;br /&gt;
&amp;lt;!-- Activity --&amp;gt;&lt;br /&gt;
| starting range = 0.2~0.4&lt;br /&gt;
| change per day base = 0.2&lt;br /&gt;
| change per damage = 0.001&lt;br /&gt;
| warning = 0.9&lt;br /&gt;
| activity worker class = ObeliskActivityWorker&lt;br /&gt;
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| can be activity deactivated = true&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| paintable = false&lt;br /&gt;
| deconstructible = false&lt;br /&gt;
| claimable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Shard|24|1}}&lt;br /&gt;
| cover = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WarpedObelisk_Duplicator&lt;br /&gt;
| label = corrupted obelisk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Corrupted obelisk''' is one of three [[Obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to clone your colonists.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary}}&lt;br /&gt;
The corrupted obelisk can spawn in the map as a Major Threat.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Like all Obelisks, the Corrupted Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. While being studied or suppressed, there is a chance the Obelisk triggers a cloning event. The chance of this event occurring is on average, once every 24 hours of either suppression or study. &lt;br /&gt;
&lt;br /&gt;
There are 4 possible occurrences and one is selected randomly when the obelisk is triggered: &lt;br /&gt;
&lt;br /&gt;
* '''Hostile Duplicate:''' The duplicate is hostile and will immediately attack. The stronger your colonist the stronger your foe. Can be captured and recruited!&lt;br /&gt;
&lt;br /&gt;
* Cloned colonist with '''Multiple Organ Decay:''' Several of the duplicate's vital organs have &amp;quot;Organ decay&amp;quot;, which causes increasing pain and reduced efficiency and will eventually kill the pawn. Known cure: Replace the decaying organs.&lt;br /&gt;
&lt;br /&gt;
* Cloned colonist with '''Duplication Sickness:''' Both the original and the duplicate suffer from lowered consciousness, gets worse over the course of a few days, with the final stage being max 10% consciousness while both are alive. Known cures: Terminate one of the two, Unnatural Healing from creepjoiners and Healer Mech Serum.&lt;br /&gt;
&lt;br /&gt;
* Cloned colonist with '''Crumbling Mind:''' The duplicate will begin losing all their skills and have a locked consciousness of 60%, After 2-3 days the condition becomes permanent and incurable. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. Known cures for Crumbling Mind: [[healer mech serum]]; Unnatural Healing from creepjoiners; killing them, removing their skull, and reviving with [[resurrector mech serum]] or death refusal. The bioregeneration cycle from biosculpting pods is ''not'' a cure; however, pawns can be placed in [[cryptosleep casket]]s to prevent the crumbling mind from progressing until a cure can be found. Once the condition progresses to Crumbled Mind, it cannot be cured.&lt;br /&gt;
&lt;br /&gt;
The duplicated colonist will have identical mood thoughts, [[Ideoligion]]{{IdeologyIcon}}, injuries, and any ongoing illnesses or drug effects (including [[pregnancy]]{{BiotechIcon}}), but will have no equipment and no artificial body parts except for psylinks and fleshmass organs. Any artificial body parts will be replaced with the healthy, natural form, including all subparts that may be removed by the artificial part (e.g. a [[prosthetic arm]] will be replaced with an organic arm, including the hand and fingers). &lt;br /&gt;
&lt;br /&gt;
Notably, no social opinions are copied to the duplicate, not even familial relationships. There is also no special relationship between the original and duplicate.&lt;br /&gt;
&lt;br /&gt;
If the Activity Level of the Corrupted Obelisk reaches 100% it will explode, dropping a [[Shard]] and causing hostile duplicates to spawn all around your colonists. These duplicates will spawn with the same traits, backstories, skills, and health conditions of your own colonists, but without any gear or bionics. Duplicate spawn randomly in proximity to any colonist. The amount of duplicates that spawn is based on raid points.&lt;br /&gt;
&lt;br /&gt;
After 10 Anomaly research at the obelisk a duplication button will appear (30 day cooldown). After 30 Anomaly research at the obelisk, a deactivation button will appear. The obelisk costs 2 [[Shard]]s to deactivate. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s cannot be duplicated, and will instead show a message to that effect.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With a little luck, the corrupted Obelisks can be used to duplicate your most valuable colonists, especially those who have a [[psylink]]{{RoyaltyIcon}}, as both level and psychic powers are duplicated. Have organs or a prisoner ready in case of Organ Decay, and a [[Psychic shock lance]] or [[Shard shock lance]] if the duplicate pawn starts off hostile to maximize your chance of taking them prisoner. a [[Cryptosleep casket]] can be used to preserve a pawn with Crumbling Mind if you lack a [[Healer mech serum]]. That leaves only cases where the duplicate pawn begins to negatively affect the original as the outcome that prevents you from eventually gaining a pawn. &lt;br /&gt;
&lt;br /&gt;
One way to reliably get a hostile duplicate captured is to do this:&lt;br /&gt;
1. Make the colonist you are duplicating take go juice.&lt;br /&gt;
2. wait 10~ hours until only around 6 hours of go juice is left.&lt;br /&gt;
3. duplicate colonist. &lt;br /&gt;
4. have you pawns punch the duplicate until it reaches more than 10% pain(you probably want a few percent more)&lt;br /&gt;
5. have your colonists run around in circles for a few hours until go-juice expires.&lt;br /&gt;
6. duplicate will be downed, but death on down doesn't apply.&lt;br /&gt;
7. capture duplicate.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use the new Death Refusal ritual to cure Crumbling Mind, Duplication sickness and Organ Decay. Simply put Death Refusal on the new pawn, kill them (destory their brain in case of Crumbling Mind via rip scanner or extract skull) and resurrect them. They will come back healthy.&lt;br /&gt;
&lt;br /&gt;
If you attacked the obelisk, it's activity level will rise. When it reaches full, it will duplicate up to 30 of you colonists depending on raid points, all of them being hostile to you. However this can be abused to mass cloning god pawns by following the method below:&lt;br /&gt;
&lt;br /&gt;
*  Have your god pawn anesthetized&lt;br /&gt;
*  Send all other pawn (except ghouls) on a caravan resting right outside your colony&lt;br /&gt;
*  Have ghoul attack obelisk to trigger the duplication&lt;br /&gt;
*  Since your god pawn is the only pawn on the map, it will be duplicated 30 times&lt;br /&gt;
*  However your god pawn's &amp;quot;anesthetized&amp;quot; status will also be duplicated, meaning all duplicated pawns are harmless&lt;br /&gt;
*  Have your caravan come back and capture all the helpless duplicates&lt;br /&gt;
*  Profit&lt;br /&gt;
&lt;br /&gt;
When duplicated, the effect of &amp;quot;Touching the Void&amp;quot;, psionic abilities, and xenogenes are preserved. Therefore, it may be worth waiting for the full passage of the Anomaly DLC and gaining all psi abilities, before massively duplicating one colonist through anesthesia and bringing activity to 100%. In this way, you can get a lot of incredibly powerful colonists.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Just Why</name></author>
	</entry>
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