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	<updated>2026-08-10T06:55:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psylink_neuroformer&amp;diff=182574</id>
		<title>Psylink neuroformer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psylink_neuroformer&amp;diff=182574"/>
		<updated>2026-08-05T07:47:19Z</updated>

		<summary type="html">&lt;p&gt;Karew: Remove needless stub section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|&lt;br /&gt;
| name = Psylink neuroformer&lt;br /&gt;
| image = PsylinkNeuroformer.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| description = A consumable archotech-created device that forms or upgrades a psylink in the user's mind.&amp;lt;br&amp;gt;The user presses the device over the eyes, where it links to the brain directly and restructures part of it. Afterwards, the device disintegrates into worthless ash.&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 2600&lt;br /&gt;
| thingCategories = BodyPartsArchotech&lt;br /&gt;
| tradeTags = PsylinkNeuroformer&lt;br /&gt;
}}&lt;br /&gt;
The '''Psylink neuroformer''' is an item added by the [[Royalty DLC]] that increases the [[psylink]] level of its user by one. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
By gaining [[Honor]] with the [[Empire]] faction, one may call a [[Empire#Bestower|Bestower]] to the colony to provide a Psylink to a pawn after it ranks up in titles. Alternatively, you may steal the Psylink neuroformer themselves from the Bestower, making your colony an enemy of the Empire.&lt;br /&gt;
&lt;br /&gt;
Two Psylink neuroformers can be obtained through the quest [[Quests#Royalty|The Deserter]].&lt;br /&gt;
&lt;br /&gt;
Psylink neuroformers can also be found as occasional [[quest]] rewards. These rewards are generated by special logic: the game keeps track of each time a psylink level is &amp;quot;available&amp;quot; to the player. This includes the following events:{{Check Tag|Confirm?|Based on occurrences of Notify_PsylinkAvailable in 1.5.4297 game code, not confirmed ingame}}&lt;br /&gt;
* Completing an [[anima tree]] linking ritual to gain a psylink level&lt;br /&gt;
* Obtaining a psylink level as a title reward&lt;br /&gt;
* Obtaining a psylink neuroformer as a quest reward&lt;br /&gt;
If more than 45 days have passed since the last such event, it starts being possible to get a psylink neuroformer as a quest reward. This chance raises up to 100% at 60 days.{{hover title|curve QuestTuning.DaysSincePsylinkAvailableToGuaranteedNeuroformerChance in Rimworld v.1.5.4297|&amp;lt;sup&amp;gt;[Source]&amp;lt;/sup&amp;gt;}} Hence, at most one neuroformer per 45 days can be obtained from quest rewards. This route is the only renewable source of psylink neuroformers that doesn't require gaining [[Honor]] with the [[Empire]], although there are [[Psycasts#Acquisition|some other ways]] of acquiring psylink levels.&lt;br /&gt;
&lt;br /&gt;
Psylink neuroformers can not be acquired through [[trade]] (except trade quests) or surgery as they could in past versions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When used, a psylink neuroformer increase the [[psylink]] level of the pawn by one. This turns a pawn into a psycaster if they weren't already. This increases the neural heat capacity, neural heat regeneration rate, and the level of psycasts available. Upon gaining a new level of psylink, a random [[psycast]] of the new level will be granted, unless one has already been learned via [[psytrainer]]. The psylink levels cannot be removed.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
The Empire only gives psylink levels to the level &amp;quot;owed&amp;quot; - e.g. if you already have a level 2 psylink, becoming an Acolyte will not increase psylink any further. If you plan on raising a pawn up the royal ranks, you may want to use any spare neuroformers on a different pawn.&lt;br /&gt;
&lt;br /&gt;
The best pawns to give psycasting powers are those with [[psychic sensitivity]] boosts, and/or those with [[trigger-happy]] (which lowers psycast warmup time). If a pawn has the Natural [[meditation focus]], they can use the [[anima tree]] in conjunction with neuroformers with no penalty. Because gathering many neuroformers can take a long time, you may want to combine the anima tree with neuroformers to raise psylink faster.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added as '''Psychic amplifier'''. Note that this is what the Neuroformer is called in the game files.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Renamed from '''Psychic amplifier''' to '''Psylink neuroformer''', lore changed, and is no longer the sole method of obtaining psycasts.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Remove psylink neuroformer from traders (but most still buy it). Neuroformer market value increased from 1200 to 2600.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Psychicamp.png|Psychic amplifier sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category: Medical Item]] [[Category: Body Part]] [[Category:Implant]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=145705</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=145705"/>
		<updated>2024-05-13T04:49:54Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Benefits */ joyous moodlet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]] with ids flr crosslinking, ability icons (where relevant) and mechanical details}}&lt;br /&gt;
Creepjoiners are an exclusive event for the [[Anomaly]] DLC. You can encounter creepjoiners even if you have not yet activated the [[monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too. &lt;br /&gt;
&lt;br /&gt;
If rejected, they can either depart peacefully or become hostile.&lt;br /&gt;
&lt;br /&gt;
Joiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
Creepjoiners cannot be studied, but some of their side effects such as [[entities]] can be.&lt;br /&gt;
&lt;br /&gt;
The [[monolith]] does not need to be active for creepjoiners to appear.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Main creepjoiner types (each has its unique backstory and equipment):&lt;br /&gt;
&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker — Has the [[Beautiful]] trait in addition to their other benefit&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer — Usually missing both eyes, which can be replaced with surgery&lt;br /&gt;
* Timeless one — Usually a very young adult&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius - Always has the [[Too Smart]] and [[Abrasive]] traits.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human — Has the [[Traits#Skills|perfect memory]] trait and a high value in all skills. The trait prevents their skills from degrading.&lt;br /&gt;
* Occultist — Has a bonus to research &lt;br /&gt;
* Shambler overlord — Has an ability to create create friendly [[shambler]]s&lt;br /&gt;
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.&lt;br /&gt;
* Alchemist — Has a Transmute Steel ability with a 24 hour cooldown, which randomly converts one stack of [[steel]] or a steel slag chunk into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]].&lt;br /&gt;
* Joybringer — Has the [[Joyous]] trait, which provides a passive {{good|+3}} '''joyous presence''' mood buff to all pawns in your colony anywhere within the same map&lt;br /&gt;
* Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.&lt;br /&gt;
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* Psychic butcher — Has an ability that can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''&lt;br /&gt;
----&lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
:''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
:* Replicates the effect of a [[healer mech serum]].{{Check Tag|Verify}}&lt;br /&gt;
:* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].&lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
:* Range: Touch&lt;br /&gt;
:* Warmup Time: {{Ticks|270}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|360000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''&lt;br /&gt;
----&lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
:''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn in [[LoS]].&lt;br /&gt;
:* Range: 4.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|60000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
They can come with a downside as well, which occurs after a 3-30 day delay while living with your colony:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Desertion — The colonist will suddenly depart.&lt;br /&gt;
* Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.&lt;br /&gt;
* Metalhorror — The colonist is infected with a [[metalhorror]].&lt;br /&gt;
* Crumbling mind — The colonist will experience a severe health effect that destroys their brain in a number of days. The crumbling can be healed with a [[healer mech serum]] or by having another joiner use Unnatural Healing.&lt;br /&gt;
* Entity jailbreaker — The colonist will suddenly attempt to free all of your contained [[entities]].&lt;br /&gt;
* Psychic agony — The colonist occasionally “explodes”, inflicting a large amount of psychic [[pain]] on nearby pawns. The pain is often enough to down your other colonists temporarily, and then lingers for multiple days at lower levels. [[Psychic sensitivity]] applies to this effect.&lt;br /&gt;
* Organ decay — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and [[lung]]s.&lt;br /&gt;
* Disturbing — The colonist upsets other colonists, giving them a {{bad|-2}} '''[name] rambling''' moodlet when interacting with them, which can stack up to {{--|12}} mood.&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence — A [[fleshbeast]] emerges from the joiner, killing them in the process.&lt;br /&gt;
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s.&lt;br /&gt;
&lt;br /&gt;
Also they are not able to romance other pawns.{{Check Tag|verify|Confirmed for leathery man. Is this relevant for other types of creepjoiners? Can be overridden with psychic bond}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner is planning to become hostile somehow, they can be downed and recruited normally afterward. At this point, they are not planning anything further and become a &amp;quot;normal&amp;quot; colonist.  Players can preempt most hostile plans and still keep the creepjoiner by immediately anesthetizing and arresting them.&lt;br /&gt;
&lt;br /&gt;
Performing a medical inspection surgery right after recruiting a creepjoiner can sometimes reveal their downside early.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with crumbling minds or organ decay can be paused until you're able to deal with the issue by placing the colonist inside a [[cryptosleep casket]].&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145565</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145565"/>
		<updated>2024-05-09T12:42:32Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| image = Void monolith.png&lt;br /&gt;
| name = Monolith&lt;br /&gt;
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
| type = Entity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''void monolith''' is a structure that is the center point of the [[Anomaly DLC]]. It is used to enable in encounters with most [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
The monolith appears on all new colony maps by default. If you have selected the &amp;quot;Ambient Horror&amp;quot; mode of the [[storyteller]] settings, the monolith '''will not be available'''.&lt;br /&gt;
&lt;br /&gt;
If you move to a new map or add the DLC in the middle of another playthrough, you will receive a &amp;quot;Strange Signal&amp;quot; quest which will spawn a monolith on your map. The monolith's spawn point is random, and it may destroy existing structures when it arrives.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The monolith is the first [[entity]] that the player will encounter. Initially dormant, the monolith goes through these stages of development:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name || Size || Effect || Advancement&lt;br /&gt;
|-&lt;br /&gt;
| Fallen&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith.png|64px]] || 3×3 || Dormant || Investigate the monolith with a colonist, and choose to &amp;quot;Keep focusing&amp;quot; when you receive the warning dialog.&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 1.png|64px]] || 5×3 || '''Level 1:''' Encounter a mix of basic and easier advanced [[entities]]. You will immediately experience a [[Events#Gray_pall|gray pall]] event, followed shortly by a [[sightstealer]] attack and a [[harbinger tree]] sprout || Encounter '''7 [[Entities#Basic|basic entities]]''' (out of 8), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 2.png|64px]] || 5×5 || '''Level 2:''' All entity encounters possible, including the more-dangerous advanced entities || Encounter '''12 [[Entities#Advanced|advanced entities]]''' (out of 17), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 3.png|64px]] || 5×5 || '''Level 3:''' The monolith is awakening for the end of the quest || Complete the [[Endings#Monolith_endgame|final encounter of the Anomaly ending quest]]&lt;br /&gt;
|-&lt;br /&gt;
| Fallen&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith.png|64px]] || 3×3 || Closed || The monolith is shut down as part of the Anomaly ending. It can still be studied indefinitely for advanced research points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The monolith must be attuned or investigated after each step to advance, allowing you to decide when to progress. If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will ''automatically'' move to Level 1 on its own a few days after you begin the game.&lt;br /&gt;
&lt;br /&gt;
The monolith can be [[work|studied]] every two days as source of either basic or advanced Anomaly tech tree research points.&lt;br /&gt;
&lt;br /&gt;
The monolith provides total cover (like a wall), and it is invulnerable to all damage and fire. [[Raiders]] will ignore the monolith. When the monolith expands in size, it will destroy any structures in the way.&lt;br /&gt;
&lt;br /&gt;
Depending on which path you select during the [[Endings#Monolith_endgame|Anomaly ending quest]], the monolith will either be permanently closed or permanently reverted to Level 2. In either case, it can still be studied indefinitely for advanced research points.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The monolith is your only permanent source of Anomaly research points, it is important to study it as soon as possible after each two-day cooldown. Studying the monolith is done through the &amp;quot;Dark Study&amp;quot; job on the [[work|Work tab]].&lt;br /&gt;
&lt;br /&gt;
The monolith cannot be moved, so its position should be taken into consideration when planning your base. If you are unable to directly build around or near the monolith, it is advised to create a safe and lit path from your colony to the monolith so colonists can safely study it and interact with it if necessary, especially during events such as [[Noctolith|unnatural darkness]].&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* 1.5.4081 — Ambient Horror mode, and monoliths spawned via the dev commands now work correctly&lt;br /&gt;
&lt;br /&gt;
[[Category:Anomaly]]&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145558</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145558"/>
		<updated>2024-05-09T04:25:30Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Summary */ gray pall link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| image = Void monolith.png&lt;br /&gt;
| name = Monolith&lt;br /&gt;
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
| type = Entity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''void monolith''' is a structure that is the center point of the [[Anomaly DLC]]. It is used to enable in encounters with most [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
The monolith appears on all new colony maps by default. If you have the selected the &amp;quot;Ambient Horror&amp;quot; mode of the [[storyteller]] settings, the monolith '''will not be available'''.&lt;br /&gt;
&lt;br /&gt;
If you move to a new map or add the DLC in the middle of another playthrough, you will receive a &amp;quot;Strange Signal&amp;quot; quest which will spawn a monolith on your map. The monolith's spawn point is random, and it may destroy existing structures when it arrives.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The monolith is the first [[entity]] that the player will encounter. Initially dormant, the monolith goes through these stages of development:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name || Size || Effect || Advancement&lt;br /&gt;
|-&lt;br /&gt;
| Fallen&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith.png|64px]] || 3×3 || Dormant || Investigate the monolith with a colonist, and choose to &amp;quot;Keep focusing&amp;quot; when you receive the warning dialog.&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 1.png|64px]] || 5×3 || '''Level 1:''' Encounter a mix of basic and easier advanced [[entities]]. You will immediately experience a [[Events#Gray_pall|gray pall]] event, followed shortly by a [[sightstealer]] attack and a [[harbinger tree]] sprout || Encounter '''7 [[Entities#Basic|basic entities]]''' (out of 8), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 2.png|64px]] || 5×5 || '''Level 2:''' All entity encounters possible, including the more-dangerous advanced entities || Encounter '''12 [[Entities#Advanced|advanced entities]]''' (out of 17), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 3.png|64px]] || 5×5 || '''Level 3:''' The monolith is awakening for the end of the quest || Complete the [[Endings#Monolith_endgame|final encounter of the Anomaly ending quest]]&lt;br /&gt;
|-&lt;br /&gt;
| Fallen&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith.png|64px]] || 3×3 || Closed || The monolith is shut down as part of the Anomaly ending. It can still be studied indefinitely for advanced research points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The monolith must be attuned or investigated after each step to advance, allowing you to decide when to progress. If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will ''automatically'' move to Level 1 on its own a few days after you begin the game.&lt;br /&gt;
&lt;br /&gt;
The monolith can be [[work|studied]] every two days as source of either basic or advanced Anomaly tech tree research points.&lt;br /&gt;
&lt;br /&gt;
The monolith provides total cover (like a wall), and it is invulnerable to all damage and fire. [[Raiders]] will ignore the monolith. When the monolith expands in size, it will destroy any structures in the way.&lt;br /&gt;
&lt;br /&gt;
Depending on which path you select during the [[Endings#Monolith_endgame|Anomaly ending quest]], the monolith will either be permanently closed or permanently reverted to Level 2. In either case, it can still be studied indefinitely for advanced research points.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The monolith is your only permanent source of Anomaly research points, it is important to study it as soon as possible after each two-day cooldown. Studying the monolith is done through the &amp;quot;Dark Study&amp;quot; job on the [[work|Work tab]].&lt;br /&gt;
&lt;br /&gt;
The monolith cannot be moved, so its position should be taken into consideration when planning your base. If you are unable to directly build around or near the monolith, it is advised to create a safe and lit path from your colony to the monolith so colonists can safely study it and interact with it if necessary, especially during events such as [[Noctolith|unnatural darkness]].&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* 1.5.4081 — Ambient Horror mode, and monoliths spawned via the dev commands now work correctly&lt;br /&gt;
&lt;br /&gt;
[[Category:Anomaly]]&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=145557</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=145557"/>
		<updated>2024-05-09T04:24:56Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Transport pod crash (Ghoul) */ gray pall&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay Nav}}&lt;br /&gt;
|}&lt;br /&gt;
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{{Stub|reason=Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite}}&lt;br /&gt;
{{For|a guide to survive events|Events Guide}}&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].&lt;br /&gt;
&lt;br /&gt;
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.&lt;br /&gt;
&lt;br /&gt;
Many event titles are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Major threats ==&lt;br /&gt;
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the [[raid points]] mechanic; generally increasing in strength with wealth, colonist count, and [[difficulty]]. &lt;br /&gt;
&lt;br /&gt;
[[Cassandra Classic]] and [[Phoebe Chillax]] both treat major threats separately from other events; they cycle between &amp;quot;OnDays&amp;quot; and &amp;quot;OffDays&amp;quot;, where a certain amount of major events ''will'' occur during each OnDay cycle. [[Randy Random]] simply treats a major threat as an event that's less likely to happen.&lt;br /&gt;
&lt;br /&gt;
=== Major threat generation ===&lt;br /&gt;
&lt;br /&gt;
Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's &amp;quot;schedule&amp;quot; is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates (Biotech DLC).&lt;br /&gt;
&lt;br /&gt;
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.&lt;br /&gt;
&lt;br /&gt;
Weights:&lt;br /&gt;
Raid		7.40&lt;br /&gt;
DefoliatorShip		0.40 (2 with no DLC)&lt;br /&gt;
DronerShip		0.40 (2 with no DLC)&lt;br /&gt;
MechCluster		1.90 (0 with no DLC)&lt;br /&gt;
Manhunter		2.00&lt;br /&gt;
MassInsanity		1.30&lt;br /&gt;
Infest		2.70&lt;br /&gt;
Wastepack Infest		0.0240 (0 with no DLC)&lt;br /&gt;
Problem Causer		0.95 (0 with no DLC) &lt;br /&gt;
&lt;br /&gt;
=== Raid Generation === &lt;br /&gt;
After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.&lt;br /&gt;
&lt;br /&gt;
Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the &amp;quot;all sniper&amp;quot; or &amp;quot;all melee attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Enemy attack ===&lt;br /&gt;
----&lt;br /&gt;
{{Main|Raids}}&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions. [[Raider]]s will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been [[downed]] or killed, or if enough damage to your colony has been done. [[Mechanoid]]s will persist indefinitely.&lt;br /&gt;
&lt;br /&gt;
===== Arrival methods =====&lt;br /&gt;
Tribal-level factions can't use drop pods, so are limited to assaults.&lt;br /&gt;
&lt;br /&gt;
* '''Assaults''': Arrive at the edge of the map, either by walking or by [[drop pod]]. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.&lt;br /&gt;
* '''Center drop''': Raiders immediately attack via drop pod, centered on one of your colonists. There is 40% to drop on an un[[roof]]ed [[orbital trade beacon]] if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.&lt;br /&gt;
* '''Scatter drop''': Raiders immediately attack via drop pod, which have gone &amp;quot;haywire&amp;quot; and will disperse throughout the map.&lt;br /&gt;
&lt;br /&gt;
===== Types =====&lt;br /&gt;
* '''Smart''': &amp;quot;Unusually clever&amp;quot;, will try and avoid [[trap]]s and [[turret]]s.&lt;br /&gt;
* '''Sappers''': Sappers will try and mine or break walls to create the shortest route to a colonist's bedroom. They are smaller than usual raids.&lt;br /&gt;
* '''Breachers''': Appears with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.&lt;br /&gt;
* '''Siege''': See below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Siege ====&lt;br /&gt;
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct [[sandbag]]s and [[mortar]]s, and will continuously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.&lt;br /&gt;
&lt;br /&gt;
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with a [[psycast]]er{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.&lt;br /&gt;
&lt;br /&gt;
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
----&lt;br /&gt;
{{main|Infestation}}&lt;br /&gt;
Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{Temperature|-17}}. Light, and temperatures below {{Temperature|-8}} reduce the chance of infestations.&lt;br /&gt;
&lt;br /&gt;
The [[#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Manhunter pack ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
A pack of [[scaria]]-infested animals have arrived, [[Manhunter|hunting]] for human flesh. A manhunter pack has 40% more points (i.e. 40% more &amp;quot;raiders&amp;quot;) than a regular raid. When killed, scaria has a chance to instantly rot a [[corpse]], which makes them inedible and creates [[rot stink]]. A single animal can arrive and the event will still be called a &amp;quot;pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic wave ===&lt;br /&gt;
----&lt;br /&gt;
Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]], and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.&lt;br /&gt;
&lt;br /&gt;
As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep.&lt;br /&gt;
&lt;br /&gt;
This event has a [[Events#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the help guide|Defense structures#Crashed ships}}&lt;br /&gt;
{{For|information on the ship parts themselves|Crashed ship parts}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby, along with a pack of [[mechanoid]]s. The mechs will generate dormant, but will awaken when they or the ship part are attacked. While the ship part is still active, they will activate an intensifying negative effect on the map.&lt;br /&gt;
&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in [[hydroponics basin]]s. Crops will end up nearly impossible to grow.&lt;br /&gt;
&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
A ship part projects a psychic drone which negatively affects the [[mood]] of a specific gender. It begins low and grows progressively stronger the longer it stays. [[Psychic sensitivity]] increases or decreases the drone's effect.&lt;br /&gt;
&lt;br /&gt;
The ship's is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.&lt;br /&gt;
&lt;br /&gt;
====== Drone intensifies ======&lt;br /&gt;
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Poison ship.png|'''Defoliator ship'''&lt;br /&gt;
File:Psychic ship.png|'''Psychic ship'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mech cluster ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Mech cluster}}&lt;br /&gt;
Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like [[wall]]s, [[turret]]s, and [[unstable power cell]]s. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map [[condition causer]]s, such as sun blockers or EMP dynamos.&lt;br /&gt;
&lt;br /&gt;
=== Problem causer ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Condition causer}}&lt;br /&gt;
A [[condition causer]] has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.&lt;br /&gt;
&lt;br /&gt;
== Extreme weather ==&lt;br /&gt;
The following events can appear from Base Builder difficulty onwards.&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
----&lt;br /&gt;
[[File:FlashstormScreenshot.png|300px|thumb|left]]&lt;br /&gt;
A localized, intense '''[[lightning]] storm''' within a radius between 45 and 60 tiles. Active lightning will strike between every {{Ticks|320}} to {{Ticks|800}}. Once it finishes, no rain can fall until {{Ticks|30000}} has passed. This can create big [[fire]]s. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Psycasts#Flashstorm|Flashstorm]] Psycast {{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region that will slowly settle out of the atmosphere. It will last for anywhere from a few days to an entire season.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Toxic fallout''' is a dangerous event which causes [[toxic buildup]] to any pawn not under a roof. The fallout also gives a {{--|5}} [[mood]]let for colonists when outside. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days. &lt;br /&gt;
&lt;br /&gt;
Toxic buildup from toxic fallout is proportional to both [[Toxic Resistance]] and the [[Toxic Environment Resistance]] of the pawn. Animals have 50% [[Toxic Resistance]], so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their [[corpse]] to immediately rot.&lt;br /&gt;
&lt;br /&gt;
By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. In [[Biotech]],{{BiotechIcon}} both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]], [[detoxifier lung]] and several [[genes]].&lt;br /&gt;
&lt;br /&gt;
All plants, including trees, will wither during the fallout.{{Check Tag|How long?}} Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Volcanic winter''' lowers the temperature and natural [[light]], which in turn weakens [[solar generator]]s and slows plant growth. They also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony. Volcanic winters will last between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.&lt;br /&gt;
&lt;br /&gt;
== Random ==&lt;br /&gt;
=== Quests ===&lt;br /&gt;
----&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
----&lt;br /&gt;
==== Ambrosia sprout ====&lt;br /&gt;
[[File:Ambrosia sprout.png|300px|right|thumb|An ambrosia sprout among the trees]]&lt;br /&gt;
[[{{Q|Ambrosia bush|Image}}|48px|left|frameless]]{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}&lt;br /&gt;
Ambrosia bushes are the only way to harvest [[ambrosia]], a safe [[mood]] boosting [[social drug]]. A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px&amp;quot;&amp;gt;&amp;lt;ul class=&amp;quot;ul-column-width-150&amp;quot;&amp;gt;&lt;br /&gt;
* [[Tropical rainforest]]&lt;br /&gt;
* [[Tropical swamp]]&lt;br /&gt;
* [[Temperate forest]]&lt;br /&gt;
* [[Temperate swamp]]&lt;br /&gt;
* [[Boreal forest]]&lt;br /&gt;
* [[Arid shrubland]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animals join ====&lt;br /&gt;
Tamed dogs or [[farm animals]] from off-map join your colony.&lt;br /&gt;
&lt;br /&gt;
==== Animal self-tamed ====&lt;br /&gt;
[[File:Thrumbo self-tamed.png|300px|right]]&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.&lt;br /&gt;
&lt;br /&gt;
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the &amp;quot;Animals&amp;quot; tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.&lt;br /&gt;
&lt;br /&gt;
==== Aurora ====&lt;br /&gt;
An aurora lights up the night sky, giving a +14 mood boost to anyone who is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
Despite the event text stating that it will &amp;quot;make the night brighter&amp;quot;, it does not actually affect the light level.&lt;br /&gt;
&lt;br /&gt;
==== Cargo pods ====&lt;br /&gt;
[[File:Cargo pods.png|300px|right]]&lt;br /&gt;
From time to time, [[transport pod|cargo pods]] will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become [[steel slag chunk]]s, which can be refined into usable metal at an [[electric smelter]]. The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Herd migration: (Animal) ====&lt;br /&gt;
[[File:Thrumbo herd migration.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.&lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
&lt;br /&gt;
* [[Sea ice]]&lt;br /&gt;
* [[Ice sheet]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Extreme desert]]&lt;br /&gt;
&lt;br /&gt;
==== Party ====&lt;br /&gt;
One of your colonists will throw a party around a [[party spot]], or if unavailable, a gather spot ([[table]] or [[campfire]]). Colonists will continually get mood buffs the longer they attend a party.{{Check Tag|Detail|Stacking behavior for party duration?}} Each stack adds {{+|0.8}} to mood, lasts 10 days and stacks up to 10 times, for a max buff of +8 mood. In addition, a party provides many social opportunities. They will usually have [[beer]]s and [[smokeleaf joint]]s, if available, and eat [[meal]]s even when not hungry.&lt;br /&gt;
&lt;br /&gt;
Pawns that don't attend won't get mood buffs. Players may have to [[draft]] and undraft pawns to get them out of work. If too many pawns are drafted at once, or if a [[raid]] happens, then the party will be called off.&lt;br /&gt;
&lt;br /&gt;
==== Psychic soothe ====&lt;br /&gt;
[[File:Psychic soothe.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) ====&lt;br /&gt;
This event, without a faction mentioned, occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]]. Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s before contacting them so you can beam [[silver]] and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) from (Faction) ====&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash ====&lt;br /&gt;
[[File:Rescuee joined your group.png|300px|thumb|right|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
A [[downed]] and injured occupant falls from the sky, containing members of a [[faction]] or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.&lt;br /&gt;
&lt;br /&gt;
Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead [[Prisoner|capture]] a non-hostile person, but their faction (if not spacer) will turn hostile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Paralytic abasia =====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
A transport pod can crash with a person with [[paralytic abasia]], a [[disease]] which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.&lt;br /&gt;
&lt;br /&gt;
===== Baby =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A transport pod may crash with a [[baby]] instead of the regular occupant, and will always appear as a friendly faction/neutral refugee/unaffiliated. You can choose to ignore it and let it starve to death, or adopt the baby by selecting it and click &amp;quot;Adopt&amp;quot;. Rarely, the corpse of the baby's parent can also appear next to it, still in pristine condition.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Wanderer joins ====&lt;br /&gt;
A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is &amp;quot;Beautiful/Fun/Good / Unforgettable&amp;quot;, with said colonist with the same Ideoligion as the masses of the colonist in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild (wo)man wanders in ====&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued.&lt;br /&gt;
&lt;br /&gt;
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.&lt;br /&gt;
&lt;br /&gt;
These wild (wo)men may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire. [[Traits#Cannibal|Cannibal]] wild people can hunt human pawns for food like a predator. It is unclear if this applies to non-cannibals as well.{{Check Tag|Detail needed}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Traveler Visit ====&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
==== Visitor(s) ====&lt;br /&gt;
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods. Visitors possess no higher purpose otherwise, but will fight mutual enemies.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
==== Royal Tribute Collector ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Main|Royal tribute collector}}&lt;br /&gt;
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
==== Gauranlen pod sprout ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}&lt;br /&gt;
&lt;br /&gt;
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a &amp;quot;Beautiful/Fun/Good/Unforgettable&amp;quot; quality.&lt;br /&gt;
&lt;br /&gt;
==== Polux tree sprout ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A [[polux tree]] may appear whenever there is enough [[pollution]] around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.&lt;br /&gt;
&lt;br /&gt;
=== Bad ===&lt;br /&gt;
----&lt;br /&gt;
==== Beavers! ====&lt;br /&gt;
A group of ravenous tree-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]], and only when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}} and any trees you're farming. Alphabeavers will not and cannot eat the {{Icon Small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.&lt;br /&gt;
&lt;br /&gt;
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.&lt;br /&gt;
&lt;br /&gt;
==== Birthday ====&lt;br /&gt;
Character gains an age-related illness, such as [[bad back]] or [[cataract]]s. They may be cured by using the [[healer mech serum]], [[luciferium]], a [[biosculpter pod]]{{IdeologyIcon}}, or the Scarless [[gene]]{{BiotechIcon}}. Some may be 'cured' by replacing the affected parts with bionics.&lt;br /&gt;
&lt;br /&gt;
Due to age or a pre-existing health condition, they can also have a [[heart attack]].&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Blight ====&lt;br /&gt;
{{main|Blight}}&lt;br /&gt;
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. [[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
Blight starts on one of your crops, at 10% severity, affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
==== Disease ====&lt;br /&gt;
Colonists (including [[prisoner]]s and [[slave]]s{{IdeologyIcon}}) or animals will gain a random [[disease]]. [[Biome]] influences both the amount of disease and its selection. Multiple pawns can get a disease at once, but diseases never spread between pawns. Disease events are controlled separately from other events by your [[storyteller]].&lt;br /&gt;
&lt;br /&gt;
[[Traits#Sickly|Sickly]] pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.&lt;br /&gt;
&lt;br /&gt;
==== Eclipse ====&lt;br /&gt;
A moon has moved in front of the sun, causing an eclipse. Without [[light]], [[solar generator]]s won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.&lt;br /&gt;
&lt;br /&gt;
==== Heat wave ====&lt;br /&gt;
{{stub|section=1|reason=Needs details. How much is the temperature raised by? What's the chance for a fire to occur?}}&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. There is also a chance for a [[fire]] to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least {{Temperature|20}}, and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
The major risks are [[cooler]]s failing to freeze food, and [[heat stroke]] to your colonists and animals. Summer clothing like [[cowboy hat]]s and [[tribalwear]] can mitigate the heat, and [[passive cooler]]s can help make indoor temperatures bearable.&lt;br /&gt;
&lt;br /&gt;
==== Cold snap ====&lt;br /&gt;
{{stub|section=1|reason=Reverted from before the rewrite with minimal changes. All information should be re-verified given its age. Also should be rewritten to better match heat wave above}}&lt;br /&gt;
A cold snap makes the [[temperature]] of a colony drop. It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
==== Mad animal ====&lt;br /&gt;
A single random animal on the map turns [[manhunter]], like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target.&lt;br /&gt;
&lt;br /&gt;
Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive [[boomalope]] and [[boomrat]], are bigger threats.&lt;br /&gt;
&lt;br /&gt;
==== Psychic drone ====&lt;br /&gt;
{{For|the moodlet|Mood#Exotic}}&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot; A psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood). [[Psychic Sensitivity]] will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it, as the point of origin is off-map. [[Psychic foil helmet]]s, [[drug]]s, and other mood-enhancers can help deal with the effects. Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
==== Solar flare ====&lt;br /&gt;
Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel during this time.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke or hypothermia. [[Campfire]]s and [[passive cooler]]s are low-tech options that work even in a solar flare.&lt;br /&gt;
* Crops in a [[hydroponics basin]] will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the ''''&amp;lt;trader&amp;gt; has left comms range&amp;quot;'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.&lt;br /&gt;
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]{{AnomalyIcon}}{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
Due to its length, most of the adverse effects are manageable.&lt;br /&gt;
&lt;br /&gt;
==== Zzztt... ====&lt;br /&gt;
{{Stub|section=1|reason=Exactly what options zzzt in the rain}}&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days. Short circuits do not affect hidden conduits, meaning zzztts can be avoided entirely by simply having all applicable buildings under roofs and having a network made entirely of hidden conduits.&lt;br /&gt;
&lt;br /&gt;
The following buildings short circuit due to weather:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sun lamp]]&lt;br /&gt;
* [[Tube television]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Megascreen television]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Multi-analyzer]]&lt;br /&gt;
* [[Vitals monitor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Electric tailor bench]]&lt;br /&gt;
* [[Electric smithy]]&lt;br /&gt;
* [[Machining table]]&lt;br /&gt;
* [[Electric stove]]&lt;br /&gt;
* [[Electric smelter]]&lt;br /&gt;
* [[Biofuel refinery]]&lt;br /&gt;
* [[Fabrication bench]]&lt;br /&gt;
* [[Hi-tech research bench]]&lt;br /&gt;
* [[Electric crematorium]]&lt;br /&gt;
* [[Heater]]&lt;br /&gt;
* [[Lightball]]{{IdeologyIcon}}&lt;br /&gt;
* [[Loudspeaker]]{{IdeologyIcon}}&lt;br /&gt;
* [[Autobong]]{{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short circuits will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a fiery explosion centered on the tile, that increases with energy stored. The explosion deals 10 [[Damage Types#Flame|Flame damage]] and setting objects on fire. If the explosion radius is greater than 3.5 tiles, a second explosion of 30% radius deals 50 [[Damage Types#Bomb|Bomb damage]], which can extinguish fires. The fault will also discharge all stored power in batteries in the process. &lt;br /&gt;
&lt;br /&gt;
The explosion radius is controlled by the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored. Bomb explosions can occur beyond once 4,900 Wd are stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Explosion radii per number of [[batteries]] filled&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width  = 400&lt;br /&gt;
| height = 150&lt;br /&gt;
| type   = rect &lt;br /&gt;
| legend = Legend&lt;br /&gt;
| colors = gold, firebrick&lt;br /&gt;
| yGrid  =&lt;br /&gt;
| xGrid  =&lt;br /&gt;
| xAxisTitle = Filled Batteries&lt;br /&gt;
| xAxisMin   = &lt;br /&gt;
| xAxisMax   =&lt;br /&gt;
| yAxisMin   = &lt;br /&gt;
| yAxisMax   = &lt;br /&gt;
| yAxisTitle = Radius (Tiles)&lt;br /&gt;
| x = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10&lt;br /&gt;
| y1Title = Flame explosion&lt;br /&gt;
| y1 = 1.5, 1.5, {{#expr: sqrt(2*600)*0.05}}, {{#expr: sqrt(3*600)*0.05}}, {{#expr: sqrt(4*600)*0.05}}, {{#expr: sqrt(5*600)*0.05}}, {{#expr: sqrt(6*600)*0.05}}, {{#expr: sqrt(7*600)*0.05}}, {{#expr: sqrt(8*600)*0.05}}, {{#expr: sqrt(9*600)*0.05}}, {{#expr: sqrt(10*600)*0.05}}&lt;br /&gt;
| y2Title = Bomb explosion&lt;br /&gt;
| y2 = 0,0,0,0,0,0,0,0,0 , {{#expr: sqrt(9*600)*0.05*0.3}}, {{#expr: sqrt(10*600)*0.05*0.3}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash (Ghoul) ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.&lt;br /&gt;
&lt;br /&gt;
==== Gray pall ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.&lt;br /&gt;
&lt;br /&gt;
== Incidental ==&lt;br /&gt;
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
----&lt;br /&gt;
==== Friendlies ====&lt;br /&gt;
This event can only occur if you are allied with at least one other faction and have enemies on screen. Allied factions may send around fighters to assist you when mutual enemies appear, such as pirates, manhunters or insectoids. They won't assist against factions that they aren't hostile to. Keep in mind that friendly fire will damage your relations with the aiding faction. On the other hand, rescuing their downed people will improve relations.&lt;br /&gt;
&lt;br /&gt;
There are two versions of the friendlies event. The first is sent by an allied faction at 0 cost. These friendlies are [[raider]]s who are allied with you. They can arrive via any method and use the usual [[raid points]] system to determine their size.&lt;br /&gt;
&lt;br /&gt;
The second can be called in instantly via [[comms console]], at the cost of -25 [[goodwill]]. The faction must be allied with you, and have an Industrial tech level or higher. These allies will always arrive through [[drop pod]], and can use any arrival method with drop pods. Unlike the random event, these friendlies are set with a strength between 150 - 400 [[raid points]], instead of using the raid points of your colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Friendlies.png|'''Friendlies vs Pirates'''&lt;br /&gt;
File:Friendlies vs Thrumbo.png|'''Friendlies vs Thrumbo'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Masterwork ====&lt;br /&gt;
One of your colonists has produced an object of masterwork [[quality]].&lt;br /&gt;
&lt;br /&gt;
==== Legendary work ====&lt;br /&gt;
One of your colonists has produced an object of legendary [[quality]].&lt;br /&gt;
&lt;br /&gt;
==== Man in Black ====&lt;br /&gt;
When your colonists are no longer able to defend themselves, a stranger may join the colony to help. As their name indicates, men in black come in a full set of black clothing. They also come wearing a [[flak vest]] and always carry a [[revolver]]. Their skills and traits are fully randomized, but they will always be capable of Violence and Caring, and their favorite color{{IdeologyIcon}} will always be black.&lt;br /&gt;
&lt;br /&gt;
This event is triggered only when all of your colonists are downed at your base, but almost always happens when this is the case. This event can only happen if your colony has ever had at least 3 colonists, which prevents it from appearing in solo colonist starts. This event also has a cooldown of roughly 1 year. {{Check Tag|Verify|From XMLs, verf. in game preferred}} &lt;br /&gt;
&lt;br /&gt;
The man in black will not appear on the temporary maps generated for world quests. However, if all your surviving pawns are downed elsewhere, it is possible for the man in black to appear at your base. (Testing is needed to see how these events are affected by allowing multiple colonies in the scenario editor.)&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! &amp;lt;div style=&amp;quot;float:left;width:90%;&amp;quot;&amp;gt;Additional Info &amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;float:right;width:10%;&amp;quot;&amp;gt;[[{{fullurl:Empire/Pawns|action=edit}} edit]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Man in Black&lt;br /&gt;
| [[File:ManInBlack.png|60px]] || 55 || 100 || Good || - || 500-500 || [[Revolver]] || 20-55 || Always has a black [[pants]], [[button-down shirt]], [[flak vest]], [[duster]], and [[cowboy hat]]. Always carrying 10 nutrition worth of food.{{Check Tag|Verify|Amount and always}} and 5 [[medicine]].{{Check Tag|Verify|Amount and always}} Always has [[Skills#Shooting|Shooting skill]] between 8 and 16. Is never incapable of Violence or Caring. 5% chance of spawning addicted to a drug.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== New recruit ====&lt;br /&gt;
You'll get this notification whenever a Warden has succeeded in recruiting a prisoner. It also appears if a [[Events#Transport pod crash|transport pod crash]] victim chooses to join your faction.&lt;br /&gt;
&lt;br /&gt;
==== Meteorite ====&lt;br /&gt;
A large meteorite has struck ground in the area. It has left behind a lump of [material]. During daylight, a large shadow will project on the ground which shrinks as it closes in. &lt;br /&gt;
&lt;br /&gt;
The meteorite will severely damage or kill anything that is below it. Any colonists beneath the meteorite has a small while to escape before they are crushed by it. The map tile will read: Meteorite (incoming).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Meteorite before impact.png|'''Flying meteorite'''&lt;br /&gt;
File:Meteorite during impact.png|'''Crashing meteorite, with explosion'''&lt;br /&gt;
File:Meteorite.png|'''Landed meteorite'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Outpost destroyed ====&lt;br /&gt;
[[File:Faction destroyed.png|400px|thumb|right|R.I.P. some pirate faction, nobody will remember you.]] &lt;br /&gt;
&lt;br /&gt;
This is the notification that triggers when you successfully defeat all humanlike hostiles in an enemy base after invading them (not counting turrets, which need to be neutralized separately). After this you have a while to capture any prisoners (there is usually at least one building suitable to turn into a cell), treat the wounded, pack up and leave before enemy reinforcements arrive in the form of a raid.&lt;br /&gt;
&lt;br /&gt;
===== Faction defeated =====&lt;br /&gt;
Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists.&lt;br /&gt;
&lt;br /&gt;
You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans. It should be noted that this does not actually decrease the total frequency of raids you will get, as whether a raid happens or not is determined separately and before a faction is chosen. It just means that the raids will not be from this faction and will be from other factions, and with fewer human factions to choose from the game will start sending more mechanoid raids, which can inadvertently make the game harder if you find mechanoids more difficult.&lt;br /&gt;
&lt;br /&gt;
Destroying and/or befriending all factions will make mechanoids the only remaining threat for all future raids.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Ransom (Time remaining) ====&lt;br /&gt;
This event can only occur if a colonist of yours was captured by another faction.&lt;br /&gt;
&lt;br /&gt;
Another faction captured one of your downed colonists somehow and will release that colonist to you... for a price. Common methods for capturing your colonists include grabbing downed colonists while retreating from a raid or downing an entire caravan.&lt;br /&gt;
&lt;br /&gt;
The offer will be good for 24 game hours. If paid, the colonist will immediately appear on your map border or be sent via drop pod.&lt;br /&gt;
&lt;br /&gt;
==== Rare thrumbos ====&lt;br /&gt;
Two to six [[thrumbo]]s will spawn at the edge of the map, staying around for a while to eat anything they can, including your crops, but not including [[anima tree]]s{{RoyaltyIcon}}. The player can attempt to hunt or tame them, both of which are very difficult. If no action is taken, they will leave on their own after a few days. It will not reoccur for 13 days.&lt;br /&gt;
&lt;br /&gt;
==== Reactor ready ====&lt;br /&gt;
You have completed the 15 day warm up period for starting a [[ship reactor]]. If the rest of the necessary ship parts have been built, it may now be launched. Raids and sieges will drop considerably after this period is over.&lt;br /&gt;
&lt;br /&gt;
==== Ship chunks ====&lt;br /&gt;
This event doesn't have an envelope, but rather appears in the notification bar up top, assuming these chunks don't strike your colony or pawns. One or more [[ship chunk]]s fall onto the map. They can be deconstructed for 5-6 [[component]]s and 20 [[steel]]. Rarely they can punch through roofs, damaging structures near it. Extremely rarely, they can land right on top of a colonist, killing them.&lt;br /&gt;
&lt;br /&gt;
In Beta 18 the ship chunk creates an explosion upon landing. The falling chunks cast shadows on the ground, giving a little time for colonists to move out of the way.&lt;br /&gt;
&lt;br /&gt;
==== Trauma savant ====&lt;br /&gt;
This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.&lt;br /&gt;
&lt;br /&gt;
A colonist has suffered a brain injury and has gained great abilities from it at the cost of others, gaining 50% extra [[manipulation]] while losing the ability to [[talking|speak]], [[hearing|hear]], and have any [[social]] relationships. It also restores the brain to full functioning, despite the injury.&lt;br /&gt;
&lt;br /&gt;
==== Quest completed ====&lt;br /&gt;
You've done what was [[quest|requested]] by other factions and will receive the reward at your nearest(?) base via pods very close to your buildings, along with an improvement in relations. While they attempt not to, the pods may also crash through your roof, so be prepared to repair them.&lt;br /&gt;
&lt;br /&gt;
==== Anima tree sprout ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
If an [[anima tree]] was killed by any means, this event can occur within a few days from the last death of the tree, appearing at random places that are unaffected by its radius.&lt;br /&gt;
&lt;br /&gt;
=== Bad ===&lt;br /&gt;
----&lt;br /&gt;
==== Ancient danger ====&lt;br /&gt;
{{main|Ancient shrine}}&lt;br /&gt;
{{quote|As (Colonist name) draws near the ancient wall a sense of foreboding overcomes him(her). (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers|Message that appears when the first colonist walks near.}}&lt;br /&gt;
&lt;br /&gt;
This event is related to map generation and may not appear on every map. It may occur more than once per map. While listed as a danger, they are usually harmless until disturbed.&lt;br /&gt;
&lt;br /&gt;
A colonist approached a walled out area of the map partially or completely under a mountain. It contains one or more of the following: ancient [[cryptosleep casket]]s, [[insectoids|bugs]] with hives, [[mechanoid]]s or treasure. Open at your own risk, by blowing a hole or deconstructing a section of the wall.&lt;br /&gt;
&lt;br /&gt;
First, you'll need to deal with hostiles outside. Then, opening or attacking any casket will cause all the others to open instantly. The cryptosleep caskets usually contain humans, but may also contain [[megascarab]]s or be empty. The Spacers inside the caskets may or may not be dead. If alive, they may or may not be wounded, or armed and hostile. It's even possible for pawns incapable of violence to melee attack. If they are not hostile and can walk, they will try to escape. Any alive Spacers inside may be captured and recruited, usually with a low recruitment difficulty percentage.&lt;br /&gt;
&lt;br /&gt;
Ancient structures may include other treasures like psychic lances and pulsers. [[Luciferium]] can be found in these buildings. Pod people sometimes carry [[plasteel]], [[component]]s, and [[gold]]. The caskets can be claimed and used or deconstructed by the colony.&lt;br /&gt;
&lt;br /&gt;
==== Animal revenge ====&lt;br /&gt;
An animal that was harmed will go mad and become [[manhunter]]. When you select an animal to be hunted, the game will notify you if it has a chance for revenge and what the percentage is. Occasionally, all nearby pack members of that animal's species may start attacking their attacker.&lt;br /&gt;
&lt;br /&gt;
==== Death ====&lt;br /&gt;
One of your pawns has died unintentionally. Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.&lt;br /&gt;
&lt;br /&gt;
==== Drug addiction ====&lt;br /&gt;
A colonist has taken too much of a [[drugs|drug]] and is now [[Addictiveness|addicted]]. They will now need to regularly take that drug or suffer the withdrawal effects. See here for advice on [[Drugs#Fighting Addictions|fighting addictions]].&lt;br /&gt;
&lt;br /&gt;
==== Heart attack ====&lt;br /&gt;
A character or tamed animal suffers a [[Injury#Heart Attack|heart attack]]. Characters will seek out a medical bed or their assigned bed for treatment. Animals will return to the nearest empty animal bed or sleeping spot. Doctors will then proceed to attempt to resuscitate the victim, using medicine if allowed and available.&lt;br /&gt;
&lt;br /&gt;
During a heart attack, people or animals can fall unconscious or even die if not treated in time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Heart attack.png|'''Heart attack notification'''&lt;br /&gt;
File: Heart attack health tab.png|'''Health tab'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mental Break ====&lt;br /&gt;
{{Main|Mental break}}&lt;br /&gt;
One of your colonists or prisoners has had it and has a [[Mood#Mental breakdowns|mental break]]. During this time, the afflicted colonist will be effectively unavailable, will not do colony work and can not be drafted. They will use forbidden doors and items. They will also attend to their needs such as sleep, recreation, and eating.&lt;br /&gt;
&lt;br /&gt;
Depending on the nature of the mental break, there are several ways to handle the situation:&lt;br /&gt;
&lt;br /&gt;
* Wall the person in – this is only possible if they wander to a suitable location.&lt;br /&gt;
* Try to arrest them. They will possibly resist and need to be beaten down, causing injury. This will also give them a fairly long-lasting mood debuff (&amp;quot;I was arrested!&amp;quot;) after you release them from jail. Arresting temporary members will immediately cause their faction to become hostile.&lt;br /&gt;
* Wait out the situation - This takes a while for most minor breaks. &lt;br /&gt;
&lt;br /&gt;
==== Overdose ====&lt;br /&gt;
{{Main|Overdose}}&lt;br /&gt;
One of your colonists or animals has [[overdose]]d. There is a risk of overdose when taking any [[drug|hard drug]], as well as when taking too many non-social drugs in general. This can cause permanent damage or even death.&lt;br /&gt;
&lt;br /&gt;
==== Predator hunting ====&lt;br /&gt;
A wild, hungry predator has targeted one of your colonists or tamed animals for killing and eating. This will only be triggered if a hungry predator is on the map. This means if there are few wild animals near it, or if it's dangerously close to your base or pen, in some cases it can be a good idea to put out food to feed the predator so this event does not trigger. A hunting predator is different from normal enemies in a couple of ways. While regular enemies will tend to avoid targeting noncombatant [[children]], predators will target them the same as a regular pawn. Predators will also not stop attacking once a pawn is [[downed]], and will keep attacking until the pawn is dead and then eat the corpse. Predators don't change targets, even if a different pawn is closer, unless the targeted pawn becomes inaccessible, such as by entering the door to your base.  As of version 1.4, colonists and turrets will not automatically identify predators hunting a pawn as hostile. Attacking the predator will trigger &amp;quot;animal revenge,&amp;quot; which gives the predator the ability to change targets and all colonists and turrets will recognize it as a hostile. Version 1.5 patches this and they will be immediately identified as hostile by all colonists and turrets once they start hunting a pawn.&lt;br /&gt;
&lt;br /&gt;
==== Prison break ====&lt;br /&gt;
{{Move|section=1|destination=Prisoners|reason=Double up - See [[Talk:Events#Prison break is doubled up]] for discussion}}&lt;br /&gt;
[[File:Prison break.png|300px|thumb|right|Prison break]]&lt;br /&gt;
&lt;br /&gt;
Prisoners have staged a breakout! They are able to open doors and attempt to seek weapons, fight, or try to escape. Prisoners are more likely to attempt breakout when they are healthy, have [[Genes#Violence|aggressive genes]]{{BiotechIcon}}, or the room has more doors. As each prisoner has their own independent breakout chance, more prisoners will increase the frequency of an attempt happening despite not directly affecting each individual prisoner's mean time between prison breaks. &lt;br /&gt;
&lt;br /&gt;
All rooms within 20 tiles of the prisoner who started the prison break have a chance to join it. The original room has a 100% chance to join. Other rooms have a 50% chance to join. If the room does join, all prisoners in that room are affected too.&lt;br /&gt;
&lt;br /&gt;
Using low damage weapons is advised when containing a prison break to avoid a risk of killing them. Since prisoners are technically part of an enemy faction, any friendlies on the map will engage them. This is helpful if you need to contain a larger break, though the use of higher-powered weapons means they have a higher chance of outright killing the prisoner. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Roof collapsed ====&lt;br /&gt;
This event only happens if something is crushed by the falling roof. Otherwise, it's only a notification.&lt;br /&gt;
&lt;br /&gt;
All [[roof]]s must be supported by a constructed or rock wall within 6 spaces with contiguous roof sections in between itself and that wall. If either of these conditions changes such as via mining, an explosion or demolition, then the roof will collapse. Damage is dealt to the head and shoulders. Note that falling roofs underneath a mountain will instantly kill any pawn unfortunate enough to be crushed.&lt;br /&gt;
&lt;br /&gt;
If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.&lt;br /&gt;
&lt;br /&gt;
==== Too Deep: Infestation ====&lt;br /&gt;
Insectoid infestations can spawn when actively digging from a [[deep drill]]. Insectoids, but not hives, will pop out around the drill's area. These do not have the overhead mountain requirement like regular infestations. However, they are often smaller in number, and are unable to reproduce due to the lack of hive.&lt;br /&gt;
&lt;br /&gt;
=== Faction ===&lt;br /&gt;
----&lt;br /&gt;
==== Allied: (Faction) ====&lt;br /&gt;
Relations with another faction have risen above +75 and you are now allied with them. They may now [[Events#Friendlies|assist you]] against mutual enemies.&lt;br /&gt;
&lt;br /&gt;
==== Enemy now neutral: (Faction) ====&lt;br /&gt;
This notification will appear once relations have been improved with a Hostile faction enough that they will no longer be hostile. Common ways to improve relations include releasing prisoners from their faction (which must leave the map safely to receive the bonus), having successful [[#Peace talks|peace talks]] or providing gifts.&lt;br /&gt;
&lt;br /&gt;
==== Hostile faction ====&lt;br /&gt;
[[File:Bad will.png|300px|thumb|right|Badwill: Friendly traders face a mechanoid raid, loses members and turns against the player.]]&lt;br /&gt;
You've done something to anger another [[faction]] bad enough that they are now hostile to yours. This can happen if you arrest a faction member of theirs, rob one of their caravans or if they take too much friendly fire from your colonists, among other reasons. Rough factions that are neutral/allied will naturally decay goodwill, until they become hostile again.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Leader died ====&lt;br /&gt;
Occasionally, the leader of another faction will die, sometimes through no action on your part. The popup window will also announce his or her successor.&lt;br /&gt;
&lt;br /&gt;
This alert uses the variable title of the leader in question. For example, if the &amp;quot;boss&amp;quot; of a pirate band dies you will see 'Boss died', if the &amp;quot;chief&amp;quot; died, then it will read 'Chief died', and so on.&lt;br /&gt;
&lt;br /&gt;
This will also happen if the leader personally comes to raid your base and is killed in action. Killing an enemy faction leader will give a mood buff for a while to the colonist that accomplished this.&lt;br /&gt;
&lt;br /&gt;
===== New Leader =====&lt;br /&gt;
Similar to the Leader Died event, except this one occurs only when you've succeeded in both capturing and [[#New recruit|recruiting]] another faction's leader. The leader then places first at the colonist bar, instead of last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid with Faction leader.png|'''Raid with Faction leader presence'''&lt;br /&gt;
File:Boss died Faction new b.png|'''(Boss name) died / The new boss is (name)'''&lt;br /&gt;
File:Defeated hostile leader name.png|'''Defeated hostile leader (name)'''&lt;br /&gt;
File:New chief.png|'''Chief of a hostile tribe recruited to colony.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Informational ===&lt;br /&gt;
----&lt;br /&gt;
These events serve purely to give information about the game, and have no physical gameplay implications.&lt;br /&gt;
&lt;br /&gt;
==== About: Electricity ====&lt;br /&gt;
Appears when you finish researching [[Research#Electricity|Electricity]]. Reminds you of the power of electric appliances, and the [[power]] infrastructure required to maintain them.&lt;br /&gt;
&lt;br /&gt;
==== About: Getting advanced components ====&lt;br /&gt;
Appears when you finish researching [[Research#Fabrication|Fabrication]]. Reminds you that you need [[advanced component]]s to build a [[fabrication bench]], and the potential means of obtaining them.&lt;br /&gt;
&lt;br /&gt;
==== About: Launching the ship ====&lt;br /&gt;
Appears when you finish researching [[Research#Starflight basics|Starflight Basics]]. This is a simple reminder about the dangers of powering up the [[ship reactor]] once built. Once turned on, the number of raids will greatly increase for the next 15 days.&lt;br /&gt;
&lt;br /&gt;
==== Persona Core Offer ====&lt;br /&gt;
A non-hostile faction will notify you that they know where an [[Persona core]] is located: a critical component for building a ship. They will want 1500 silver for this information. However, you can only make this request at the [[comms console]] with factions which have at least +40 [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
You can always request for a persona core location with 100% success, even if this event doesn't trigger, so long as you have the requisite goodwill. It only serves to remind the player that it is possible.&lt;br /&gt;
&lt;br /&gt;
==== Summer ====&lt;br /&gt;
This event occurs at the beginning of the summer [[quadrum]], if you are lacking suitable [[apparel]] for winter's [[temperature]]s. It merely informs you that you are ill-prepared for the winter. Grow some more food and get some warm clothing. Plan ahead for any additions to your colony during these seasons, including recruits and born animals.&lt;br /&gt;
&lt;br /&gt;
==== Unwaveringly loyal ====&lt;br /&gt;
Appears when you first capture an unwaveringly loyal [[prisoner]]. They are unable to be recruited as a colonist or be [[ideoligion|converted]]{{IdeologyIcon}}, but can be released, [[slave|enslaved]]{{IdeologyIcon}}, or used for a variety of [[human resources]].&lt;br /&gt;
&lt;br /&gt;
==== About: Anima tree linking ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Appears when an [[anima tree]] has 20 anima grass around it. Reminds you that a colonist with ''Natural'' meditation can begin the linking ritual, gaining a level of [[psycast]]ing in the process.&lt;br /&gt;
&lt;br /&gt;
==== Baby Prep ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Appears when a human's [[reproduction|pregnancy]] is at its third trimester. Labor will happen without warning within the next 6 days, so prepare a clean hospital with a good doctor.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
----&lt;br /&gt;
==== New lovers ====&lt;br /&gt;
You receive the announcement that two characters have become lovers, and &amp;quot;now want to sleep together&amp;quot;. These are usually colonists, but a pair of [[prisoner]]s can also become lovers. They will receive [[mood]] boosts or debuff proportional to their [[opinion]] of their partner, with +/- 1 mood for every 10 opinion above/below zero.&lt;br /&gt;
&lt;br /&gt;
Starting the moment their new relationship is announced, couples will ''immediately'' have a -4 mood debuff for &amp;quot;''sleeping alone''&amp;quot;, even if they won't get their first chance to sleep together for hours. This can be remedied by assigning both pawns to a two person bed, such as the [[double sleeping spot]], [[double bedroll]], [[double bed]] or [[royal bed]]. A [[double bedroll]] is preferred when in a [[caravan]]. Couples that sleep in the same bed can also perform [[Lovin]]' for a mood boost to both partners.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Breakup ====&lt;br /&gt;
A couple splits, complete with the Mood and Social penalties for both colonists. The one initiating the break-up is better off than the other in the couple.&lt;br /&gt;
&lt;br /&gt;
==== Rejected proposal ====&lt;br /&gt;
After two characters [[Events#New lovers|fall in love]], one of them proposed marriage but is turned down, which may result in the couple breaking up. The proposing one suffers a mood penalty of -18 for 25 days. They may accept another offer in the future. Note that a later, accepted proposal will not remove the mood effects of the previous, rejected ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Breakup.png|'''Breakup'''&lt;br /&gt;
File:New lovers.png|'''A character woos another into a romance and she agrees'''&lt;br /&gt;
File:Rejected proposal.png|'''Rejected proposal'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Marriage is on! ====&lt;br /&gt;
A couple that has been together for a while will announce their engagement. The wedding will take place some time in the future, at a [[marriage spot]], or any gathering spot ([[table]] or [[campfire]]) in lieu of one. Both fiancees and married pawns, like lovers, will want to sleep in the same bed. They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.&lt;br /&gt;
&lt;br /&gt;
When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. Pawns will sometimes take the family name of their partner upon marriage. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry. Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting {{+|40}} mood buff to the newly weds, and {{+|20}} to attendees. &lt;br /&gt;
&lt;br /&gt;
Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event. A quick &amp;quot;draft&amp;quot; and &amp;quot;undraft&amp;quot; for everybody ''but'' the couple should be enough to coerce all capable colonists to attend. Colonists on caravans will not attend.&lt;br /&gt;
&lt;br /&gt;
If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are drafted or loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all, except for eating until the couple comes back.&lt;br /&gt;
&lt;br /&gt;
==== Affair ====&lt;br /&gt;
Somebody who is already married starts an affair with a single person. It is possible for your colonists to cheat on their lovers who aren't members of your faction.&lt;br /&gt;
&lt;br /&gt;
==== Divorce ====&lt;br /&gt;
A married couple has divorced; as a normal break up, but with worse mood penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Marriage is on.png|'''Susy has accepted Mat's marriage proposal...'''&lt;br /&gt;
File:Affair.png|'''Affair'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
&lt;br /&gt;
==== Attack begun ====&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
==== Bandit camp opportunity ====&lt;br /&gt;
{{See also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ambushed / (manhunters) ====&lt;br /&gt;
While traveling, one of your [[caravan]]s are attacked. The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
===== Caravan battle won =====&lt;br /&gt;
This event will tell you if your people won their fight, and can reform the caravan on the world map.&lt;br /&gt;
&lt;br /&gt;
==== Caravan arrived at (Location) ====&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
==== Caravan lost ====&lt;br /&gt;
[[File:Caravan destroyed.png|thumb|right|400px]]&lt;br /&gt;
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Caravan meeting by (Caravan ID) ====&lt;br /&gt;
This is a pop up window rather than an event with envelope icon. While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you. Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ready ====&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map. It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
==== Demand ====&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
==== Peace talks ====&lt;br /&gt;
[[File:Peace talks.png|thumb|right|300px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a subevent of its own. No matter the outcome, your negotiator will always gain social skill.&lt;br /&gt;
&lt;br /&gt;
'''Peace talk triumph'''&lt;br /&gt;
The peace talks were very successful, giving a great boost to relations from 50 to 75. In addition, the faction will give a farewell gift worth between 500 and 1500 silver.&lt;br /&gt;
&lt;br /&gt;
Despite your triumph, if you don't manage to bring relations above 0, they will still remain hostile.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.1.&lt;br /&gt;
&lt;br /&gt;
''' Peace talk success'''&lt;br /&gt;
&lt;br /&gt;
The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.55.&lt;br /&gt;
&lt;br /&gt;
'''Peace talk flounder'''&lt;br /&gt;
&lt;br /&gt;
The talks were neither successful nor a failure, and relations remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.2.&lt;br /&gt;
&lt;br /&gt;
'''Peace talk backfire'''&lt;br /&gt;
&lt;br /&gt;
The peace talks backfired, and relations have gotten worse than they started, from -10 to -50 relations.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.1.&lt;br /&gt;
&lt;br /&gt;
'''Peace talk disaster'''&lt;br /&gt;
&lt;br /&gt;
The peace talks have failed so miserably that the faction hates you a lot more now, with a -25 to -75 damage to relations, as well as instantly turning hostile if they aren't already. In addition, the angered faction sends a group of attackers after your negotiating party.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.05.&lt;br /&gt;
&lt;br /&gt;
===== Outcome chances =====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.&lt;br /&gt;
&lt;br /&gt;
* At 0% power, the bad outcome factor is 4.&lt;br /&gt;
* At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.&lt;br /&gt;
* At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
&lt;br /&gt;
* Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Flounder = 0.2&lt;br /&gt;
* Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
* Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
Finally, the probability of each outcome is calculated:&lt;br /&gt;
&lt;br /&gt;
{{Math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
====== Example ======&lt;br /&gt;
Take a level 15 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
# The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.&lt;br /&gt;
# The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.7) = 0.143&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.7) = 0.786&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.7 = 0.07&lt;br /&gt;
#* Disaster = 0.05 * 0.7 = 0.035&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.143 / 1.234 = 11.58%&lt;br /&gt;
#* Success = 0.786 / 1.234 = 63.69%&lt;br /&gt;
#* Flounder = 0.2 / 1.234 = 16.21%&lt;br /&gt;
#* Backfire = 0.07 / 1.234 = 5.67%&lt;br /&gt;
#* Disaster = 0.035 / 1.234 = 2.84%&lt;br /&gt;
&lt;br /&gt;
==== Rescuee joins ====&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
== Sub-events ==&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|thumb|right|400px]]&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it. It's even possible for animals to lie in wait.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&lt;br /&gt;
==== Game over ====&lt;br /&gt;
[[File:Game over.png|400px|thumb|right|Welp, time to start a new game I guess...]]&lt;br /&gt;
This happens when all your colonists are either dead, missing, or left the planet. The game will show a UI which says that everyone is gone or dead, and allows you to return to the main menu or continue playing. It also says that someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Planetkiller ====&lt;br /&gt;
[[File:Game over planetkiller.png|400px|thumb|right|Ouch.]]&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous versions of RimWorld.&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|right|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
Both of these bonded death events were simplified into the [[#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively. Enemies may directly target your animals during attacks. Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab. Wild predators may hunt and kill your animals, including bonded ones. Bonded animals can also fall into traps. It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
In previous versions, this was its own event. Now it's just a notification.&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]]. If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&lt;br /&gt;
== Event data ==&lt;br /&gt;
Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the [[storyteller]]'s population intent factor. They become more common if you have few colonists, and rare if you have many.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br/&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[Events#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[Events#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash|Psychic ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[Events#Manhunter pack|Manhunter pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[Events#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[Events#Friendlies|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[Events#Mad animal|Mad animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[Events#Beavers!|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[Events#Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Volcanic winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[Events#Trader:(Trader type)|Slaver]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[Events#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[Events#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[Events#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[Events#Cargo Pods|Cargo pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[Events#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Psychic soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[Events#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Organ&amp;lt;br/&amp;gt;Decay&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: as_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: d_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
| {{#vardefineecho: t_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br/&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - [[Events#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[Events#Volcanic winter|Volcanic winter]], [[Events#Refugee Chased at (Settlement)|Chased refugee]], [[Events#Psychic soothe|Psychic sooth]], [[Events#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[warg]]s.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[Events#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[Events#(Animals) join|Farm Animals Wander In]], [[Events#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[Events#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.&lt;br /&gt;
* [[Version/0.12.914|0.12.914]] - [[Events#Flashstorm|Flashtorm]] are much less intense &lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[Events#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Stranger in black can have 0 shooting skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145556</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145556"/>
		<updated>2024-05-09T04:13:18Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Summary */ level 1 immediate events&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| image = Void monolith.png&lt;br /&gt;
| name = Monolith&lt;br /&gt;
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
| type = Entity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''void monolith''' is a structure that is the center point of the [[Anomaly DLC]]. It is used to enable in encounters with most [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
The monolith appears on all new colony maps by default. If you have the selected the &amp;quot;Ambient Horror&amp;quot; mode of the [[storyteller]] settings, the monolith '''will not be available'''.&lt;br /&gt;
&lt;br /&gt;
If you move to a new map or add the DLC in the middle of another playthrough, you will receive a &amp;quot;Strange Signal&amp;quot; quest which will spawn a monolith on your map. The monolith's spawn point is random, and it may destroy existing structures when it arrives.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The monolith is the first [[entity]] that the player will encounter. Initially dormant, the monolith goes through these stages of development:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name || Size || Effect || Advancement&lt;br /&gt;
|-&lt;br /&gt;
| Fallen&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith.png|64px]] || 3×3 || Dormant || Investigate the monolith with a colonist, and choose to &amp;quot;Keep focusing&amp;quot; when you receive the warning dialog.&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 1.png|64px]] || 5×3 || '''Level 1:''' Encounter a mix of basic and easier advanced [[entities]]. You will immediately experience a [[gray pall]] event, followed shortly by a [[sightstealer]] attack and a [[harbinger tree]] sprout || Encounter '''7 [[Entities#Basic|basic entities]]''' (out of 8), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 2.png|64px]] || 5×5 || '''Level 2:''' All entity encounters possible, including the more-dangerous advanced entities || Encounter '''12 [[Entities#Advanced|advanced entities]]''' (out of 17), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 3.png|64px]] || 5×5 || '''Level 3:''' The monolith is awakening for the end of the quest || Complete the [[Endings#Monolith_endgame|final encounter of the Anomaly ending quest]]&lt;br /&gt;
|-&lt;br /&gt;
| Fallen&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith.png|64px]] || 3×3 || Closed || The monolith is shut down as part of the Anomaly ending. It can still be studied indefinitely for advanced research points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The monolith must be attuned or investigated after each step to advance, allowing you to decide when to progress. If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will ''automatically'' move to Level 1 on its own a few days after you begin the game.&lt;br /&gt;
&lt;br /&gt;
The monolith can be [[work|studied]] every two days as source of either basic or advanced Anomaly tech tree research points.&lt;br /&gt;
&lt;br /&gt;
The monolith provides total cover (like a wall), and it is invulnerable to all damage and fire. [[Raiders]] will ignore the monolith. When the monolith expands in size, it will destroy any structures in the way.&lt;br /&gt;
&lt;br /&gt;
Depending on which path you select during the [[Endings#Monolith_endgame|Anomaly ending quest]], the monolith will either be permanently closed or permanently reverted to Level 2. In either case, it can still be studied indefinitely for advanced research points.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The monolith is your only permanent source of Anomaly research points, it is important to study it as soon as possible after each two-day cooldown. Studying the monolith is done through the &amp;quot;Dark Study&amp;quot; job on the [[work|Work tab]].&lt;br /&gt;
&lt;br /&gt;
The monolith cannot be moved, so its position should be taken into consideration when planning your base. If you are unable to directly build around or near the monolith, it is advised to create a safe and lit path from your colony to the monolith so colonists can safely study it and interact with it if necessary, especially during events such as [[Noctolith|unnatural darkness]].&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* 1.5.4081 — Ambient Horror mode, and monoliths spawned via the dev commands now work correctly&lt;br /&gt;
&lt;br /&gt;
[[Category:Anomaly]]&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145551</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145551"/>
		<updated>2024-05-09T02:12:27Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Summary */ entity links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| image = Void monolith.png&lt;br /&gt;
| name = Monolith&lt;br /&gt;
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
| type = Entity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''void monolith''' is a structure that is the center point of the [[Anomaly DLC]]. It is used to enable in encounters with most [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
The monolith appears on all new colony maps by default. If you have the selected the &amp;quot;Ambient Horror&amp;quot; mode of the [[storyteller]] settings, the monolith '''will not be available'''.&lt;br /&gt;
&lt;br /&gt;
If you move to a new map or add the DLC in the middle of another playthrough, you will receive a &amp;quot;Strange Signal&amp;quot; quest which will spawn a monolith on your map. The monolith's spawn point is random, and it may destroy existing structures when it arrives.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The monolith is the first [[entity]] that the player will encounter. Initially dormant, the monolith goes through these stages of development:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name || Size || Effect || Advancement&lt;br /&gt;
|-&lt;br /&gt;
| Fallen&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith.png|64px]] || 3×3 || Dormant || Investigate the monolith with a colonist, and choose to &amp;quot;Keep focusing&amp;quot; when you receive the warning dialog.&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 1.png|64px]] || 5×3 || '''Level 1:''' Encounter a mix of basic and easier advanced [[entities]] || Encounter '''7 [[Entities#Basic|basic entities]]''' (out of 8), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 2.png|64px]] || 5×5 || '''Level 2:''' All entity encounters possible || Encounter '''12 [[Entities#Advanced|advanced entities]]''' (out of 17), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 3.png|64px]] || 5×5 || '''Level 3:''' Monolith is awakening for the end of the quest || Complete the [[Endings#Monolith_endgame|final encounter of the Anomaly ending quest]]&lt;br /&gt;
|-&lt;br /&gt;
| Fallen&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith.png|64px]] || 3×3 || Closed || The monolith is shut down as part of the Anomaly ending. It can still be studied indefinitely for advanced research points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The monolith must be attuned or investigated after each step to advance, so you can decide when to progress. If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will ''automatically'' move to Level 1 on its own a few days after you begin the game.&lt;br /&gt;
&lt;br /&gt;
The monolith can be [[work|studied]] every two days as source of either basic or advanced Anomaly tech tree research points.&lt;br /&gt;
&lt;br /&gt;
The monolith provides total cover (like a wall), and it is invulnerable to all damage and fire. [[Raiders]] will ignore the monolith. When the monolith expands in size, it will destroy any structures in the way.&lt;br /&gt;
&lt;br /&gt;
Depending on which path you select during the [[Endings#Monolith_endgame|Anomaly ending quest]], the monolith will either be permanently closed or permanently reverted to Level 2. In either case, it can still be studied indefinitely for advanced research points.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The monolith is your only permanent source of Anomaly research points, it is important to study it as soon as possible after each two-day cooldown. Studying the monolith is done through the &amp;quot;Dark Study&amp;quot; job on the [[work|Work tab]].&lt;br /&gt;
&lt;br /&gt;
The monolith cannot be moved, so its position should be taken into consideration when planning your base. If you are unable to directly build around or near the monolith, it is advised to create a safe and lit path from your colony to the monolith so colonists can safely study it and interact with it if necessary, especially during events such as [[Noctolith|unnatural darkness]].&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* 1.5.4081 — Ambient Horror mode, and monoliths spawned via the dev commands now work correctly&lt;br /&gt;
&lt;br /&gt;
[[Category:Anomaly]]&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145550</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145550"/>
		<updated>2024-05-09T02:07:10Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Summary */ monolith combat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| image = Void monolith.png&lt;br /&gt;
| name = Monolith&lt;br /&gt;
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
| type = Entity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''void monolith''' is a structure that is the center point of the [[Anomaly DLC]]. It is used to enable in encounters with most [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
The monolith appears on all new colony maps by default. If you have the selected the &amp;quot;Ambient Horror&amp;quot; mode of the [[storyteller]] settings, the monolith '''will not be available'''.&lt;br /&gt;
&lt;br /&gt;
If you move to a new map or add the DLC in the middle of another playthrough, you will receive a &amp;quot;Strange Signal&amp;quot; quest which will spawn a monolith on your map. The monolith's spawn point is random, and it may destroy existing structures when it arrives.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The monolith is the first [[entity]] that the player will encounter. Initially dormant, the monolith goes through these stages of development:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name || Size || Effect || Advancement&lt;br /&gt;
|-&lt;br /&gt;
| Fallen&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith.png|64px]] || 3×3 || Dormant || Investigate the monolith with a colonist, and choose to &amp;quot;Keep focusing&amp;quot; when you receive the warning dialog.&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 1.png|64px]] || 5×3 || '''Level 1:''' Encounter a mix of basic and easier advanced [[entities]] || Encounter '''7 basic entities''' (out of 8), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 2.png|64px]] || 5×5 || '''Level 2:''' All entity encounters possible || Encounter '''12 advanced entities''' (out of 17), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 3.png|64px]] || 5×5 || '''Level 3:''' Monolith is awakening for the end of the quest || Complete the [[Endings#Monolith_endgame|final encounter of the Anomaly ending quest]]&lt;br /&gt;
|-&lt;br /&gt;
| Fallen&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith.png|64px]] || 3×3 || Closed || The monolith is shut down as part of the Anomaly ending. It can still be studied indefinitely for advanced research points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The monolith must be attuned or investigated after each step to advance, so you can decide when to progress. If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will ''automatically'' move to Level 1 on its own a few days after you begin the game.&lt;br /&gt;
&lt;br /&gt;
The monolith can be [[work|studied]] every two days as source of either basic or advanced Anomaly tech tree research points.&lt;br /&gt;
&lt;br /&gt;
The monolith provides total cover (like a wall), and it is invulnerable to all damage and fire. [[Raiders]] will ignore the monolith. When the monolith expands in size, it will destroy any structures in the way.&lt;br /&gt;
&lt;br /&gt;
Depending on which path you select during the [[Endings#Monolith_endgame|Anomaly ending quest]], the monolith will either be permanently closed or permanently reverted to Level 2. In either case, it can still be studied indefinitely for advanced research points.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The monolith is your only permanent source of Anomaly research points, it is important to study it as soon as possible after each two-day cooldown. Studying the monolith is done through the &amp;quot;Dark Study&amp;quot; job on the [[work|Work tab]].&lt;br /&gt;
&lt;br /&gt;
The monolith cannot be moved, so its position should be taken into consideration when planning your base. If you are unable to directly build around or near the monolith, it is advised to create a safe and lit path from your colony to the monolith so colonists can safely study it and interact with it if necessary, especially during events such as [[Noctolith|unnatural darkness]].&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* 1.5.4081 — Ambient Horror mode, and monoliths spawned via the dev commands now work correctly&lt;br /&gt;
&lt;br /&gt;
[[Category:Anomaly]]&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145549</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145549"/>
		<updated>2024-05-09T02:00:01Z</updated>

		<summary type="html">&lt;p&gt;Karew: Overhaul page, chart of all growth stages. Add quest details but avoid lots of spoilers \&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| image = Void monolith.png&lt;br /&gt;
| name = Monolith&lt;br /&gt;
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
| type = Entity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''void monolith''' is a structure that is the center point of the [[Anomaly DLC]]. It is used to enable in encounters with most [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
The monolith appears on all new colony maps by default. If you have the selected the &amp;quot;Ambient Horror&amp;quot; mode of the [[storyteller]] settings, the monolith '''will not be available'''.&lt;br /&gt;
&lt;br /&gt;
If you move to a new map or add the DLC in the middle of another playthrough, you will receive a &amp;quot;Strange Signal&amp;quot; quest which will spawn a monolith on your map. The monolith's spawn point is random, and it may destroy existing structures when it arrives.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The monolith is the first [[entity]] that the player will encounter. Initially dormant, the monolith goes through these stages of development:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name || Size || Effect || Advancement&lt;br /&gt;
|-&lt;br /&gt;
| Fallen&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith.png|64px]] || 3×3 || Dormant || Investigate the monolith with a colonist, and choose to &amp;quot;Keep focusing&amp;quot; when you receive the warning dialog.&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 1.png|64px]] || 5×3 || '''Level 1:''' Encounter a mix of basic and easier advanced [[entities]] || Encounter '''7 basic entities''' (out of 8), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 2.png|64px]] || 5×5 || '''Level 2:''' All entity encounters possible || Encounter '''12 advanced entities''' (out of 17), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 3.png|64px]] || 5×5 || '''Level 3:''' Monolith is awakening for the end of the quest || Complete the [[Endings#Monolith_endgame|final encounter of the Anomaly ending quest]]&lt;br /&gt;
|-&lt;br /&gt;
| Fallen&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith.png|64px]] || 3×3 || Closed || The monolith is shut down as part of the Anomaly ending. It can still be studied indefinitely for advanced research points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The monolith must be attuned or investigated after each step to advance, so you can decide when to progress. If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will ''automatically'' move to Level 1 on its own a few days after you begin the game.&lt;br /&gt;
&lt;br /&gt;
The monolith can be [[work|studied]] every two days as source of either basic or advanced Anomaly tech tree research points.&lt;br /&gt;
&lt;br /&gt;
Depending on which path you select during the [[Endings#Monolith_endgame|Anomaly ending quest]], the monolith will either be permanently closed or permanently reverted to Level 2. In either case, it can still be studied indefinitely for advanced research points.&lt;br /&gt;
&lt;br /&gt;
When the monolith expands in size, it will destroy any structures in the way.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The monolith is your only permanent source of Anomaly research points, it is important to study it as soon as possible after each two-day cooldown. Studying the monolith is done through the &amp;quot;Dark Study&amp;quot; job on the [[work|Work tab]].&lt;br /&gt;
&lt;br /&gt;
The monolith cannot be moved, so its position should be taken into consideration when planning your base. If you are unable to directly build around or near the monolith, it is advised to create a safe and lit path from your colony to the monolith so colonists can safely study it and interact with it if necessary, especially during events such as [[Noctolith|unnatural darkness]].&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* 1.5.4081 — Ambient Horror mode, and monoliths spawned via the dev commands now work correctly&lt;br /&gt;
&lt;br /&gt;
[[Category:Anomaly]]&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Void_monolith_level_3.png&amp;diff=145548</id>
		<title>File:Void monolith level 3.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Void_monolith_level_3.png&amp;diff=145548"/>
		<updated>2024-05-09T01:51:16Z</updated>

		<summary type="html">&lt;p&gt;Karew: Void monolith building at level 3 activation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Void monolith]] building at level 3 activation&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Void_monolith_level_2.png&amp;diff=145547</id>
		<title>File:Void monolith level 2.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Void_monolith_level_2.png&amp;diff=145547"/>
		<updated>2024-05-09T01:50:53Z</updated>

		<summary type="html">&lt;p&gt;Karew: Void monolith building at level 2 activation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Void monolith]] building at level 2 activation&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Void_monolith_level_1.png&amp;diff=145546</id>
		<title>File:Void monolith level 1.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Void_monolith_level_1.png&amp;diff=145546"/>
		<updated>2024-05-09T01:45:22Z</updated>

		<summary type="html">&lt;p&gt;Karew: Void monolith building at level 1 activation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Void monolith]] building at level 1 activation&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=145545</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=145545"/>
		<updated>2024-05-09T00:58:51Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* The Codex */ Void provocation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 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 countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
*Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
*Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
*The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
*Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
==Obtaining a ship==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
*The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
*Building your own ship.&lt;br /&gt;
&lt;br /&gt;
===Traveling to the journey offer===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
*'''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
*'''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
*'''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
===Building the ship===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
*The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
*A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
*The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
:'''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
==Ship Launch==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
===Launch preparations===&lt;br /&gt;
*'''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
===Ship defense===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
===Mood management===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
*Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
*Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
==Ending - Leaving the planet==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
=Royal Ascent=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
==Housing the stellarch==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
===Throne &amp;amp; Bed===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
*Area 80, Impressiveness 160&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Grand meditation throne]]&lt;br /&gt;
*1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
*Area 30, Impressiveness 80&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Royal bed]]&lt;br /&gt;
*1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
==Surviving the onslaught==&lt;br /&gt;
*'''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
*'''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
*'''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
*Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
**[[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
*All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
*[[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
**However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
==Ending - Joining the royal court==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
=The Archonexus=&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
*Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
*You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
*Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
*Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
==Gaining wealth/allies==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
===Theoretical wealth transport===&lt;br /&gt;
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
==Founding a new colony==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
===Things to bring===&lt;br /&gt;
*'''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.&lt;br /&gt;
&lt;br /&gt;
*'''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
*'''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
*'''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
===Studying the archotech structures===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
===List of items===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Awakening the core==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
=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 void 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;
==Entering the Void==&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing pain 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 adrift into the void. He/She stands on the shorelines of an infinite black ocean of power, and it beckons him in. (name) shakes himself/herself back to reality.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the core of the void. ''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 you will be prompted with two options to conclude the quest:&lt;br /&gt;
&lt;br /&gt;
===Disrupt the link===&lt;br /&gt;
&lt;br /&gt;
{{Quote|Nearby archotech devices support the sphere along fragile connections. (name) could disrupt them, closing the link between worlds and putting an end to the terrifying phenomena that have plagued your home.}}&lt;br /&gt;
&lt;br /&gt;
If you disrupt the link, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All [[entities]] on your map outside containment are instantly killed&lt;br /&gt;
* The unnatural darkness lifts&lt;br /&gt;
* All factions that you could ally will receive +50 goodwill (a one-time bonus)&lt;br /&gt;
* All colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days &lt;br /&gt;
* The colonist that disrupted the link instead gains a {{+|14}} '''Closed the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith becomes dormant, random Anomaly events return to the same level as before you awoke it&lt;br /&gt;
* The monolith wreck can still be studied for advanced Anomaly research points&lt;br /&gt;
* The colonist that disrupted the link returns to your colony at the monolith site after a short delay&lt;br /&gt;
&lt;br /&gt;
===Embrace the void===&lt;br /&gt;
&lt;br /&gt;
{{Quote|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;
If you embrace the void, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All [[entities]] on your map outside containment are instantly killed&lt;br /&gt;
* The unnatural darkness lifts&lt;br /&gt;
* The colonist that embraced the void gains the Void Touched and Inhumanization hediffs:&lt;br /&gt;
** '''Void Touched''':&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;
*** The colonist randomly mutters, which upsets other colonists with a stackable {{--|2}} mood debuff (like the [[Disturbing]] trait)&lt;br /&gt;
** '''Inhumanized''' (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;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
* The colonist that embraced the void 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;
* The colonist that embraced the void gains the '''Death Refusal''' ability:&lt;br /&gt;
** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** 4 charges, never recharges&lt;br /&gt;
* The colonist that embraced the void gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith remains active at &amp;quot;advanced&amp;quot; activity; 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;
* The colonist that embraced the void returns to your colony at the monolith site after a short delay&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>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=145473</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=145473"/>
		<updated>2024-05-07T02:49:06Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Summary */ further details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]] with ids flr crosslinking, ability icons (where relevant) and mechanical details}}&lt;br /&gt;
Creepjoiners are an exclusive event for the [[Anomaly]] DLC. You can encounter creepjoiners even if you have not yet activated the [[monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too. &lt;br /&gt;
&lt;br /&gt;
If rejected, they can either depart peacefully or become hostile.&lt;br /&gt;
&lt;br /&gt;
Joiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
Creepjoiners cannot be studied, but some of their side effects such as [[entities]] can be.&lt;br /&gt;
&lt;br /&gt;
The [[monolith]] does not need to be active for creepjoiners to appear.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Main creepjoiner types (each has its unique backstory and equipment):&lt;br /&gt;
&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker — Has the [[Beautiful]] trait in addition to their other benefit&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer — Usually missing both eyes, which can be replaced with surgery&lt;br /&gt;
* Timeless one — Usually a very young adult&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human — Has the [[Traits#Skills|perfect memory]] trait and a high value in all skills. The trait prevents their skills from degrading.&lt;br /&gt;
* Occultist — Has a bonus to research &lt;br /&gt;
* Shambler overlord — Has an ability to create create friendly [[shambler]]s&lt;br /&gt;
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.&lt;br /&gt;
* Alchemist — Has a Transmute Steel ability with a 24 hour cooldown, which randomly converts one stack of [[steel]] or a steel slag chunk into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]].&lt;br /&gt;
* Joybringer — Has the [[Joyous]] trait, which provides a passive +3 mood boost to all pawns in your colony anywhere on the map&lt;br /&gt;
* Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.&lt;br /&gt;
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* Psychic butcher — Has an ability that can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''&lt;br /&gt;
----&lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
:''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
:* Replicates the effect of a [[healer mech serum]].{{Check Tag|Verify}}&lt;br /&gt;
:* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].&lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
:* Range: Touch&lt;br /&gt;
:* Warmup Time: {{Ticks|270}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|360000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''&lt;br /&gt;
----&lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
:''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn in [[LoS]].&lt;br /&gt;
:* Range: 4.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|60000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
They can come with a downside as well, which occurs after a 3-30 day delay while living with your colony:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Desertion — The colonist will suddenly depart.&lt;br /&gt;
* Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.&lt;br /&gt;
* Metalhorror — The colonist is infected with a [[metalhorror]].&lt;br /&gt;
* Crumbling mind — The colonist will experience a severe health effect that destroys their brain in a number of days. The crumbling can be healed with a [[healer mech serum]] or by having another joiner use Unnatural Healing.&lt;br /&gt;
* Entity jailbreaker — The colonist will suddenly attempt to free all of your contained [[entities]].&lt;br /&gt;
* Psychic agony — The colonist occasionally “explodes”, inflicting a large amount of psychic [[pain]] on nearby pawns. The pain is often enough to down your other colonists temporarily, and then lingers for multiple days at lower levels. [[Psychic sensitivity]] applies to this effect.&lt;br /&gt;
* Organ decay — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and [[lung]]s.&lt;br /&gt;
* Disturbing — The colonist upsets other colonists, giving them a {{bad|-2}} '''[name] rambling''' moodlet when interacting with them, which can stack up to {{--|12}} mood.&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence — A [[fleshbeast]] emerges from the joiner, killing them in the process.&lt;br /&gt;
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s.&lt;br /&gt;
&lt;br /&gt;
Also they are not able to romance other pawns.{{Check Tag|verify|Confirmed for leathery man. Is this relevant for other types of creepjoiners? Can be overridden with psychic bond}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner is planning to become hostile somehow, they can be downed and recruited normally afterward. At this point, they are not planning anything further and become a &amp;quot;normal&amp;quot; colonist.  Players can preempt most hostile plans and still keep the creepjoiner by immediately anesthetizing and arresting them.&lt;br /&gt;
&lt;br /&gt;
Performing a medical inspection surgery right after recruiting a creepjoiner can sometimes reveal their downside early.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with crumbling minds or organ decay can be paused until you're able to deal with the issue by placing the colonist inside a [[cryptosleep casket]].&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=145274</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=145274"/>
		<updated>2024-05-04T04:38:30Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Drawbacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]] with ids flr crosslinking, ability icons (where relevant) and mechanical details}}&lt;br /&gt;
Creepjoiners are an exclusive event for the [[Anomaly]] DLC. You can encounter creepjoiners even if you have not yet activated the [[monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too. &lt;br /&gt;
&lt;br /&gt;
If rejected, they can either depart peacefully or become hostile.&lt;br /&gt;
&lt;br /&gt;
Joiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
Creepjoiners cannot be studied, but some of their side effects such as [[entities]] can be.&lt;br /&gt;
&lt;br /&gt;
The [[monolith]] does not need to be active for creepjoiners to appear.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Main creepjoiner types (each has its unique backstory and equipment):&lt;br /&gt;
&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer&lt;br /&gt;
* Timeless one&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human — Has the [[Traits#Skills|perfect memory]] trait and a high value in all skills. The trait prevents their skills from degrading.&lt;br /&gt;
* Occultist — Has a bonus to research &lt;br /&gt;
* Shambler overlord — Has an ability to create create friendly [[shambler]]s&lt;br /&gt;
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.&lt;br /&gt;
* Alchemist — Has a Transmute Steel ability with a 24 hour cooldown, which randomly converts one stack of [[steel]] or a steel slag chunk into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]].&lt;br /&gt;
* Joybringer — Has the [[Joyous]] trait, which provides a passive +3 mood boost to all pawns in your colony anywhere on the map&lt;br /&gt;
* Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.&lt;br /&gt;
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* Psychic butcher — Has an ability that can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh.&lt;br /&gt;
* Beautiful - Has the [[Beautiful]] trait. (Only for Deal makers, who will always have this trait alongside at least another benefit)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''&lt;br /&gt;
----&lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
:''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
:* Replicates the effect of a [[healer mech serum]].{{Check Tag|Verify}}&lt;br /&gt;
:* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].&lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
:* Range: Touch&lt;br /&gt;
:* Warmup Time: {{Ticks|270}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|360000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''&lt;br /&gt;
----&lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
:''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn in [[LoS]].&lt;br /&gt;
:* Range: 4.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|60000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
They can come with a downside as well, which occurs after a 3-30 day delay while living with your colony:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Desertion — The colonist will suddenly depart.&lt;br /&gt;
* Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.&lt;br /&gt;
* Metalhorror — The colonist is infected with a [[metalhorror]].&lt;br /&gt;
* Crumbling mind — The colonist will experience a severe health effect that destroys their brain in a number of days. The crumbling can be healed with a [[healer mech serum]] or by another Blind Healer creepjoiner.&lt;br /&gt;
* Entity jailbreaker — The colonist will suddenly attempt to free all of your contained [[entities]].&lt;br /&gt;
* Psychic agony — The colonist occasionally &amp;quot;explodes&amp;quot;, inflicting a large amount of psychic pain on nearby pawns. The pain is often enough to down your other colonists temporarily, and then lingers for multiple days at lower levels. [[Psychic sensitivity]] applies to this effect.&lt;br /&gt;
* Organ decay — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and [[lung]]s.&lt;br /&gt;
* Disturbing — The colonist upsets other colonists, giving them a {{--|2}} '''[name] rambling''' moodlet when interacting with them, which can stack up to {{--|12}} mood.&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence — A [[fleshbeast]] emerges from the joiner, killing them in the process.&lt;br /&gt;
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner is planning to become hostile somehow, they can be downed and recruited normally afterward. At this point, they are not planning anything further and become a &amp;quot;normal&amp;quot; colonist.  Players can preempt most hostile plans and still keep the creepjoiner by immediately anesthetizing and arresting them.&lt;br /&gt;
&lt;br /&gt;
Performing a medical inspection surgery right after recruiting a creepjoiner can sometimes reveal their downside early.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with crumbling minds or organ decay can be paused until you're able to deal with the issue by placing the colonist inside a [[cryptosleep casket]].&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=145273</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=145273"/>
		<updated>2024-05-04T04:38:17Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Drawbacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]] with ids flr crosslinking, ability icons (where relevant) and mechanical details}}&lt;br /&gt;
Creepjoiners are an exclusive event for the [[Anomaly]] DLC. You can encounter creepjoiners even if you have not yet activated the [[monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too. &lt;br /&gt;
&lt;br /&gt;
If rejected, they can either depart peacefully or become hostile.&lt;br /&gt;
&lt;br /&gt;
Joiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
Creepjoiners cannot be studied, but some of their side effects such as [[entities]] can be.&lt;br /&gt;
&lt;br /&gt;
The [[monolith]] does not need to be active for creepjoiners to appear.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Main creepjoiner types (each has its unique backstory and equipment):&lt;br /&gt;
&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer&lt;br /&gt;
* Timeless one&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human — Has the [[Traits#Skills|perfect memory]] trait and a high value in all skills. The trait prevents their skills from degrading.&lt;br /&gt;
* Occultist — Has a bonus to research &lt;br /&gt;
* Shambler overlord — Has an ability to create create friendly [[shambler]]s&lt;br /&gt;
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.&lt;br /&gt;
* Alchemist — Has a Transmute Steel ability with a 24 hour cooldown, which randomly converts one stack of [[steel]] or a steel slag chunk into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]].&lt;br /&gt;
* Joybringer — Has the [[Joyous]] trait, which provides a passive +3 mood boost to all pawns in your colony anywhere on the map&lt;br /&gt;
* Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.&lt;br /&gt;
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* Psychic butcher — Has an ability that can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh.&lt;br /&gt;
* Beautiful - Has the [[Beautiful]] trait. (Only for Deal makers, who will always have this trait alongside at least another benefit)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''&lt;br /&gt;
----&lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
:''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
:* Replicates the effect of a [[healer mech serum]].{{Check Tag|Verify}}&lt;br /&gt;
:* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].&lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
:* Range: Touch&lt;br /&gt;
:* Warmup Time: {{Ticks|270}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|360000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''&lt;br /&gt;
----&lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
:''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn in [[LoS]].&lt;br /&gt;
:* Range: 4.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|60000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
They can come with a downside as well, which occurs after a 3-30 day while living with your colony:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Desertion — The colonist will suddenly depart.&lt;br /&gt;
* Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.&lt;br /&gt;
* Metalhorror — The colonist is infected with a [[metalhorror]].&lt;br /&gt;
* Crumbling mind — The colonist will experience a severe health effect that destroys their brain in a number of days. The crumbling can be healed with a [[healer mech serum]] or by another Blind Healer creepjoiner.&lt;br /&gt;
* Entity jailbreaker — The colonist will suddenly attempt to free all of your contained [[entities]].&lt;br /&gt;
* Psychic agony — The colonist occasionally &amp;quot;explodes&amp;quot;, inflicting a large amount of psychic pain on nearby pawns. The pain is often enough to down your other colonists temporarily, and then lingers for multiple days at lower levels. [[Psychic sensitivity]] applies to this effect.&lt;br /&gt;
* Organ decay — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and [[lung]]s.&lt;br /&gt;
* Disturbing — The colonist upsets other colonists, giving them a {{--|2}} '''[name] rambling''' moodlet when interacting with them, which can stack up to {{--|12}} mood.&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence — A [[fleshbeast]] emerges from the joiner, killing them in the process.&lt;br /&gt;
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner is planning to become hostile somehow, they can be downed and recruited normally afterward. At this point, they are not planning anything further and become a &amp;quot;normal&amp;quot; colonist.  Players can preempt most hostile plans and still keep the creepjoiner by immediately anesthetizing and arresting them.&lt;br /&gt;
&lt;br /&gt;
Performing a medical inspection surgery right after recruiting a creepjoiner can sometimes reveal their downside early.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with crumbling minds or organ decay can be paused until you're able to deal with the issue by placing the colonist inside a [[cryptosleep casket]].&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=145272</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=145272"/>
		<updated>2024-05-04T04:36:59Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Drawbacks */ Psychic agony and disturbing details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]] with ids flr crosslinking, ability icons (where relevant) and mechanical details}}&lt;br /&gt;
Creepjoiners are an exclusive event for the [[Anomaly]] DLC. You can encounter creepjoiners even if you have not yet activated the [[monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too. &lt;br /&gt;
&lt;br /&gt;
If rejected, they can either depart peacefully or become hostile.&lt;br /&gt;
&lt;br /&gt;
Joiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
Creepjoiners cannot be studied, but some of their side effects such as [[entities]] can be.&lt;br /&gt;
&lt;br /&gt;
The [[monolith]] does not need to be active for creepjoiners to appear.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Main creepjoiner types (each has its unique backstory and equipment):&lt;br /&gt;
&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer&lt;br /&gt;
* Timeless one&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human — Has the [[Traits#Skills|perfect memory]] trait and a high value in all skills. The trait prevents their skills from degrading.&lt;br /&gt;
* Occultist — Has a bonus to research &lt;br /&gt;
* Shambler overlord — Has an ability to create create friendly [[shambler]]s&lt;br /&gt;
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.&lt;br /&gt;
* Alchemist — Has a Transmute Steel ability with a 24 hour cooldown, which randomly converts one stack of [[steel]] or a steel slag chunk into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]].&lt;br /&gt;
* Joybringer — Has the [[Joyous]] trait, which provides a passive +3 mood boost to all pawns in your colony anywhere on the map&lt;br /&gt;
* Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.&lt;br /&gt;
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* Psychic butcher — Has an ability that can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh.&lt;br /&gt;
* Beautiful - Has the [[Beautiful]] trait. (Only for Deal makers, who will always have this trait alongside at least another benefit)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''&lt;br /&gt;
----&lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
:''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
:* Replicates the effect of a [[healer mech serum]].{{Check Tag|Verify}}&lt;br /&gt;
:* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].&lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
:* Range: Touch&lt;br /&gt;
:* Warmup Time: {{Ticks|270}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|360000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''&lt;br /&gt;
----&lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
:''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn in [[LoS]].&lt;br /&gt;
:* Range: 4.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|60000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
They can come with a downside as well, which occurs after a 3-30 day while living with your colony:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Desertion — The colonist will suddenly depart.&lt;br /&gt;
* Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.&lt;br /&gt;
* Metalhorror — The colonist is infected with a [[metalhorror]].&lt;br /&gt;
* Crumbling mind — The colonist will experience a severe health effect that destroys their brain in a number of days. The crumbling can be healed with a [[healer mech serum]] or by another Blind Healer creepjoiner.&lt;br /&gt;
* Entity jailbreaker — The colonist will suddenly attempt to free all of your contained [[entities]]. (May be caused by &lt;br /&gt;
* Psychic agony — The colonist occasionally &amp;quot;explodes&amp;quot;, inflicting a large amount of psychic pain on nearby pawns. The pain is often enough to down your other colonists temporarily, and then lingers for multiple days at lower levels. [[Psychic sensitivity]] applies to this effect.&lt;br /&gt;
* Organ decay — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and [[lung]]s.&lt;br /&gt;
* Disturbing — The colonist upsets other colonists, giving them a {{--|2}} '''[name] rambling''' moodlet when interacting with them, which can stack up to {{--|12}} mood.&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence — A [[fleshbeast]] emerges from the joiner, killing them in the process.&lt;br /&gt;
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner is planning to become hostile somehow, they can be downed and recruited normally afterward. At this point, they are not planning anything further and become a &amp;quot;normal&amp;quot; colonist.  Players can preempt most hostile plans and still keep the creepjoiner by immediately anesthetizing and arresting them.&lt;br /&gt;
&lt;br /&gt;
Performing a medical inspection surgery right after recruiting a creepjoiner can sometimes reveal their downside early.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with crumbling minds or organ decay can be paused until you're able to deal with the issue by placing the colonist inside a [[cryptosleep casket]].&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=145225</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=145225"/>
		<updated>2024-05-04T00:26:42Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Monolith endgame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 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 countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
*Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
*Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
*The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
*Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
==Obtaining a ship==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
*The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
*Building your own ship.&lt;br /&gt;
&lt;br /&gt;
===Traveling to the journey offer===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
*'''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
*'''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
*'''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
===Building the ship===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
*The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
*A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
*The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
:'''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
==Ship Launch==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
===Launch preparations===&lt;br /&gt;
*'''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
===Ship defense===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
===Mood management===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
*Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
*Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
==Ending - Leaving the planet==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
=Royal Ascent=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
==Housing the stellarch==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
===Throne &amp;amp; Bed===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
*Area 80, Impressiveness 160&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Grand meditation throne]]&lt;br /&gt;
*1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
*Area 30, Impressiveness 80&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Royal bed]]&lt;br /&gt;
*1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
==Surviving the onslaught==&lt;br /&gt;
*'''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
*'''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
*'''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
*Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
**[[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
*All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
*[[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
**However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
==Ending - Joining the royal court==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
=The Archonexus=&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
*Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
*You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
*Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
*Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
==Gaining wealth/allies==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
===Theoretical wealth transport===&lt;br /&gt;
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
==Founding a new colony==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
===Things to bring===&lt;br /&gt;
*'''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.&lt;br /&gt;
&lt;br /&gt;
*'''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
*'''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
*'''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
===Studying the archotech structures===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
===List of items===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Awakening the core==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
=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 provoke]] 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 void 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;
==Entering the Void==&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing pain 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 adrift into the void. He/She stands on the shorelines of an infinite black ocean of power, and it beckons him in. (name) shakes himself/herself back to reality.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the core of the void. ''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 you will be prompted with two options to conclude the quest:&lt;br /&gt;
&lt;br /&gt;
===Disrupt the link===&lt;br /&gt;
&lt;br /&gt;
{{Quote|Nearby archotech devices support the sphere along fragile connections. (name) could disrupt them, closing the link between worlds and putting an end to the terrifying phenomena that have plagued your home.}}&lt;br /&gt;
&lt;br /&gt;
If you disrupt the link, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All [[entities]] on your map outside containment are instantly killed&lt;br /&gt;
* The unnatural darkness lifts&lt;br /&gt;
* All factions that you could ally will receive +50 goodwill (a one-time bonus)&lt;br /&gt;
* All colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days &lt;br /&gt;
* The colonist that disrupted the link instead gains a {{+|14}} '''Closed the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith becomes dormant, random Anomaly events return to the same level as before you awoke it&lt;br /&gt;
* The monolith wreck can still be studied for advanced Anomaly research points&lt;br /&gt;
* The colonist that disrupted the link returns to your colony at the monolith site after a short delay&lt;br /&gt;
&lt;br /&gt;
===Embrace the void===&lt;br /&gt;
&lt;br /&gt;
{{Quote|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;
If you embrace the void, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All [[entities]] on your map outside containment are instantly killed&lt;br /&gt;
* The unnatural darkness lifts&lt;br /&gt;
* The colonist that embraced the void gains the Void Touched and Inhumanization hediffs:&lt;br /&gt;
** '''Void Touched''':&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;
*** The colonist randomly mutters, which upsets other colonists with a stackable {{--|2}} mood debuff (like the [[Disturbing]] trait)&lt;br /&gt;
** '''Inhumanized''' (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;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
* The colonist that embraced the void 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;
* The colonist that embraced the void gains the '''Death Refusal''' ability:&lt;br /&gt;
** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** 4 charges, never recharges&lt;br /&gt;
* The colonist that embraced the void gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith remains active at &amp;quot;advanced&amp;quot; activity; 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;
* The colonist that embraced the void returns to your colony at the monolith site after a short delay&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>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=145220</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=145220"/>
		<updated>2024-05-03T08:10:00Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Monolith endgame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 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 countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
*Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
*Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
*The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
*Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
==Obtaining a ship==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
*The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
*Building your own ship.&lt;br /&gt;
&lt;br /&gt;
===Traveling to the journey offer===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
*'''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
*'''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
*'''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
===Building the ship===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
*The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
*A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
*The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
:'''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
==Ship Launch==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
===Launch preparations===&lt;br /&gt;
*'''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
===Ship defense===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
===Mood management===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
*Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
*Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
==Ending - Leaving the planet==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
=Royal Ascent=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
==Housing the stellarch==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
===Throne &amp;amp; Bed===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
*Area 80, Impressiveness 160&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Grand meditation throne]]&lt;br /&gt;
*1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
*Area 30, Impressiveness 80&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Royal bed]]&lt;br /&gt;
*1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
==Surviving the onslaught==&lt;br /&gt;
*'''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
*'''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
*'''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
*Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
**[[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
*All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
*[[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
**However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
==Ending - Joining the royal court==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
=The Archonexus=&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
*Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
*You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
*Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
*Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
==Gaining wealth/allies==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
===Theoretical wealth transport===&lt;br /&gt;
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
==Founding a new colony==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
===Things to bring===&lt;br /&gt;
*'''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.&lt;br /&gt;
&lt;br /&gt;
*'''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
*'''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
*'''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
===Studying the archotech structures===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
===List of items===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Awakening the core==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
=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 provoke]] 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 three stuctures, 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 void 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;
==Entering the Void==&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing pain 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 adrift into the void. He/She stands on the shorelines of an infinite black ocean of power, and it beckons him in. (name) shakes himself/herself back to reality.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the core of the void. ''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 you will be prompted with two options to conclude the quest:&lt;br /&gt;
&lt;br /&gt;
===Disrupt the link===&lt;br /&gt;
&lt;br /&gt;
{{Quote|Nearby archotech devices support the sphere along fragile connections. (name) could disrupt them, closing the link between worlds and putting an end to the terrifying phenomena that have plagued your home.}}&lt;br /&gt;
&lt;br /&gt;
If you disrupt the link, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All [[entities]] on your map outside containment are instantly killed&lt;br /&gt;
* The unnatural darkness lifts&lt;br /&gt;
* All factions that you could ally will receive +50 goodwill (a one-time bonus)&lt;br /&gt;
* All colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days &lt;br /&gt;
* The colonist that disrupted the link instead gains a {{+|14}} '''Closed the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith becomes dormant, random Anomaly events return to the same level as before you awoke it&lt;br /&gt;
* The monolith wreck can still be studied for advanced Anomaly research points&lt;br /&gt;
* The colonist that disrupted the link returns to your colony at the monolith site after a short delay&lt;br /&gt;
&lt;br /&gt;
===Embrace the void===&lt;br /&gt;
&lt;br /&gt;
{{Quote|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;
If you embrace the void, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All [[entities]] on your map outside containment are instantly killed&lt;br /&gt;
* The unnatural darkness lifts&lt;br /&gt;
* The colonist that embraced the void gains the Void Touched and Inhumanization hediffs:&lt;br /&gt;
** '''Void Touched''':&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;
*** The colonist randomly mutters, which upsets other colonists with a stackable {{--|2}} mood debuff (like the [[Disturbing]] trait)&lt;br /&gt;
** '''Inhumanized''' (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;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
* The colonist that embraced the void 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;
* The colonist that embraced the void gains the '''Death Refusal''' ability:&lt;br /&gt;
** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** 4 charges, never recharges&lt;br /&gt;
* The colonist that embraced the void gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith remains active at &amp;quot;advanced&amp;quot; activity; 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;
* The colonist that embraced the void returns to your colony at the monolith site after a short delay&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>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=145218</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=145218"/>
		<updated>2024-05-03T07:28:01Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Monolith endgame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 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 countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
*Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
*Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
*The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
*Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
==Obtaining a ship==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
*The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
*Building your own ship.&lt;br /&gt;
&lt;br /&gt;
===Traveling to the journey offer===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
*'''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
*'''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
*'''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
===Building the ship===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
*The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
*A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
*The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
:'''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
==Ship Launch==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
===Launch preparations===&lt;br /&gt;
*'''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
===Ship defense===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
===Mood management===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
*Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
*Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
==Ending - Leaving the planet==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
=Royal Ascent=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
==Housing the stellarch==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
===Throne &amp;amp; Bed===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
*Area 80, Impressiveness 160&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Grand meditation throne]]&lt;br /&gt;
*1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
*Area 30, Impressiveness 80&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Royal bed]]&lt;br /&gt;
*1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
==Surviving the onslaught==&lt;br /&gt;
*'''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
*'''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
*'''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
*Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
**[[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
*All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
*[[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
**However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
==Ending - Joining the royal court==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
=The Archonexus=&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
*Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
*You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
*Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
*Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
==Gaining wealth/allies==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
===Theoretical wealth transport===&lt;br /&gt;
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
==Founding a new colony==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
===Things to bring===&lt;br /&gt;
*'''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.&lt;br /&gt;
&lt;br /&gt;
*'''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
*'''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
*'''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
===Studying the archotech structures===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
===List of items===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Awakening the core==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
=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 provoke]] 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 three stuctures, 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 void that ''one'' colonist can enter. '''The specific colonist you select is important, see below.'''&lt;br /&gt;
&lt;br /&gt;
==Entering the Void==&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing pain 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 adrift into the void. He/She stands on the shorelines of an infinite black ocean of power, and it beckons him in. (name) shakes himself/herself back to reality.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the core of the void. ''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 you will be prompted with two options to conclude the quest:&lt;br /&gt;
&lt;br /&gt;
===Disrupt the link===&lt;br /&gt;
&lt;br /&gt;
{{Quote|Nearby archotech devices support the sphere along fragile connections. (name) could disrupt them, closing the link between worlds and putting an end to the terrifying phenomena that have plagued your home.}}&lt;br /&gt;
&lt;br /&gt;
If you disrupt the link, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All [[entities]] on your map outside containment are instantly killed&lt;br /&gt;
* The unnatural darkness lifts&lt;br /&gt;
* All factions that you could ally will receive +50 goodwill (a one-time bonus)&lt;br /&gt;
* All colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days &lt;br /&gt;
* The colonist that disrupted the link instead gains a {{+|14}} '''Closed the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith becomes dormant, random Anomaly events return to the same level as before you awoke it&lt;br /&gt;
* The monolith wreck can still be studied for advanced Anomaly research points&lt;br /&gt;
* The colonist that disrupted the link returns to your colony at the monolith site after a short delay&lt;br /&gt;
&lt;br /&gt;
===Embrace the void===&lt;br /&gt;
&lt;br /&gt;
{{Quote|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;
If you embrace the void, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All [[entities]] on your map outside containment are instantly killed&lt;br /&gt;
* The unnatural darkness lifts&lt;br /&gt;
* The colonist that embraced the void gains the Void Touched and Inhumanization hediffs:&lt;br /&gt;
** '''Void Touched''':&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;
*** The colonist randomly mutters, which upsets other colonists with a stackable {{--|2}} mood debuff (like the [[Disturbing]] trait)&lt;br /&gt;
** '''Inhumanized''' (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;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
* The colonist that embraced the void 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;
* The colonist that embraced the void gains the '''Death Refusal''' ability:&lt;br /&gt;
** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** 4 charges, never recharges&lt;br /&gt;
* The colonist that embraced the void gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith remains active at &amp;quot;advanced&amp;quot; activity; 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;
* The colonist that embraced the void returns to your colony at the monolith site after a short delay&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>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=145214</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=145214"/>
		<updated>2024-05-03T06:53:29Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Monolith endgame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 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 countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
*Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
*Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
*The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
*Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
==Obtaining a ship==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
*The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
*Building your own ship.&lt;br /&gt;
&lt;br /&gt;
===Traveling to the journey offer===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
*'''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
*'''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
*'''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
===Building the ship===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
*The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
*A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
*The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
:'''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
==Ship Launch==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
===Launch preparations===&lt;br /&gt;
*'''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
===Ship defense===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
===Mood management===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
*Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
*Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
==Ending - Leaving the planet==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
=Royal Ascent=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
==Housing the stellarch==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
===Throne &amp;amp; Bed===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
*Area 80, Impressiveness 160&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Grand meditation throne]]&lt;br /&gt;
*1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
*Area 30, Impressiveness 80&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Royal bed]]&lt;br /&gt;
*1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
==Surviving the onslaught==&lt;br /&gt;
*'''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
*'''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
*'''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
*Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
**[[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
*All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
*[[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
**However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
==Ending - Joining the royal court==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
=The Archonexus=&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
*Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
*You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
*Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
*Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
==Gaining wealth/allies==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
===Theoretical wealth transport===&lt;br /&gt;
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
==Founding a new colony==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
===Things to bring===&lt;br /&gt;
*'''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.&lt;br /&gt;
&lt;br /&gt;
*'''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
*'''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
*'''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
===Studying the archotech structures===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
===List of items===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Awakening the core==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
=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 provoke]] 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 three stuctures, 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 6), the monolith will become a portal to the void that ''one'' colonist can enter. '''The specific colonist you select is important, see below.'''&lt;br /&gt;
&lt;br /&gt;
==Entering the Void==&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing pain 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 adrift into the void. He/She stands on the shorelines of an infinite black ocean of power, and it beckons him in. (name) shakes himself/herself back to reality.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the core of the void. ''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 you will be prompted with two options to conclude the quest:&lt;br /&gt;
&lt;br /&gt;
===Disrupt the link===&lt;br /&gt;
&lt;br /&gt;
{{Quote|Nearby archotech devices support the sphere along fragile connections. (name) could disrupt them, closing the link between worlds and putting an end to the terrifying phenomena that have plagued your home.}}&lt;br /&gt;
&lt;br /&gt;
If you disrupt the link, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All [[entities]] on your map outside containment are instantly killed&lt;br /&gt;
* The unnatural darkness lifts&lt;br /&gt;
* All factions that you could ally will receive +50 goodwill (a one-time bonus)&lt;br /&gt;
* All colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days &lt;br /&gt;
* The colonist that disrupted the link instead gains a {{+|14}} '''Closed the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith becomes dormant, random Anomaly events return to the same level as before you awoke it&lt;br /&gt;
* The monolith wreck can still be studied for advanced Anomaly research points&lt;br /&gt;
* The colonist that disrupted the link returns to your colony at the monolith site after a short delay&lt;br /&gt;
&lt;br /&gt;
===Embrace the void===&lt;br /&gt;
&lt;br /&gt;
{{Quote|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;
If you embrace the void, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All [[entities]] on your map outside containment are instantly killed&lt;br /&gt;
* The unnatural darkness lifts&lt;br /&gt;
* The colonist that embraced the void gains the Void Touched and Inhumanization hediffs:&lt;br /&gt;
** '''Void Touched''':&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;
*** The colonist randomly mutters, which upsets other colonists with a stackable {{--|2}} mood debuff (like the [[Disturbing]] trait)&lt;br /&gt;
** '''Inhumanized''' (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;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
* The colonist that embraced the void 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;
* The colonist that embraced the void gains the '''Death Refusal''' ability:&lt;br /&gt;
** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** 4 charges, never recharges&lt;br /&gt;
* The colonist that embraced the void gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith remains active at &amp;quot;advanced&amp;quot; activity; 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;
* The colonist that embraced the void returns to your colony at the monolith site after a short delay&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>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=145213</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=145213"/>
		<updated>2024-05-03T06:47:34Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Entering the Void */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 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 countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
*Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
*Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
*The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
*Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
==Obtaining a ship==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
*The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
*Building your own ship.&lt;br /&gt;
&lt;br /&gt;
===Traveling to the journey offer===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
*'''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
*'''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
*'''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
===Building the ship===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
*The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
*A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
*The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
:'''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
==Ship Launch==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
===Launch preparations===&lt;br /&gt;
*'''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
===Ship defense===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
===Mood management===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
*Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
*Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
==Ending - Leaving the planet==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
=Royal Ascent=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
==Housing the stellarch==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
===Throne &amp;amp; Bed===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
*Area 80, Impressiveness 160&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Grand meditation throne]]&lt;br /&gt;
*1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
*Area 30, Impressiveness 80&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Royal bed]]&lt;br /&gt;
*1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
==Surviving the onslaught==&lt;br /&gt;
*'''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
*'''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
*'''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
*Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
**[[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
*All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
*[[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
**However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
==Ending - Joining the royal court==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
=The Archonexus=&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
*Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
*You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
*Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
*Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
==Gaining wealth/allies==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
===Theoretical wealth transport===&lt;br /&gt;
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
==Founding a new colony==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
===Things to bring===&lt;br /&gt;
*'''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.&lt;br /&gt;
&lt;br /&gt;
*'''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
*'''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
*'''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
===Studying the archotech structures===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
===List of items===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Awakening the core==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
=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 provoke]] 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 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, three [[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 three stuctures, 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 6), the monolith will become a portal to the void that ''one'' colonist can enter. '''The specific colonist you select is important, see below.'''&lt;br /&gt;
&lt;br /&gt;
==Entering the Void==&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing pain 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 adrift into the void. He/She stands on the shorelines of an infinite black ocean of power, and it beckons him in. (name) shakes himself/herself back to reality.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the core of the void. ''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 you will be prompted with two options to conclude the quest:&lt;br /&gt;
&lt;br /&gt;
===Disrupt the link===&lt;br /&gt;
&lt;br /&gt;
{{Quote|Nearby archotech devices support the sphere along fragile connections. (name) could disrupt them, closing the link between worlds and putting an end to the terrifying phenomena that have plagued your home.}}&lt;br /&gt;
&lt;br /&gt;
If you disrupt the link, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All [[entities]] on your map outside containment are instantly killed&lt;br /&gt;
* The unnatural darkness lifts&lt;br /&gt;
* All factions that you could ally will receive +50 goodwill (a one-time bonus)&lt;br /&gt;
* All colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days &lt;br /&gt;
* The colonist that disrupted the link instead gains a {{+|14}} '''Closed the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith becomes dormant, random Anomaly events return to the same level as before you awoke it&lt;br /&gt;
* The monolith wreck can still be studied for advanced Anomaly research points&lt;br /&gt;
* The colonist that disrupted the link returns to your colony at the monolith site after a short delay&lt;br /&gt;
&lt;br /&gt;
===Embrace the void===&lt;br /&gt;
&lt;br /&gt;
{{Quote|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;
If you embrace the void, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All [[entities]] on your map outside containment are instantly killed&lt;br /&gt;
* The unnatural darkness lifts&lt;br /&gt;
* The colonist that embraced the void gains the Void Touched and Inhumanization hediffs:&lt;br /&gt;
** '''Void Touched''':&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;
*** The colonist randomly mutters, which upsets other colonists with a stackable {{--|2}} mood debuff (like the [[Disturbing]] trait)&lt;br /&gt;
** '''Inhumanized''' (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;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
* The colonist that embraced the void 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;
* The colonist that embraced the void gains the '''Death Refusal''' ability:&lt;br /&gt;
** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** 4 charges, never recharges&lt;br /&gt;
* The colonist that embraced the void gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith remains active at &amp;quot;advanced&amp;quot; activity; 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;
* The colonist that embraced the void returns to your colony at the monolith site after a short delay&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>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=145212</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=145212"/>
		<updated>2024-05-03T06:45:04Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* The Void */ small patch/fact fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 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 countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
*Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
*Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
*The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
*Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
==Obtaining a ship==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
*The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
*Building your own ship.&lt;br /&gt;
&lt;br /&gt;
===Traveling to the journey offer===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
*'''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
*'''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
*'''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
===Building the ship===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
*The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
*A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
*The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
:'''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
==Ship Launch==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
===Launch preparations===&lt;br /&gt;
*'''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
===Ship defense===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
===Mood management===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
*Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
*Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
==Ending - Leaving the planet==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
=Royal Ascent=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
==Housing the stellarch==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
===Throne &amp;amp; Bed===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
*Area 80, Impressiveness 160&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Grand meditation throne]]&lt;br /&gt;
*1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
*Area 30, Impressiveness 80&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Royal bed]]&lt;br /&gt;
*1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
==Surviving the onslaught==&lt;br /&gt;
*'''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
*'''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
*'''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
*Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
**[[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
*All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
*[[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
**However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
==Ending - Joining the royal court==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
=The Archonexus=&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
*Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
*You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
*Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
*Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
==Gaining wealth/allies==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
===Theoretical wealth transport===&lt;br /&gt;
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
==Founding a new colony==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
===Things to bring===&lt;br /&gt;
*'''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.&lt;br /&gt;
&lt;br /&gt;
*'''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
*'''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
*'''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
===Studying the archotech structures===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
===List of items===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Awakening the core==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
=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 provoke]] 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 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, three [[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 three stuctures, 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 6), the monolith will become a portal to the void that ''one'' colonist can enter. '''The specific colonist you select is important, see below.'''&lt;br /&gt;
&lt;br /&gt;
==Entering the Void==&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing pain 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 adrift into the void. He/She stands on the shorelines of an infinite black ocean of power, and it beckons him in. (name) shakes himself/herself back to reality.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the core of the void. ''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 you will be prompted with two options to conclude the quest:&lt;br /&gt;
&lt;br /&gt;
===Disrupt the link===&lt;br /&gt;
&lt;br /&gt;
{{Quote|Nearby archotech devices support the sphere along fragile connections. (name) could disrupt them, closing the link between worlds and putting an end to the terrifying phenomena that have plagued your home.}}&lt;br /&gt;
&lt;br /&gt;
If you disrupt the link, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All entities on your map outside containment are instantly killed&lt;br /&gt;
* All factions that you could ally will receive +50 goodwill (a one-time bonus)&lt;br /&gt;
* All colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days &lt;br /&gt;
* The colonist that disrupted the link instead gains a {{+|14}} '''Closed the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith becomes dormant, random Anomaly events return to the same level as before you awoke it&lt;br /&gt;
* The monolith wreck can still be studied for advanced Anomaly research points&lt;br /&gt;
* The colonist that disrupted the link returns to your colony at the monolith site after a short delay&lt;br /&gt;
&lt;br /&gt;
===Embrace the void===&lt;br /&gt;
&lt;br /&gt;
{{Quote|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;
If you embrace the void, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* The colonist that embraced the void gains the Void Touched and Inhumanization traits:&lt;br /&gt;
** '''Void Touched''':&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;
*** The colonist randomly mutters, which upsets other colonists with a stackable {{--|2}} mood debuff (like the [[Disturbing]] trait)&lt;br /&gt;
** '''Inhumanized''' (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;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
* The colonist that embraced the void 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;
* The colonist that embraced the void gains the '''Death Refusal''' ability:&lt;br /&gt;
** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** 4 charges, never recharges&lt;br /&gt;
* The colonist that embraced the void gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith remains active at &amp;quot;advanced&amp;quot; activity; 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;
* The colonist that embraced the void returns to your colony at the monolith site after a short delay&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>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=145211</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=145211"/>
		<updated>2024-05-03T06:36:21Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* The Codex */ all&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 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 countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
*Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
*Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
*The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
*Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
==Obtaining a ship==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
*The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
*Building your own ship.&lt;br /&gt;
&lt;br /&gt;
===Traveling to the journey offer===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
*'''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
*'''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
*'''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
===Building the ship===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
*The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
*A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
*The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
:'''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
==Ship Launch==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
===Launch preparations===&lt;br /&gt;
*'''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
===Ship defense===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
===Mood management===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
*Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
*Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
==Ending - Leaving the planet==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
=Royal Ascent=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
==Housing the stellarch==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
===Throne &amp;amp; Bed===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
*Area 80, Impressiveness 160&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Grand meditation throne]]&lt;br /&gt;
*1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
*Area 30, Impressiveness 80&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Royal bed]]&lt;br /&gt;
*1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
==Surviving the onslaught==&lt;br /&gt;
*'''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
*'''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
*'''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
*Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
**[[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
*All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
*[[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
**However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
==Ending - Joining the royal court==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
=The Archonexus=&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
*Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
*You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
*Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
*Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
==Gaining wealth/allies==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
===Theoretical wealth transport===&lt;br /&gt;
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
==Founding a new colony==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
===Things to bring===&lt;br /&gt;
*'''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.&lt;br /&gt;
&lt;br /&gt;
*'''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
*'''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
*'''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
===Studying the archotech structures===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
===List of items===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Awakening the core==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
=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 which can be reviewed by selecting the monolith, 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;
Once you have encountered '''all 8 basic entities''', 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;
After researching the [[Void provoke]] 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;
==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 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, three [[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 three stuctures, 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 6), the monolith will become a portal to the void that ''one'' colonist can enter. '''The specific colonist you select is important, see below.'''&lt;br /&gt;
&lt;br /&gt;
==Entering the Void==&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing pain 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 adrift into the void. He/She stands on the shorelines of an infinite black ocean of power, and it beckons him in. (name) shakes himself/herself back to reality.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the core of the void. ''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 you will be prompted with two options to conclude the quest:&lt;br /&gt;
&lt;br /&gt;
===Disrupt the link===&lt;br /&gt;
&lt;br /&gt;
{{Quote|Nearby archotech devices support the sphere along fragile connections. (name) could disrupt them, closing the link between worlds and putting an end to the terrifying phenomena that have plagued your home.}}&lt;br /&gt;
&lt;br /&gt;
If you disrupt the link, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All entities on your map outside containment are instantly killed&lt;br /&gt;
* All factions that you could ally will receive +50 goodwill (a one-time bonus)&lt;br /&gt;
* All colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days &lt;br /&gt;
* The colonist that disrupted the link instead gains a {{+|14}} '''Closed the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith becomes dormant, random Anomaly events return to the same level as before you awoke it&lt;br /&gt;
* The monolith wreck can still be studied for advanced Anomaly research points&lt;br /&gt;
* The colonist that disrupted the link returns to your colony at the monolith site after a short delay&lt;br /&gt;
&lt;br /&gt;
===Embrace the void===&lt;br /&gt;
&lt;br /&gt;
{{Quote|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;
If you embrace the void, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* The colonist that embraced the void gains the Void Touched and Inhumanization traits:&lt;br /&gt;
** '''Void Touched''':&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;
** '''Inhumanized''' (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;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
*** The colonist randomly mutters, which upsets other colonists with a stackable -2 mood debuff (like the [[Disturbing]] trait)&lt;br /&gt;
* The colonist that embraced the void 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;
* The colonist that embraced the void gains the '''Death Refusal''' ability:&lt;br /&gt;
** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** 4 charges, never recharges&lt;br /&gt;
* The colonist that embraced the void gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith remains active at &amp;quot;advanced&amp;quot; activity; 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;
* The colonist that embraced the void returns to your colony at the monolith site after a short delay&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>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=145210</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=145210"/>
		<updated>2024-05-03T06:33:14Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* The Void */ full quest details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 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 countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
*Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
*Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
*The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
*Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
==Obtaining a ship==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
*The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
*Building your own ship.&lt;br /&gt;
&lt;br /&gt;
===Traveling to the journey offer===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
*'''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
*'''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
*'''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
===Building the ship===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
*The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
*A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
*The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
:'''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
==Ship Launch==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
===Launch preparations===&lt;br /&gt;
*'''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
===Ship defense===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
===Mood management===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
*Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
*Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
==Ending - Leaving the planet==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
=Royal Ascent=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
==Housing the stellarch==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
===Throne &amp;amp; Bed===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
*Area 80, Impressiveness 160&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Grand meditation throne]]&lt;br /&gt;
*1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
*Area 30, Impressiveness 80&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Royal bed]]&lt;br /&gt;
*1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
==Surviving the onslaught==&lt;br /&gt;
*'''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
*'''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
*'''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
*Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
**[[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
*All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
*[[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
**However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
==Ending - Joining the royal court==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
=The Archonexus=&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
*Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
*You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
*Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
*Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
==Gaining wealth/allies==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
===Theoretical wealth transport===&lt;br /&gt;
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
==Founding a new colony==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
===Things to bring===&lt;br /&gt;
*'''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.&lt;br /&gt;
&lt;br /&gt;
*'''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
*'''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
*'''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
===Studying the archotech structures===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
===List of items===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Awakening the core==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
=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 which can be reviewed by selecting the monolith, 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;
Once you have encountered all '''all 8 basic entities''', 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;
After researching the [[Void provoke]] 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;
==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 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, three [[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 three stuctures, 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 6), the monolith will become a portal to the void that ''one'' colonist can enter. '''The specific colonist you select is important, see below.'''&lt;br /&gt;
&lt;br /&gt;
==Entering the Void==&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing pain 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 adrift into the void. He/She stands on the shorelines of an infinite black ocean of power, and it beckons him in. (name) shakes himself/herself back to reality.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the core of the void. ''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 you will be prompted with two options to conclude the quest:&lt;br /&gt;
&lt;br /&gt;
===Disrupt the link===&lt;br /&gt;
&lt;br /&gt;
{{Quote|Nearby archotech devices support the sphere along fragile connections. (name) could disrupt them, closing the link between worlds and putting an end to the terrifying phenomena that have plagued your home.}}&lt;br /&gt;
&lt;br /&gt;
If you disrupt the link, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All entities on your map outside containment are instantly killed&lt;br /&gt;
* All factions that you could ally will receive +50 goodwill (a one-time bonus)&lt;br /&gt;
* All colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days &lt;br /&gt;
* The colonist that disrupted the link instead gains a {{+|14}} '''Closed the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith becomes dormant, random Anomaly events return to the same level as before you awoke it&lt;br /&gt;
* The monolith wreck can still be studied for advanced Anomaly research points&lt;br /&gt;
* The colonist that disrupted the link returns to your colony at the monolith site after a short delay&lt;br /&gt;
&lt;br /&gt;
===Embrace the void===&lt;br /&gt;
&lt;br /&gt;
{{Quote|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;
If you embrace the void, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* The colonist that embraced the void gains the Void Touched and Inhumanization traits:&lt;br /&gt;
** '''Void Touched''':&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;
** '''Inhumanized''' (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;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
*** The colonist randomly mutters, which upsets other colonists with a stackable -2 mood debuff (like the [[Disturbing]] trait)&lt;br /&gt;
* The colonist that embraced the void 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;
* The colonist that embraced the void gains the '''Death Refusal''' ability:&lt;br /&gt;
** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** 4 charges, never recharges&lt;br /&gt;
* The colonist that embraced the void gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The monolith remains active at &amp;quot;advanced&amp;quot; activity; 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;
* The colonist that embraced the void returns to your colony at the monolith site after a short delay&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>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=145191</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=145191"/>
		<updated>2024-05-03T04:59:54Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Entering the Void */ note about it not being over&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 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 countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
*Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
*Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
*The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
*Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
==Obtaining a ship==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
*The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
*Building your own ship.&lt;br /&gt;
&lt;br /&gt;
===Traveling to the journey offer===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
*'''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
*'''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
*'''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
===Building the ship===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
*The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
*A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
*The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
:'''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
==Ship Launch==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
===Launch preparations===&lt;br /&gt;
*'''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
===Ship defense===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
===Mood management===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
*Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
*Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
==Ending - Leaving the planet==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
=Royal Ascent=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
==Housing the stellarch==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
===Throne &amp;amp; Bed===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
*Area 80, Impressiveness 160&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Grand meditation throne]]&lt;br /&gt;
*1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
*Area 30, Impressiveness 80&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Royal bed]]&lt;br /&gt;
*1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
==Surviving the onslaught==&lt;br /&gt;
*'''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
*'''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
*'''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
*Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
**[[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
*All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
*[[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
**However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
==Ending - Joining the royal court==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
=The Archonexus=&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
*Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
*You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
*Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
*Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
==Gaining wealth/allies==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
===Theoretical wealth transport===&lt;br /&gt;
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
==Founding a new colony==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
===Things to bring===&lt;br /&gt;
*'''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.&lt;br /&gt;
&lt;br /&gt;
*'''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
*'''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
*'''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
===Studying the archotech structures===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
===List of items===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Awakening the core==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
=The Void=&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
==Researching the odd-shaped debris==&lt;br /&gt;
&lt;br /&gt;
==Triggering the structure==&lt;br /&gt;
&lt;br /&gt;
==Entering the Void==&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing pain 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 adrift into the void. He/She stands on the shorelines of an infinite black ocean of power, and it beckons him in. (name) shakes himself/herself back to reality.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist that activated the monolith will be teleported to the core of the void. ''Keep in mind that all other colonists are still subject to attacks from outside.''&lt;br /&gt;
&lt;br /&gt;
Move the colonist over to the center, and you will be prompted two options other than &amp;quot;Postpone&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
===Disrupt the link===&lt;br /&gt;
&lt;br /&gt;
{{Quote|Nearby archotech devices support the sphere along fragile connections. (name) could disrupt them, closing the link between worlds and putting an end to the terrifying phenomena that have plagued your home.}}&lt;br /&gt;
&lt;br /&gt;
If you disrupt the link, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All entities on your map outside containment are instantly killed. &lt;br /&gt;
* All factions that you could ally will receive +50 goodwill (a one-time bonus)&lt;br /&gt;
* All colonists gain a +8 Void Closed moodlet for 30 days &lt;br /&gt;
* The colonist that disrupted the link instead gains a +14 Closed the Void moolet  for 60 days&lt;br /&gt;
* The monolith becomes dormant, random Anomaly events return to the same level as before you awoke it&lt;br /&gt;
* The monolith wreck can still be studied for advanced Anomaly research points&lt;br /&gt;
* The colonist that disrupted the link returns to your colony at the monolith site after a short delay&lt;br /&gt;
&lt;br /&gt;
===Embrace the void===&lt;br /&gt;
&lt;br /&gt;
{{Quote|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;
If you embrace the void, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* The colonist that embraced the void gains the Void Touched and Inhumanization traits:&lt;br /&gt;
** '''Void Touched''':&lt;br /&gt;
*** 100 HP regeneration/day&lt;br /&gt;
*** Rapidly regrows limbs and organs (like a [[ghoul]])&lt;br /&gt;
*** ×200% Study Efficiency&lt;br /&gt;
*** ×200% Psychic sensitivity&lt;br /&gt;
*** Disables the need for sleep&lt;br /&gt;
*** Disables the need for comfort&lt;br /&gt;
** '''Inhumanized''' (if colonist didn't already have it):&lt;br /&gt;
*** Pain ×50%&lt;br /&gt;
*** Unable to form social relationships&lt;br /&gt;
*** Minimum comfortable temperature -16.0C&lt;br /&gt;
*** -12 Animals skill&lt;br /&gt;
*** -12 Artistic skill&lt;br /&gt;
*** -12 Social skill&lt;br /&gt;
*** Disables the need for beauty&lt;br /&gt;
*** Disables the need for outdoors&lt;br /&gt;
*** Permanent +8 Void Pleasure moodlet&lt;br /&gt;
*** The colonist randomly mutters, which upsets other colonists with a stackable -2 mood debuff (like the [[Disturbing]] trait)&lt;br /&gt;
* The colonist that embraced the void 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;
* The colonist that embraced the void gains the '''Death Refusal''' ability:&lt;br /&gt;
** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** 4 charges, never recharges&lt;br /&gt;
* The colonist that embraced the void gains a +14 Embraced the Void moodlet for 60 days&lt;br /&gt;
* The monolith remains active at level 2 activity; dangerous Anomaly events continue to occur frequently&lt;br /&gt;
* The monolith can still be studied for advanced Anomaly research points&lt;br /&gt;
* The colonist that embraced the void returns to your colony at the monolith site after a short delay&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>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=145190</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=145190"/>
		<updated>2024-05-03T04:55:30Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Entering the Void */ Expand details hugely&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 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 countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
*Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
*Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
*The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
*Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
==Obtaining a ship==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
*The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
*Building your own ship.&lt;br /&gt;
&lt;br /&gt;
===Traveling to the journey offer===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
*'''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
*'''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
*'''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
===Building the ship===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
*The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
*A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
*The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
:'''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
==Ship Launch==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
===Launch preparations===&lt;br /&gt;
*'''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
===Ship defense===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
===Mood management===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
*Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
*Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
==Ending - Leaving the planet==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
=Royal Ascent=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
==Housing the stellarch==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
===Throne &amp;amp; Bed===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
*Area 80, Impressiveness 160&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Grand meditation throne]]&lt;br /&gt;
*1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
*Area 30, Impressiveness 80&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Royal bed]]&lt;br /&gt;
*1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
==Surviving the onslaught==&lt;br /&gt;
*'''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
*'''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
*'''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
*Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
**[[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
*All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
*[[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
**However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
==Ending - Joining the royal court==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
=The Archonexus=&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
*Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
*You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
*Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
*Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
==Gaining wealth/allies==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
===Theoretical wealth transport===&lt;br /&gt;
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
==Founding a new colony==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
===Things to bring===&lt;br /&gt;
*'''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.&lt;br /&gt;
&lt;br /&gt;
*'''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
*'''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
*'''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
===Studying the archotech structures===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
===List of items===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Awakening the core==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
=The Void=&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
==Researching the odd-shaped debris==&lt;br /&gt;
&lt;br /&gt;
==Triggering the structure==&lt;br /&gt;
&lt;br /&gt;
==Entering the Void==&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing pain 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 adrift into the void. He/She stands on the shorelines of an infinite black ocean of power, and it beckons him in. (name) shakes himself/herself back to reality.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist that activated the monolith will be teleported to the core of the void. ''Keep in mind that all other colonists are still subject to attacks from outside.''&lt;br /&gt;
&lt;br /&gt;
Move the colonist over to the center, and you will be prompted two options other than &amp;quot;Postpone&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
===Disrupt the link===&lt;br /&gt;
&lt;br /&gt;
{{Quote|Nearby archotech devices support the sphere along fragile connections. (name) could disrupt them, closing the link between worlds and putting an end to the terrifying phenomena that have plagued your home.}}&lt;br /&gt;
&lt;br /&gt;
If you disrupt the link, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* All entities on your map outside containment are instantly killed. &lt;br /&gt;
* All factions that you could ally will receive +50 goodwill (a one-time bonus)&lt;br /&gt;
* All colonists gain a +8 Void Closed moodlet for 30 days &lt;br /&gt;
* The colonist that disrupted the link instead gains a +14 Closed the Void moolet  for 60 days&lt;br /&gt;
* The monolith becomes dormant, random Anomaly events return to the same level as before you awoke it&lt;br /&gt;
* The monolith wreck can still be studied for advanced Anomaly research points&lt;br /&gt;
* The colonist that disrupted the link returns to your colony at the monolith site after a short delay&lt;br /&gt;
&lt;br /&gt;
===Embrace the void===&lt;br /&gt;
&lt;br /&gt;
{{Quote|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;
If you embrace the void, the following things will occur:&lt;br /&gt;
&lt;br /&gt;
* The colonist that embraced the void gains the Void Touched and Inhumanization traits:&lt;br /&gt;
** '''Void Touched''':&lt;br /&gt;
*** 100 HP regeneration/day&lt;br /&gt;
*** Rapidly regrows limbs and organs (like a [[ghoul]])&lt;br /&gt;
*** ×200% Study Efficiency&lt;br /&gt;
*** ×200% Psychic sensitivity&lt;br /&gt;
*** Disables the need for sleep&lt;br /&gt;
*** Disables the need for comfort&lt;br /&gt;
** '''Inhumanized''' (if colonist didn't already have it):&lt;br /&gt;
*** Pain ×50%&lt;br /&gt;
*** Unable to form social relationships&lt;br /&gt;
*** Minimum comfortable temperature -16.0C&lt;br /&gt;
*** -12 Animals skill&lt;br /&gt;
*** -12 Artistic skill&lt;br /&gt;
*** -12 Social skill&lt;br /&gt;
*** Disables the need for beauty&lt;br /&gt;
*** Disables the need for outdoors&lt;br /&gt;
*** Permanent +8 Void Pleasure moodlet&lt;br /&gt;
*** The colonist randomly mutters, which upsets other colonists with a stackable -2 mood debuff (like the [[Disturbing]] trait)&lt;br /&gt;
* The colonist that embraced the void 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;
* The colonist that embraced the void gains the '''Death Refusal''' ability:&lt;br /&gt;
** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** 4 charges, never recharges&lt;br /&gt;
* The colonist that embraced the void gains a +14 Embraced the Void moodlet for 60 days&lt;br /&gt;
* The monolith remains active at level 2 activity; dangerous Anomaly events continue to occur frequently&lt;br /&gt;
* The monolith can still be studied for advanced Anomaly research points&lt;br /&gt;
* The colonist that embraced the void returns to your colony at the monolith site after a short delay&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>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=144602</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=144602"/>
		<updated>2024-04-27T02:36:29Z</updated>

		<summary type="html">&lt;p&gt;Karew: Additional type details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]] with ids flr crosslinking, ability icons (where relevant) and mechanical details}}&lt;br /&gt;
Creepy joiners are an exclusive event for the [[Anomaly]] DLC. You can encounter creepy joiners even if you have not yet activated the [[monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too. &lt;br /&gt;
&lt;br /&gt;
If rejected, they can either depart peacefully or become hostile.&lt;br /&gt;
&lt;br /&gt;
Joiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
Creepy joiners cannot be studied, but some of their side effects such as [[entities]] can be.&lt;br /&gt;
&lt;br /&gt;
The [[monolith]] does not need to be active for creepy joiners to appear.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Main creepy joiner types (each has its unique backstory and equipment):&lt;br /&gt;
&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer&lt;br /&gt;
* Timeless one&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human — Has the [[Perfect memory]] trait and a high value in all skills. The trait prevents their skills from degrading.&lt;br /&gt;
* Occultist — Has a bonus to research &lt;br /&gt;
* Unnatural healing — Has a powerful healing ability with a 6 day cooldown. It applies the effect of a [[healer mech serum]] to a pawn, with a 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]]. Cannot self-target.&lt;br /&gt;
* Shambler overlord — Has an ability to create create friendly [[shambler]]s&lt;br /&gt;
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.&lt;br /&gt;
* Alchemist — Has a Transmute Steel ability with a 24 hour cooldown, which randomly converts one stack of [[steel]] or a steel slag chunk into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]].&lt;br /&gt;
* Joybringer — Has the [[Joyous]] trait, which provides a passive +3 mood boost to all pawns in your colony anywhere on the map&lt;br /&gt;
* Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.&lt;br /&gt;
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* Psychic butcher — Has an ability that can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh.&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
They can come with a downside as well, which occurs on a delay after living with your colony for a while:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Desertion — The colonist will suddenly depart.&lt;br /&gt;
* Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.&lt;br /&gt;
* Metalhorror — The colonist is infected with a [[metalhorror]].&lt;br /&gt;
* Crumbling mind — The colonist will experience a severe health effect that destroys their brain in a number of days. The crumbling can be healed with a [[healer mech serum]] or by another Blind Healer creepy joiner.&lt;br /&gt;
* Entity jailbreaker — The colonist will suddenly attempt to free all of your contained [[entities]].&lt;br /&gt;
* Psychic agony — The colonist inflicts a psychic mood debuff on nearby colonists, [[psychic sensitivity]] applies to this effect &lt;br /&gt;
* Organ decay — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and [[lung]]s.&lt;br /&gt;
* Disturbing — The colonist mumbles and gives other colonists a negative mood debuff when interacting with them.&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence — A [[fleshbeast]] emerges from the joiner, killing them in the process.&lt;br /&gt;
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Creepy joiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them.&lt;br /&gt;
&lt;br /&gt;
If a creepy joiner is planning to become hostile somehow, they can be downed and recruited normally afterward. At this point, they are not planning anything further and become a &amp;quot;normal&amp;quot; colonist.&lt;br /&gt;
&lt;br /&gt;
Performing a medical inspection surgery right after recruiting a creepy joiner can sometimes reveal their downside early.&lt;br /&gt;
&lt;br /&gt;
Creepy joiners with crumbling minds or organ decay can be paused until you're able to deal with the issue by placing the colonist inside a [[cryptosleep casket]].&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=144570</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=144570"/>
		<updated>2024-04-25T20:22:51Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Benefits */ fix dash&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
Creepy joiners are an exclusive event for the [[Anomaly]] DLC. You can encounter creepy joiners even if you have not yet activated the [[monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too. &lt;br /&gt;
&lt;br /&gt;
If rejected when they are asking to join your colony, they can either depart peacefully or attack you. &lt;br /&gt;
&lt;br /&gt;
Not all combinations are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
Creepy joiners cannot be studied, but some of their side effects such as [[entities]] can be.&lt;br /&gt;
&lt;br /&gt;
The monolith does not need to be active for them to spawn. &lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Main creepy joiner types (each has its unique backstory and equipment):&lt;br /&gt;
&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer&lt;br /&gt;
* Timeless one&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human — Has the [[Perfect memory]] trait and a high value in all skills. The trait prevents their skills from degrading.&lt;br /&gt;
* Occultist — Research bonus&lt;br /&gt;
* Unnatural healing — Has a powerful healing ability with a 6 day cooldown. It applies the effect of a [[healer mech serum]] to a pawn, with a 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]]. Cannot self-target.&lt;br /&gt;
* Shambler overlord — Has an ability to create create friendly [[shambler]]s&lt;br /&gt;
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.&lt;br /&gt;
* Alchemist — Has a Transmute Steel ability with a 24 hour cooldown, which randomly converts one stack of [[steel]] into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]].&lt;br /&gt;
* Joybringer — Gives a passive +3 mood boost to all nearby pawns in your colony&lt;br /&gt;
* Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.&lt;br /&gt;
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* Psychic butcher — Has an ability that can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh.&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
They can come with a downside as well, which occurs on a delay after living with your colony for a while:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Desertion — The colonist will suddenly depart.&lt;br /&gt;
* Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.&lt;br /&gt;
* Aggressive when rejected — The colonist will happily join but will become violent immediately if rejected.&lt;br /&gt;
* Metalhorror — The colonist is infected with a [[metalhorror]].&lt;br /&gt;
* Crumbling mind — The colonist will experience a severe health effect that destroys their brain in a number of days. The crumbling can be healed with a [[healer mech serum]] or by another Blind Healer creepy joiner.&lt;br /&gt;
* Entity jailbreaker — The colonist will suddenly attempt to free all of your contained [[entities]].&lt;br /&gt;
* Psychic agony — The colonist inflicts a psychic mood debuff on nearby colonists, [[psychic sensitivity]] applies to this effect &lt;br /&gt;
* Organ decay — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and [[lung]]s.&lt;br /&gt;
* Disturbing — The colonist mumbles and gives other colonists a negative mood debuff.&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence — A [[fleshbeast]] emerges from the joiner, killing them in the process.&lt;br /&gt;
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Creepy joiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them.&lt;br /&gt;
&lt;br /&gt;
If a creepy joiner is planning to become hostile somehow, they can be downed and recruited normally afterward. At this point, they are not planning anything further and become a &amp;quot;normal&amp;quot; colonist.&lt;br /&gt;
&lt;br /&gt;
Performing a medical inspection surgery right after recruiting a creepy joiner can sometimes reveal their downside early.&lt;br /&gt;
&lt;br /&gt;
Creepy joiners with crumbling minds or organ decay can be paused until you're able to deal with the issue by placing the colonist inside a [[cryptosleep casket]].&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=144532</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=144532"/>
		<updated>2024-04-25T04:59:09Z</updated>

		<summary type="html">&lt;p&gt;Karew: Analysis, explain each power/bullet a bit better, add all stub questions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
Creepy joiners are an exclusive event for the [[Anomaly]] DLC. You can encounter creepy joiners even if you have not yet activated the [[monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too. &lt;br /&gt;
&lt;br /&gt;
If rejected when they are asking to join your colony, they can either depart peacefully or attack you. &lt;br /&gt;
&lt;br /&gt;
Not all combinations are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
Creepy joiners cannot be studied, but some of their side effects such as [[entities]] can be.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Main creepy joiner types (each has its unique backstory and equipment):&lt;br /&gt;
&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer&lt;br /&gt;
* Timeless one&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human — Has the [[Perfect memory]] trait and a high value in all skills. The trait prevents their skills from degrading.&lt;br /&gt;
* Occultist — Research bonus&lt;br /&gt;
* Unnatural healing — Has a powerful healing ability with a 6 day cooldown. It applies the effect of a [[healer mech serum]] to a pawn, with a 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]]. Cannot self-target.&lt;br /&gt;
* Shambler overlord — Has an ability to create create friendly [[shambler]]s&lt;br /&gt;
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.&lt;br /&gt;
* Alchemist — Has a Transmute Steel ability with a 24 hour cooldown, which randomly converts one stack of [[steel]] into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]].&lt;br /&gt;
* Joybringer — Gives a passive +3 mood boost to all nearby pawns in your colony&lt;br /&gt;
* Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.&lt;br /&gt;
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* Psychic butcher - Has an ability that can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh.&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
They can come with a downside as well, which occurs on a delay after living with your colony for a while:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Desertion — The colonist will suddenly depart.&lt;br /&gt;
* Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.&lt;br /&gt;
* Aggressive when rejected — The colonist will happily join but will become violent immediately if rejected.&lt;br /&gt;
* Metalhorror — The colonist is infected with a [[metalhorror]].&lt;br /&gt;
* Crumbling mind — The colonist will experience a severe health effect that destroys their brain in a number of days. The crumbling can be healed with a [[healer mech serum]] or by another Blind Healer creepy joiner.&lt;br /&gt;
* Entity jailbreaker — The colonist will suddenly attempt to free all of your contained [[entities]].&lt;br /&gt;
* Psychic agony — The colonist inflicts a psychic mood debuff on nearby colonists, [[psychic sensitivity]] applies to this effect &lt;br /&gt;
* Organ decay — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and [[lung]]s.&lt;br /&gt;
* Disturbing — The colonist mumbles and gives other colonists a negative mood debuff.&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence — A [[fleshbeast]] emerges from the joiner, killing them in the process.&lt;br /&gt;
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Creepy joiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them.&lt;br /&gt;
&lt;br /&gt;
If a creepy joiner is planning to become hostile somehow, they can be downed and recruited normally afterward. At this point, they are not planning anything further and become a &amp;quot;normal&amp;quot; colonist.&lt;br /&gt;
&lt;br /&gt;
Performing a medical inspection surgery right after recruiting a creepy joiner can sometimes reveal their downside early.&lt;br /&gt;
&lt;br /&gt;
Creepy joiners with crumbling minds or organ decay can be paused until you're able to deal with the issue by placing the colonist inside a [[cryptosleep casket]].&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143504</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143504"/>
		<updated>2024-04-14T05:29:12Z</updated>

		<summary type="html">&lt;p&gt;Karew: Infobox, correct minor mistakes, ghoul prosthetics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{infobox main|entity|&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
|description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;&lt;br /&gt;
Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;&lt;br /&gt;
Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ghouls are humans that have been warped into powerful, twisted combat entities with very few needs. Ghouls can appear as both enemy units and become a part of your colony.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
A ghoul is effectively a &amp;quot;zombie&amp;quot; colonist that is limited to only melee attacks. Ghouls cannot wield weapons. All of the ghoul's skills are set to 0 except for [[Melee]] and [[Shooting]] (even though ghouls can't shoot). If a ghoul had a passion for Melee and Shooting in life, it retains it as a ghoul. Ghouls can't do any work.&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw meat and fresh corpses. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed have an increasing chance to become hostile. Ghouls will happily eat [[insect meat]], [[human meat]], and [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Ghouls require no sleep, no recreation, no comfort, and have no item needs besides food. They regenerate 100 health per day, automatically regrow lost limbs, and rapidly cure negative health effects. Ghouls can't have any relationships and don't have mood.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be restricted to zones and also drafted. In combat, they can be directly commanded to melee attack. Ghouls have their pain set to x0%, allowing them to fight until their health is fully depleted.&lt;br /&gt;
&lt;br /&gt;
Ghouls retain the traits they had in life. While most won't be relevant to a ghoul, they can benefit from traits like [[Jogger]] and [[Brawler]]. Genes from the [[Biotech]] DLC on a ghoul are all deactivated. &lt;br /&gt;
&lt;br /&gt;
Ghouls can be assigned to travel as part of a caravan.&lt;br /&gt;
&lt;br /&gt;
Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a [[containment platform]].&lt;br /&gt;
&lt;br /&gt;
To create a friendly ghoul, you must research [[Ghoul Infusion]] in the Anomaly tech tree. A medical operation becomes available that irreversibly converts a colonist or prisoner into a ghoul at the cost of 30 [[bioferrite]] and 1 [[shard]].&lt;br /&gt;
&lt;br /&gt;
The [[Scenario_system#The_Anomaly|Anomaly starting scenario]] begins with a ghoul colonist.&lt;br /&gt;
&lt;br /&gt;
=== Upgrading Ghouls ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can have standard prosthetics such as [[bionic leg]]s and [[Archotech arm]]s installed via medical operations.&lt;br /&gt;
&lt;br /&gt;
By researching the [[Ghoul enhancements]] technology in the Anomaly tech tree, you can add special bioferrite prosthetics to a ghoul:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]] — Briefly provides a short burst of attack and movement speed at the cost of hunger&lt;br /&gt;
* [[Corrosive heart]] — Allows the ghoul to spew acid&lt;br /&gt;
* [[Ghoul barbs]] — Increases melee damage at the cost of speed&lt;br /&gt;
* [[Ghoul plating]] — Increases damage resistance at the cost of speed&lt;br /&gt;
* [[Metalblood heart]] — Briefly increases the ghoul's damage resistance&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers. They require nothing besides meat. Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and self-cure detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[revenant]]s and [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They will not be forced down due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143453</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143453"/>
		<updated>2024-04-13T12:18:08Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Summary */ better info here especially about genes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| set property = false &amp;lt;!-- Remove when anomaly goes live and content confirmed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Ghoul &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ghouls are humans that have been warped into powerful, twisted combat entities with very few needs. Ghouls can appear as both enemy units and become a part of your colony.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
A ghoul is effectively a &amp;quot;zombie&amp;quot; colonist that is limited to only melee attacks. Ghouls cannot wield weapons. All of the ghoul's skills are set to 0 except for [[Melee]] and [[Shooting]] (even though ghouls can't shoot). If a ghoul had a passion for melee and shooting in life, it retains it as a ghoul. Ghouls can't do any work.&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw meat and fresh corpses. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed have an increasing chance to become hostile. Ghouls will happily eat [[insect meat]], [[human meat]], and [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Ghouls require no sleep, no recreation, no comfort, and have no item needs besides food. They regenerate 100 health per day, automatically regrow lost limbs, and rapidly cure negative health markers. Ghouls can't have any relationships and don't have mood.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be restricted to zones and also drafted. In combat, they can be directly commanded to melee attack. Ghouls have their pain set to x0%, allowing them to fight until their health is fully depleted.&lt;br /&gt;
&lt;br /&gt;
Ghouls retain the traits they had in life. While most won't be relevant to a ghoul, they can benefit from traits like [[Jogger]] and [[Brawler]]. Genes from the [[Biotech]] DLC are all deactivated. &lt;br /&gt;
&lt;br /&gt;
Ghouls can be assigned to travel as part of a caravan.&lt;br /&gt;
&lt;br /&gt;
Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a [[containment platform]].&lt;br /&gt;
&lt;br /&gt;
To create a friendly ghoul, you must research [[Ghoul Infusion]] in the Anomaly tech tree. A medical surgery becomes available that irreversibly converts a colonist or prisoner into a ghoul.&lt;br /&gt;
&lt;br /&gt;
[[Scenario_system#The_Anomaly|The Anomaly starting scenario]] begins with a ghoul colonist.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers. They require nothing besides meat. Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or colonist you can't save from death.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[revenant]]s and [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
Be especially carefully engaging enemy ghouls in melee combat. They will not be forced down by having too much pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143451</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143451"/>
		<updated>2024-04-13T12:15:26Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Summary */ better info here especially about genes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| set property = false &amp;lt;!-- Remove when anomaly goes live and content confirmed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Ghoul &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ghouls are humans that have been warped into powerful, twisted combat entities with very few needs. Ghouls can appear as both enemy units and become a part of your colony.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
A ghoul is effectively a &amp;quot;zombie&amp;quot; colonist that is limited to only melee attacks. Ghouls cannot wield weapons. All of the ghoul's skills are set to 0 except for [[Melee]] and [[Shooting]] (even though ghouls can't shoot). If a ghoul had a passion for melee and shooting in life, it retains it as a ghoul. Ghouls can't do any work.&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw meat and fresh corpses. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed have an increasing chance to become hostile. Ghouls will happily eat [[insect meat]], [[human meat]], and [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Ghouls require no sleep, no recreation, no comfort, and have no item needs besides food. They regenerate 100 health per day, automatically regrow lost limbs, and rapidly cure negative health markers. Ghouls can't have any relationships and don't have mood.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be restricted to zones and also drafted. In combat, they can be directly commanded to melee attack. Ghouls have their pain set to x0%, allowing them to fight until their health is fully depleted.&lt;br /&gt;
&lt;br /&gt;
Ghouls retain the traits they had in life. While most won't be relevant to a ghoul, they can benefit from traits like [[Jogger]] and [[Brawler]]. Genes from the [[Biotech]] DLC are all deactivated. &lt;br /&gt;
&lt;br /&gt;
Ghouls can be assigned to travel as part of a caravan.&lt;br /&gt;
&lt;br /&gt;
Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a [[containment platform]].&lt;br /&gt;
&lt;br /&gt;
To create a friendly ghoul, you must research [[Ghoul Infusion]] in the Anomaly tech tree. A medical surgery becomes available that irreversibly converts a colonist or prisoner into a ghoul.&lt;br /&gt;
&lt;br /&gt;
[[Scenario_system#The_Anomaly|The Anomaly starting scenario]] begins with a ghoul colonist.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers. They require nothing besides meat. Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or colonist you can't save from death.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[revenant]]s and [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143446</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143446"/>
		<updated>2024-04-13T10:30:39Z</updated>

		<summary type="html">&lt;p&gt;Karew: Stub out some useful info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| set property = false &amp;lt;!-- Remove when anomaly goes live and content confirmed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Ghoul &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ghouls are humans that have been warped into powerful, twisted combat entities with very few needs. Ghouls can appear as both enemy units and become a part of your colony.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
A ghoul is effectively a &amp;quot;zombie&amp;quot; colonist that is limited to only melee attacks. Ghouls cannot wield weapons. All of the ghoul's skills are set to 0 except for Melee and Shooting (even though ghouls can't shoot). If a ghoul had a passion for melee and shooting in life, it retains it as a ghoul. Ghouls can't do any work.&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw meat and fresh corpses. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed have an increasing chance to become hostile. Ghouls do not gain negative mood from eating [[insect meat]], [[human meat]], and [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Ghouls require no sleep, no recreation, no comfort, and have no item needs besides food. They regenerate 100 health per day, and also automartically regrow lost limbs. Ghouls can't have any relationships and don't have mood.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be restricted to zones and also drafted. In combat, they can be directly commanded to melee attack. Ghouls have their pain set to x0%, allowing them to fight until their health is fully depleted.&lt;br /&gt;
&lt;br /&gt;
Ghouls retain the genetics and traits they had in life. While most won't be relevant to a ghoul, they can benefit from genes like [[Robust]] and [[Strong melee damage]], as well as traits like [[Great memory]] and [[Brawler]].&lt;br /&gt;
&lt;br /&gt;
Ghouls can be assigned to travel as part of a caravan.&lt;br /&gt;
&lt;br /&gt;
Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a [[containment platform]].&lt;br /&gt;
&lt;br /&gt;
To create a friendly ghoul, you must research [[Ghoul Infusion]] in the Anomaly tech tree. A medical surgery becomes available that irreversibly converts a colonist or prisoner into a ghoul.&lt;br /&gt;
&lt;br /&gt;
[[Scenario_system#The_Anomaly|The Anomaly starting scenario]] begins with a ghoul colonist.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers. They require nothing besides meat. Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or colonist you can't save from death.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[revenant]]s and [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Moisture_pump&amp;diff=140019</id>
		<title>Moisture pump</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Moisture_pump&amp;diff=140019"/>
		<updated>2023-12-26T23:11:59Z</updated>

		<summary type="html">&lt;p&gt;Karew: Use bullets, re-phrase, analysis, add tip about cheesing pumps with high wealth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|misc|&lt;br /&gt;
|name = Moisture pump&lt;br /&gt;
|image = MoisturePump.png|Moisture pump&lt;br /&gt;
|description = Very slowly equalizes moisture in nearby terrain, converting marshes or shallow water into dry ground, and soft sand into normal sand. Does not affect deep water.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 30&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.15&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 50&lt;br /&gt;
|beauty = -8&lt;br /&gt;
|power = -150&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = moisture pump&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 6&lt;br /&gt;
|work to make = 1500&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 75&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 4&lt;br /&gt;
}}&lt;br /&gt;
A '''moisture pump''' slowly removes moisture from nearby terrain, providing buildable and sometimes arable land.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Moisture pumps can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
A powered moisture pump will slowly remove shallow water and other marshy tiles up to a radius of 6.9 tiles. The pump's radius will expand roughly 1 tile every 8.7 days — the entire radius will be terraformed in 1 year. The pump instantly transforms the tile that it is installed on once it becomes powered.&lt;br /&gt;
&lt;br /&gt;
* Mud, marsh and marshy soil are converted to soil.&lt;br /&gt;
* Soft sand is converted to sand.&lt;br /&gt;
* Shallow water and shallow ocean water are converted to stony soil, except in the ice sheet and sea ice [[biome]]s, where they are converted to ice. &lt;br /&gt;
&lt;br /&gt;
All other terrain types are unaffected by moisture pumps. Importantly, moisture pumps '''do not''' terraform moving water and deep water. &lt;br /&gt;
&lt;br /&gt;
Pumps can be built on [[bridge]]s, and will convert tiles under a bridge. However, the bridge must be removed before heavier objects can be placed on the land.&lt;br /&gt;
&lt;br /&gt;
Once the tiles are converted, the change is permanent and the pump is redundant. Moisture pumps cannot be manually turned off, and must either have their power source disconnected or be deconstructed to stop them drawing power. Even after reaching their maximum radius, pumps will still draw power.&lt;br /&gt;
&lt;br /&gt;
[[File:Moisture pump example.png|thumb|center|400px|Inner circle is the radius of water already removed.&amp;lt;br&amp;gt;Outer circle is maximum radius of the pump.]]&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Moisture pumps are the only way to permanently terraform wet environments. Because they are very slow, planning ahead or building in other areas is required while you wait up to a full year in advance. Moisture pumps may also have to be placed in a location that will need to be defended.&lt;br /&gt;
&lt;br /&gt;
=== Wealthy Terraforming ===&lt;br /&gt;
&lt;br /&gt;
Because moisture pumps instantly terraform the tile they are installed on, a colony can terraform an area quickly by building a large number of moisture pumps, one on each tile. You can alternatively build moisture pumps much closer together (such as 2 tiles apart) and only need to wait for them to expand their radius a few times. This strategy requires an exorbitant amount of [[component]]s and [[steel]].&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MoisturePumpOld.png|Original moisture pump sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unstable_power_cell&amp;diff=139025</id>
		<title>Unstable power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unstable_power_cell&amp;diff=139025"/>
		<updated>2023-12-06T10:29:12Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Acquisition strategies */ Add a few different strategies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|building|&lt;br /&gt;
| name = Unstable power cell&lt;br /&gt;
| image = Unstablepc.png&lt;br /&gt;
| description = A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations. An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion. Some brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Mechanoid cluster&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 200&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| power = 400&lt;br /&gt;
| glowradius = 4&lt;br /&gt;
| glowcolor = (115, 200, 23)&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| thingCategories = BuildingsSpecial&lt;br /&gt;
| deconstruct yield = {{Icon small|Component}} 1&lt;br /&gt;
| destroyyield = {{Icon small|Component}} 0.5&lt;br /&gt;
}}{{Info|An '''unstable power cell''' is a power generation unit that is of [[Mechanoid]] origin. The cell has a constant output of 400W and can be placed anywhere, but if damaged can cause a massive explosion. The cell bears some similarities to the [[Vanometric power cell]] in that it will create free energy infinitely and can be placed in fortified positions.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The UPC can be claimed and stolen from [[mechanoid cluster]]s, once the cluster is defeated. &lt;br /&gt;
&lt;br /&gt;
Beware of mechanoid turret explosions damaging the UPC, resulting in a chain explosion that can easily kill nearby colonists. Their presence presents a strategic choice; detonate the power cells from a distance to make the cluster easier to defeat, or carefully deal with the mechanoids to claim the cells for use in your base.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Unstable power cells output a continuous 400W of power without fuel or any other dependence. Only an [[event]] that stops all electric devices, like a [[solar flare]], can interrupt this item. They glow with a radius of 4. &lt;br /&gt;
&lt;br /&gt;
When damaged below 50% of their HP, they have a chance to begin to &amp;quot;sizzle&amp;quot;, after {{ticks|240}} they will explode. They also always explode on destruction, but not deconstruction. The explosion has a radius of 9.9 tiles and does 50 [[Damage types#Bomb|Bomb]] damage. Bomb damage is multiplied 8x against [[wall]]s, 4x against other impassable structures and plants, and 2x against passable buildings.&lt;br /&gt;
&lt;br /&gt;
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As bomb damage is very effective against structures, an exploding unstable power cell is very effective against the mech clusters they generate with. Actually retrieving a power cell (without it triggering from [[turret]]s and the like) is difficult, and should be weighed against its explosion, but is often worth it.&lt;br /&gt;
&lt;br /&gt;
While cells only give a modest 400 W, they ''are'' fairly useful for power. They are mobile, maintenance free, and perfectly consistent. For example, a single cell can power 2 isolated [[deep drill]]s, without the need to run a long power conduit line. They are also helpful as &amp;quot;free&amp;quot; power, as a supplement to your main grid. Deconstructing one is almost never worth it, due to the pitiful yield.&lt;br /&gt;
&lt;br /&gt;
While their explosive nature can be concerning, it is manageable. If you fully surround the cell with [[wall]]s, then it will be practically safe:&lt;br /&gt;
*A single explosion cannot damage tiles beyond walls, even if the wall is destroyed. This means your other objects are safe if the cell is walled in.&lt;br /&gt;
*As mechanoid buildings, they are completely immune to fires and [[Events#Zzztt...|short circuits]].&lt;br /&gt;
*Most raiders will not try to break walls if any other target is available. &lt;br /&gt;
**For sappers and breachers, place cells (remember the walls!) in an internal position, so they have to break your outside walls first.&lt;br /&gt;
Therefore, the only real risk comes from an unlucky [[mortar]] strike, which is able to destroy most things, anyway. For bases with overhead mountain, even this problem is resolved.&lt;br /&gt;
&lt;br /&gt;
=== Acquisition strategies ===&lt;br /&gt;
Several methods can be used to safely acquire power cells from mechanoid clusters:&lt;br /&gt;
&lt;br /&gt;
* The simplest strategy might be simply clearing the cluster. If the unstable power cells are far enough away from turrets, you may be able to recover the cell by luring mechanoids away from the cluster, and then avoiding explosive weapons and not causing more damage than needed while you destroy buildings.&lt;br /&gt;
* [[Smoke launcher]]s can be used to give colonists cover while you construct a wall around a power cell to protect it.&lt;br /&gt;
* The [[Psycasts#Wallraise|Wallraise]] psycast can be used to surround turrets or cells to contain explosions or protect cells from stray bullets.&lt;br /&gt;
* High-quality [[breach axe]]s and pawns with improved melee damage can destroy turrets in one hit, preventing the low-health explosion.&lt;br /&gt;
* [[Frag grenades]] destroy turrets in one hit, preventing the low-health explosion. You may need to aim the frag grenade throws slightly ''away''  from both the turret and the cell so that you destroy the turret with a grenade that flies off-target. Destroying turrets this way takes many attempted throws. [[Smoke launcher]]s can again be used to give your colonists cover from the turrets while you work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=138878</id>
		<title>Toxic wastepack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=138878"/>
		<updated>2023-11-25T01:09:59Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Summary */ Wastepacks can't be dropped on a water hex, goodwill example numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub|reason=1.4.3555 impacts for dumping. Analysis, inc. whenever they are worth disposing at all}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Toxic wastepack&lt;br /&gt;
| image = Wastepack_a.png&lt;br /&gt;
| type = &lt;br /&gt;
| tech level = &lt;br /&gt;
| description = A compacted package of toxic waste that will slowly dissolve if not frozen. The surface is heat-sealed for safe transport. Wastepacks will pollute the surrounding terrain if they dissolve, deteriorate, or are otherwise destroyed. Toxic wastepacks are flammable. If burned or damaged, they will release tox gas.&lt;br /&gt;
| mass base = 6&lt;br /&gt;
| stack limit = 5 &lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -40&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| deterioration = 4&lt;br /&gt;
| marketvalue  = 0&lt;br /&gt;
| defName = Wastepack&lt;br /&gt;
| thingCategories = ItemsMisc&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
'''Toxic wastepacks''' are waste products created by mech-related buildings or the cleanup of [[polluted]] tiles.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
[[Pollution pump]]s and pawns manually cleaning [[pollution]] on the ground will generate wastepacks, at a rate of 1 wastepack per 6 polluted tiles. Wastepacks may also be dropped into your colony as part of a [[Quests#Wastepack_Dumping|quest]].&lt;br /&gt;
&lt;br /&gt;
===Mechanoid Recharging and Gestation===&lt;br /&gt;
Toxic wastepacks are produced when [[friendly mechanoids]] utilize [[mech recharger]]s or [[large mech recharger]]s, or whenever a [[mech gestator]] or [[large mech gestator]] finishes gestating one. The amount of wastepacks produced is proportional to the Bandwidth of the mech recharged or gestated.&lt;br /&gt;
{{Mech Bandwidth}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Up to 5 toxic wastepacks can fit into 1 tile, and they do not fit on [[shelf|shelves]]. &lt;br /&gt;
&lt;br /&gt;
===Pollution===&lt;br /&gt;
When a wastepack is destroyed in any fashion, they will pollute 6 ground tiles of a colony, per wastepack. A full stack of 5 wastepacks pollutes 30 tiles. This pollution can spread through constructed [[wall]]s, but will not bypass natural stone walls.&lt;br /&gt;
&lt;br /&gt;
When burned or damaged, wastepacks release [[tox gas]], in addition to the pollution.&lt;br /&gt;
&lt;br /&gt;
When dumped from a [[caravan]] or sent via unmanned [[transport pod]], wastepacks will lower the [[goodwill]] of a nearby faction or the faction base that you polluted. The goodwill loss is proportional to the amount of waste dumped: −1 goodwill for just a few  packs nearby, −60 or more for multiple pods filled with wastepacks dumped directly on a base. Factions may retaliate by dropping wastepacks back at you, and hostile factions may send an additional [[raid]].&lt;br /&gt;
&lt;br /&gt;
Wastepacks dumped on the world map immediately pollute the world tile by 0.05%, requiring 2000 wastepacks to completely pollute a hex from 0% to 100%.&lt;br /&gt;
&lt;br /&gt;
===Dissolution===&lt;br /&gt;
1 wastepack per stack will dissolve every 8 days, with the following factors:&lt;br /&gt;
* 0.5x if indoors.&lt;br /&gt;
* 2x if in [[Weather|rain]] and outdoors, even if [[roof]]ed.&lt;br /&gt;
* 0x if {{Temperature|0}} or lower. No decrease for any temperature above freezing point.&lt;br /&gt;
&lt;br /&gt;
This is separate from the actual [[deterioration]] mechanic. Even if temperature is below freezing, a wastepack will slowly lose HP and eventually be destroyed, when left outside and unroofed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
===Storage===&lt;br /&gt;
A 7x7 room holds 245 wastepacks, and can be cooled by a single [[cooler]] in a double-walled room, and is effective up to an outside temperature of {{Temperature|41}}. 245 wastepacks are enough storage:&lt;br /&gt;
*To constantly run 8 [[bandwidth]] worth of [[mechanoid creation|mechanoids]] for 1 entire year, 4 bandwidth of mechs for 2 years...&lt;br /&gt;
*To store the waste of 2 [[toxifier generator]]s for ''6 years''. A [[pollution pump]], or a pawn cleaning the pollution by hand, is required to turn ground pollution into wastepacks.&lt;br /&gt;
Depending on [[biome|climate]] and freezer setup, you can get more storage with 1 cooler. And this is 1 cooler - worth {{Required Resources|Cooler}} and {{Q|Cooler|Power Consumption}} W of [[power]] (plus the material for [[wall]]s and [[door]]s). You can easily use multiple coolers to store your waste. This gives you enough time to get a form of waste disposal ready.&lt;br /&gt;
&lt;br /&gt;
===Disposal===&lt;br /&gt;
[[File:urxiy5rm3nw91.jpg|thumb|400px|right|&amp;lt;small&amp;gt;credit to /u/BenightedAlizar on r/rimworld&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Most means of destroying wastepacks have some sort of consequence:&lt;br /&gt;
&lt;br /&gt;
*'''Letting it deteriorate naturally.''' Pollution is localized - wastepacks that deteriorate away from your base won't have an impact, at least for a while. [[Insectoid]]s may come as wastepacks are destroyed, and [[acidic smog]] can happen at high enough pollution levels.&lt;br /&gt;
*'''Dumping it.''' Dumping near a [[faction base]] (up to 41 tiles?{{Check Tag|Safe distance?}}) will lower [[goodwill]] proportional to distance, wastepacks, and current goodwill. Wastepacks may also be dropped back at you, and if the faction is already hostile, you may start a [[raid]]. Dumping within 4 tiles of your colony will increase the chance for acidic smog.&lt;br /&gt;
**'''[[Caravan]]s''' take time and food to set up, and have a limited carrying capacity - especially without [[pack animal]]s or [[friendly mechanoids]]. &lt;br /&gt;
**'''[[Transport pod]]s''' can dump wastepacks far away. You can choose which faction to anger, or possibly dump it away from anybody. 1 pod, which can store up to 25 wastepacks, costs {{icon small|steel||50}}, {{icon small|component||1}}, and variable {{icon small|chemfuel}} [[chemfuel]].&lt;br /&gt;
**'''[[Shuttle]]s''' {{RoyaltyIcon}} store up to 166 wastepacks (1000kg) at a time, and simply transporting waste will not anger the [[Empire]] - dumping it has the usual penalties. This costs 1 permit slot, has a cooldown of 40 days, and requires a [[noble]] pawn of at least Knight/Dame rank. This permit can theoretically support up to 5 bandwidth without honor costs (although the realistic value is slightly smaller).&lt;br /&gt;
*'''[[Wastepack atomizer]]s''' have no direct consequences from their use. However, they require a precious [[nano structuring chip]] to create, a fair amount of [[power]], and aren't fast. One atomizer can support 4.8 [[bandwidth]] of mechanoids - a [[mechanitor]] is very likely to have more.&lt;br /&gt;
*'''[[Polux tree]]s''', which are another clean form of pollution removal. These trees only grow naturally if there is plenty of pollution already, though [[polux seed|seeds]] can be bought from traders. They clean only 20% as fast as a [[Wastepack atomizer]], and can only clean if there is no artificial buildings in the area, but will erase [[pollution]] directly from the ground. This is also a downside for dealing with future pollution, as these trees do not stop wastepack infestations.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wastepack_a.png&lt;br /&gt;
File:Wastepack_b.png&lt;br /&gt;
File:Wastepack_c.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added more consequences for dumping near a [[faction base]].&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pod_launcher&amp;diff=138874</id>
		<title>Pod launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pod_launcher&amp;diff=138874"/>
		<updated>2023-11-25T00:40:27Z</updated>

		<summary type="html">&lt;p&gt;Karew: /* Summary */ Add note about ocean tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|misc&lt;br /&gt;
| name = Pod launcher&lt;br /&gt;
| image = Pod launcher south.png&lt;br /&gt;
| description = A fueling port for launching one transport pod. Pod launchers can launch as a group - but the launchers must be placed adjacent to each other.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 2&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 200&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| research = transport pod&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
The '''pod launcher''' deploys a singular [[transport pod]] elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Pod launchers can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Pod launchers launch [[transport pod]]s, where 1 launcher can hold 1 pod. Transport pods must be built on a pod launcher's loading zone. Each transport pod can hold 150 kg of items.&lt;br /&gt;
&lt;br /&gt;
Pod launchers require {{Icon Small|chemfuel}} [[chemfuel]] in order to launch. Each tile of distance requires 2.25 chemfuel (rounded down). Launchers can send pods up to 66 tiles away, which requires 150 chemfuel to do so. Extra fuel remains in the pod for future use. If you deconstruct the launcher, any remaining fuel will be dropped in item form, though the normal loss of the required resources will occur.&lt;br /&gt;
&lt;br /&gt;
=== Launch targets ===&lt;br /&gt;
Pods can be launched at an empty tile to start a [[caravan]], at a caravan itself to add to it, or at a faction base, colony, or event space. Pods cannot be launched at ocean tiles. &lt;br /&gt;
&lt;br /&gt;
Manned pods dropping at an unloaded faction base can choose to drop at the edge or center. When dropping into a loaded map, such as a player-controlled colony (including its own tile), players can choose the pods' exact drop point. Be careful with the landing site, as the pods can go through constructed [[roof]]. While they don't deal any damage directly, the collapsing roof can damage nearby items.&lt;br /&gt;
&lt;br /&gt;
Dropping an unmanned pod, with items inside, into a faction base will contribute towards [[goodwill]] proportional to the [[market value]] of the items. Dropping an unmanned pod to an empty tile causes the items to be lost. [[Toxic wastepack]]s {{BiotechIcon}} disposed of this way will cause pollution on the given tile, annoying nearby factions.&lt;br /&gt;
&lt;br /&gt;
=== Grouped launchers ===&lt;br /&gt;
Launchers can be grouped, allowing you to fire multiple transport pods at the same time. They have to be &amp;quot;adjacent&amp;quot;, sharing 1 tile of length of a common border. Touching corner-to-corner or via a Transport Pod touching both launchers will not work. In effect, grouped launchers can only be places in a row lengthwise or in a &amp;quot;spooning L&amp;quot; formation (where the foot of the L is the Pod).&lt;br /&gt;
&lt;br /&gt;
Grouped launchers will purposefully avoid their pod's individual storage capacity. This can avoid wasting capacity when loading multiple, heavy objects (like colonists), or allow you to launch objects that are too heavy for 1 pod (like an [[elephant]]). Otherwise, grouping launchers is mostly for convenience.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Transport pods can be invaluable for creating [[ally|allies]], despite their cost ({{Required Resources|Transport pod}} for each pod, plus chemfuel and the launcher itself). Depending on the terrain and [[time|season]], it could take many days just to get to a [[faction base]], during which colonists are not working and are vulnerable to ambush. The cost is often worth it for midgame colonies, and is minimal for those that can [[deep drill]] steel and have [[fabrication bench|Fabrication]].&lt;br /&gt;
&lt;br /&gt;
Due to the game's inefficiency in loading large stocks, it's best to create a stockpile right next to the pods and haul all desired items there before loading the pods, to reduce time spent going back and forth. Once inside the pods, pawns will keep their needs, meaning if you load them hungry or exhausted, they will be hungry and exhausted upon arrival.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Pod launcher max range.jpg|Maximum range of a launcher&lt;br /&gt;
Pod launcher with fuel bar.png|Partially filled pod launcher&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Pod launcher south.png|Facing south&lt;br /&gt;
Pod launcher north.png|Facing north&lt;br /&gt;
Pod launcher east.png|Facing east&lt;br /&gt;
Pod launcher west.png|Facing west&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable.&lt;br /&gt;
&lt;br /&gt;
{{Nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pollution&amp;diff=138812</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pollution&amp;diff=138812"/>
		<updated>2023-11-20T21:51:54Z</updated>

		<summary type="html">&lt;p&gt;Karew: Clarify pollution doesn't spread on its own&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis}}&lt;br /&gt;
'''Pollution''' refers to ''toxic'' pollution, largely as the byproduct of recharging [[allied mechanoid|friendly mechanoid]]s. Even using a [[wood-fired generator]] or [[chemfuel generator]] won't create it, for instance.&lt;br /&gt;
&lt;br /&gt;
== Creation and Spread ==&lt;br /&gt;
==== Within Colonies ====&lt;br /&gt;
[[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.]]&lt;br /&gt;
Each [[toxic wastepack]] that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
A [[toxifier generator]] creates 6 tiles of pollution every 3 days. &lt;br /&gt;
&lt;br /&gt;
[[Defoliator ship]]s will pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the pollution is separate and spreads much slower.&lt;br /&gt;
&lt;br /&gt;
Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution  spread, but player-made walls and other structures do not.&lt;br /&gt;
&lt;br /&gt;
Pawns lingering in polluted tiles will accumulate [[Toxic buildup]] at a rate of 40% per day, assuming no [[Toxic Environment Resistance]] or [[Toxic Resistance]]. Unlike [[Toxic fallout]] or other map conditions, this is not mitigated by roofing the tile.&lt;br /&gt;
&lt;br /&gt;
==== On the World Map ====&lt;br /&gt;
Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 8 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. &lt;br /&gt;
&lt;br /&gt;
Caravans walking through polluted terrain will accumulate [[Toxic buildup]] based on their [[Toxic Environment Resistance]] and [[Toxic Resistance]] stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement. Outlander and pirate factions may send a [[drop pod]] of waste back at you, while hostile factions can [[raid]] you.&lt;br /&gt;
&lt;br /&gt;
Pollution may also exist from world generation, where certain tiles will be heavily polluted. You can configure the pollution coverage, with 5% as a default.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = numbers and world tile and map tile effects}}&lt;br /&gt;
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, regardless of the soil's original quality, and can only grow a limited number of plants: [[Toxipotato plant|Toxipotatoes]], [[devilstrand]], [[psychoid plant|psychoid]], and a few types of trees (grey pine, deadbarrow cactus, etc.). Having polluted tiles increases the map's overall pollution, which causes a number of effects.&lt;br /&gt;
&lt;br /&gt;
Colonists will receive [[toxic buildup]] from standing on these tiles.{{Check Tag|Detail Needed|How fast (with numbers) and exactly what conditions}} &lt;br /&gt;
&lt;br /&gt;
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up.&lt;br /&gt;
&lt;br /&gt;
=== Acidic Smog ===&lt;br /&gt;
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.&lt;br /&gt;
&lt;br /&gt;
Acidic smog covers the outdoor area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth by {{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Genes#Total_antitoxic_lungs|Total antitoxic lungs]] or [[Genes#Tox immunity|Tox immunity]] [[gene]] renders immunity to the acidic smog moodlet.{{Check Tag|Other immunities?|Do other sources of total environmental toxproofing, such as detox lungs, affect the penalty? What about partial immunity?}}&lt;br /&gt;
&lt;br /&gt;
Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as [[toxipotato plant|toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Genes#Pollution_stimulus|Pollution stimulus]]'s effects.&lt;br /&gt;
&lt;br /&gt;
=== Insectoids ===&lt;br /&gt;
Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These cocoons will hatch if a pawn comes within a small radius of it.&lt;br /&gt;
&lt;br /&gt;
=== Pollution stimulus ===&lt;br /&gt;
{{Main|Pollution stimulus}}&lt;br /&gt;
Insects and humans with the [[Genes#Pollution_stimulus|Pollution Stimulus gene]] are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.&lt;br /&gt;
* Pollution stimulus (minor): &lt;br /&gt;
** Moving x110%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (moderate): &lt;br /&gt;
** Moving x115%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (maximum): &lt;br /&gt;
** Moving x120%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
&lt;br /&gt;
== Pollution Mitigation ==&lt;br /&gt;
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}}&lt;br /&gt;
&lt;br /&gt;
=== Cleaning polluted tiles ===&lt;br /&gt;
* Having colonists manually clean pollution via the Zoning tab. This exposes them to toxic buildup.&lt;br /&gt;
* [[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed.&lt;br /&gt;
* Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.&lt;br /&gt;
Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s, which then need to be [[Toxic_wastepack#Disposal|dealt with]] somehow.&lt;br /&gt;
&lt;br /&gt;
=== Living with pollution ===&lt;br /&gt;
* '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%) and [[gas mask]]s ({{+|80}}%) give [[Toxic Environment Resistance]]. This protects the user from accumulating [[toxic buildup]] as quickly.&lt;br /&gt;
* '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] ({{+|50}}% [[toxic resistance]]) and [[detoxifier lung]] ({{+|60}}% environmental resistance) will slow the effects of pollution. Two organs of the same type will stop toxic effects of pollution.&lt;br /&gt;
* '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Partial antitoxic lungs give {{+|50}}% environmental resistance. Tox immunity or Total antitoxic lungs render full immunity to pollution and acidic smog.&lt;br /&gt;
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Toxic resistance stacks additively with other sources of ''Toxic Resistance'', but stacks multiplicatively with Toxic ''Environment'' resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.&lt;br /&gt;
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== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced.&lt;br /&gt;
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{{Biotech navbox}}&lt;br /&gt;
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[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Karew</name></author>
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