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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kfsass</id>
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	<updated>2026-04-06T19:55:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:OneManMechCluster.PNG&amp;diff=75506</id>
		<title>File:OneManMechCluster.PNG</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:OneManMechCluster.PNG&amp;diff=75506"/>
		<updated>2020-09-28T23:35:16Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: This guy and his masterwork shield belt killed the entire cluster shown at the beginning of the mechanoid cluster article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
This guy and his masterwork shield belt killed the entire cluster shown at the beginning of the mechanoid cluster article.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75504</id>
		<title>Mechanoid cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75504"/>
		<updated>2020-09-28T23:34:02Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: okay so just the frame image pipe literally does not respect image size: https://www.mediawiki.org/wiki/Help:Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Small Mech Cluster.png|thumb|400px| A small mech cluster with a climate adjuster.]]&lt;br /&gt;
[[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a normal [[raid]]. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Building types ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous buildings ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! [[Mech capsule]]&lt;br /&gt;
| [[File: MechCapsule.png|64px]] || | 180|| | A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened || | Deploys between ? and ? mechanoids when triggered.  || | 2x3 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech assembler]]&lt;br /&gt;
| [[File: MechAssembler.png|64px]] || | 260 || | An automated mechanoid factory. It periodically assembles and deploys new mechanoids. || | Releases 1 mechanoid of a single type periodically. Exact time varies. As of 1.1.2624  shuts down after producing 4 mechanoids. || | 3x3 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech drop beacon]] &lt;br /&gt;
| [[File: MechDropBeacon.png|64px]] || | 100 || |A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.  || |Calls mechanoid reinforcements in a local area.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Proximity activator]] &lt;br /&gt;
| [[File: ActivatorProximity.png|64px]]  || | 100 || |A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Count-down activator]] &lt;br /&gt;
| [[File: ActivatorCountdown.png|64px]] || | 100 || |A timed mechanoid activation unit. After counting down, it will wake nearby dormant mechanoids and structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Bullet shield]]&lt;br /&gt;
|[[File: ShieldGeneratorBullet.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.   || |Blocks pawn's projectiles from firearms.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mortar shield]]&lt;br /&gt;
| [[File: ShieldGeneratorMortar-0.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.  || |Blocks mortar rounds.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Gloomlight]]&lt;br /&gt;
| [[File: Gloomlight.png|64px]] || | 50 || A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.  || |Emits light  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Unstable power cell]]&lt;br /&gt;
| [[File: Unstablepc.png|64px]]|| | 200 || A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.\n\nSome brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating. || | Provides 400W of power || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effectors ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Psychic droner &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals psychic sensitivity. || | Creates a gender specific Psychic Drone || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Toxic Spewer &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes toxic fallout across the map and a radius of 3 hexes on the world map. || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Smoke Spewer &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Sun Blocker &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Psychic Suppressor&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.   || |Causes a specific gender to be in constant pain, reducing their consciousness and making any psycasts less effective. Affects the worldmap by 10 hexes.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Weather Controller&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomena on the local and world map by 10 hexes. || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! EMI dynamo &lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Defoliator&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Climate adjuster&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to dip by -10 degrees.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Auto mortar &lt;br /&gt;
| ? || | 180 || |A self-powered, self-loading, automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.  || |The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto inferno turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with an [[Inferno cannon (Turret)]]. || | A defensive turret that shoots incendiary shells. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto charge blaster turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with a [[light charge blaster]]. || | Defends Mechanoid clusters with a fast firing blaster, making this one of the most dangerous turrets to try to disable. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Mini-slugger turret&lt;br /&gt;
| [[File: TurretMechMini.png]] || | 100 || | A self-powered defense turret mounted with a weak but long-ranged [[mini-slugger]]. May explode when damaged. || | A small common defensive turret used by mechanoid clusters. Fairly harmless but has incredible range. || | 1x1 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Mech Clusters are best dealt with an extreme range, to avoid placing your colonists in unnecessary harm.&lt;br /&gt;
&lt;br /&gt;
=== Colony Weapons ===&lt;br /&gt;
&lt;br /&gt;
==== Mortars ====&lt;br /&gt;
&lt;br /&gt;
For Mech Cluster without a Mortar Shield, mortars are obviously the best way to deal with them as they present many foes that stay in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids before triggering them to attack your colony, where you can take advantage of your base defenses.&lt;br /&gt;
&lt;br /&gt;
For Mech Clusters with Mortar Shields, you can either try to destroy the shields first with snipers or simply overpower the shield. Each mortar shield is temporarily deactivated for a few seconds when they block a mortar shell. As such, a battery of 4-8 mortars timed to all fire at once can easily penetrate the shield with most of its shells. Mixing a few EMP shells in can also help disable the Mortar Shield, allowing successive salvos to ignore and hopefully destroy the shield before it can come back online.&lt;br /&gt;
&lt;br /&gt;
==== Orbital Bombardment/Beam Targeter ====&lt;br /&gt;
&lt;br /&gt;
Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they're found only via quest rewards and ancient dangers. However the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.&lt;br /&gt;
&lt;br /&gt;
==== Sniper Rifles/Rocket Launchers====&lt;br /&gt;
&lt;br /&gt;
The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions (a few walls built near the front for cover), you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range and behind cover.&lt;br /&gt;
&lt;br /&gt;
Depending on the damage you inflict from opening salvos and the mechanoids behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions.&lt;br /&gt;
&lt;br /&gt;
==== IEDs ====&lt;br /&gt;
&lt;br /&gt;
For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.&lt;br /&gt;
&lt;br /&gt;
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED to prevent the cluster from waking up.&lt;br /&gt;
&lt;br /&gt;
==== Grenades ====&lt;br /&gt;
&lt;br /&gt;
[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with one hit. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.&lt;br /&gt;
&lt;br /&gt;
[[File:MechCluster.jpeg|frame|A mech cluster from Total Timewaster's video. You can see that the mechanoids are asleep.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75503</id>
		<title>Mechanoid cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75503"/>
		<updated>2020-09-28T23:29:46Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: that's marginally better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Small Mech Cluster.png|thumb|100px| A small mech cluster with a climate adjuster.]]&lt;br /&gt;
[[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a normal [[raid]]. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Building types ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous buildings ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! [[Mech capsule]]&lt;br /&gt;
| [[File: MechCapsule.png|64px]] || | 180|| | A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened || | Deploys between ? and ? mechanoids when triggered.  || | 2x3 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech assembler]]&lt;br /&gt;
| [[File: MechAssembler.png|64px]] || | 260 || | An automated mechanoid factory. It periodically assembles and deploys new mechanoids. || | Releases 1 mechanoid of a single type periodically. Exact time varies. As of 1.1.2624  shuts down after producing 4 mechanoids. || | 3x3 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech drop beacon]] &lt;br /&gt;
| [[File: MechDropBeacon.png|64px]] || | 100 || |A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.  || |Calls mechanoid reinforcements in a local area.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Proximity activator]] &lt;br /&gt;
| [[File: ActivatorProximity.png|64px]]  || | 100 || |A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Count-down activator]] &lt;br /&gt;
| [[File: ActivatorCountdown.png|64px]] || | 100 || |A timed mechanoid activation unit. After counting down, it will wake nearby dormant mechanoids and structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Bullet shield]]&lt;br /&gt;
|[[File: ShieldGeneratorBullet.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.   || |Blocks pawn's projectiles from firearms.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mortar shield]]&lt;br /&gt;
| [[File: ShieldGeneratorMortar-0.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.  || |Blocks mortar rounds.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Gloomlight]]&lt;br /&gt;
| [[File: Gloomlight.png|64px]] || | 50 || A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.  || |Emits light  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Unstable power cell]]&lt;br /&gt;
| [[File: Unstablepc.png|64px]]|| | 200 || A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.\n\nSome brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating. || | Provides 400W of power || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effectors ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Psychic droner &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals psychic sensitivity. || | Creates a gender specific Psychic Drone || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Toxic Spewer &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes toxic fallout across the map and a radius of 3 hexes on the world map. || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Smoke Spewer &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Sun Blocker &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Psychic Suppressor&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.   || |Causes a specific gender to be in constant pain, reducing their consciousness and making any psycasts less effective. Affects the worldmap by 10 hexes.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Weather Controller&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomena on the local and world map by 10 hexes. || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! EMI dynamo &lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Defoliator&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Climate adjuster&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to dip by -10 degrees.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Auto mortar &lt;br /&gt;
| ? || | 180 || |A self-powered, self-loading, automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.  || |The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto inferno turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with an [[Inferno cannon (Turret)]]. || | A defensive turret that shoots incendiary shells. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto charge blaster turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with a [[light charge blaster]]. || | Defends Mechanoid clusters with a fast firing blaster, making this one of the most dangerous turrets to try to disable. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Mini-slugger turret&lt;br /&gt;
| [[File: TurretMechMini.png]] || | 100 || | A self-powered defense turret mounted with a weak but long-ranged [[mini-slugger]]. May explode when damaged. || | A small common defensive turret used by mechanoid clusters. Fairly harmless but has incredible range. || | 1x1 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Mech Clusters are best dealt with an extreme range, to avoid placing your colonists in unnecessary harm.&lt;br /&gt;
&lt;br /&gt;
=== Colony Weapons ===&lt;br /&gt;
&lt;br /&gt;
==== Mortars ====&lt;br /&gt;
&lt;br /&gt;
For Mech Cluster without a Mortar Shield, mortars are obviously the best way to deal with them as they present many foes that stay in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids before triggering them to attack your colony, where you can take advantage of your base defenses.&lt;br /&gt;
&lt;br /&gt;
For Mech Clusters with Mortar Shields, you can either try to destroy the shields first with snipers or simply overpower the shield. Each mortar shield is temporarily deactivated for a few seconds when they block a mortar shell. As such, a battery of 4-8 mortars timed to all fire at once can easily penetrate the shield with most of its shells. Mixing a few EMP shells in can also help disable the Mortar Shield, allowing successive salvos to ignore and hopefully destroy the shield before it can come back online.&lt;br /&gt;
&lt;br /&gt;
==== Orbital Bombardment/Beam Targeter ====&lt;br /&gt;
&lt;br /&gt;
Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they're found only via quest rewards and ancient dangers. However the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.&lt;br /&gt;
&lt;br /&gt;
==== Sniper Rifles/Rocket Launchers====&lt;br /&gt;
&lt;br /&gt;
The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions (a few walls built near the front for cover), you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range and behind cover.&lt;br /&gt;
&lt;br /&gt;
Depending on the damage you inflict from opening salvos and the mechanoids behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions.&lt;br /&gt;
&lt;br /&gt;
==== IEDs ====&lt;br /&gt;
&lt;br /&gt;
For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.&lt;br /&gt;
&lt;br /&gt;
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED to prevent the cluster from waking up.&lt;br /&gt;
&lt;br /&gt;
==== Grenades ====&lt;br /&gt;
&lt;br /&gt;
[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with one hit. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.&lt;br /&gt;
&lt;br /&gt;
[[File:MechCluster.jpeg|frame|A mech cluster from Total Timewaster's video. You can see that the mechanoids are asleep.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75502</id>
		<title>Mechanoid cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75502"/>
		<updated>2020-09-28T23:27:34Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: had the params backwards?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File: Small Mech Cluster.png|frame|100px|A small mech cluster with a climate adjuster.]]&lt;br /&gt;
[[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a normal [[raid]]. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Building types ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous buildings ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! [[Mech capsule]]&lt;br /&gt;
| [[File: MechCapsule.png|64px]] || | 180|| | A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened || | Deploys between ? and ? mechanoids when triggered.  || | 2x3 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech assembler]]&lt;br /&gt;
| [[File: MechAssembler.png|64px]] || | 260 || | An automated mechanoid factory. It periodically assembles and deploys new mechanoids. || | Releases 1 mechanoid of a single type periodically. Exact time varies. As of 1.1.2624  shuts down after producing 4 mechanoids. || | 3x3 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech drop beacon]] &lt;br /&gt;
| [[File: MechDropBeacon.png|64px]] || | 100 || |A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.  || |Calls mechanoid reinforcements in a local area.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Proximity activator]] &lt;br /&gt;
| [[File: ActivatorProximity.png|64px]]  || | 100 || |A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Count-down activator]] &lt;br /&gt;
| [[File: ActivatorCountdown.png|64px]] || | 100 || |A timed mechanoid activation unit. After counting down, it will wake nearby dormant mechanoids and structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Bullet shield]]&lt;br /&gt;
|[[File: ShieldGeneratorBullet.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.   || |Blocks pawn's projectiles from firearms.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mortar shield]]&lt;br /&gt;
| [[File: ShieldGeneratorMortar-0.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.  || |Blocks mortar rounds.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Gloomlight]]&lt;br /&gt;
| [[File: Gloomlight.png|64px]] || | 50 || A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.  || |Emits light  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Unstable power cell]]&lt;br /&gt;
| [[File: Unstablepc.png|64px]]|| | 200 || A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.\n\nSome brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating. || | Provides 400W of power || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effectors ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Psychic droner &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals psychic sensitivity. || | Creates a gender specific Psychic Drone || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Toxic Spewer &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes toxic fallout across the map and a radius of 3 hexes on the world map. || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Smoke Spewer &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Sun Blocker &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Psychic Suppressor&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.   || |Causes a specific gender to be in constant pain, reducing their consciousness and making any psycasts less effective. Affects the worldmap by 10 hexes.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Weather Controller&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomena on the local and world map by 10 hexes. || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! EMI dynamo &lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Defoliator&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Climate adjuster&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to dip by -10 degrees.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Auto mortar &lt;br /&gt;
| ? || | 180 || |A self-powered, self-loading, automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.  || |The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto inferno turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with an [[Inferno cannon (Turret)]]. || | A defensive turret that shoots incendiary shells. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto charge blaster turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with a [[light charge blaster]]. || | Defends Mechanoid clusters with a fast firing blaster, making this one of the most dangerous turrets to try to disable. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Mini-slugger turret&lt;br /&gt;
| [[File: TurretMechMini.png]] || | 100 || | A self-powered defense turret mounted with a weak but long-ranged [[mini-slugger]]. May explode when damaged. || | A small common defensive turret used by mechanoid clusters. Fairly harmless but has incredible range. || | 1x1 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Mech Clusters are best dealt with an extreme range, to avoid placing your colonists in unnecessary harm.&lt;br /&gt;
&lt;br /&gt;
=== Colony Weapons ===&lt;br /&gt;
&lt;br /&gt;
==== Mortars ====&lt;br /&gt;
&lt;br /&gt;
For Mech Cluster without a Mortar Shield, mortars are obviously the best way to deal with them as they present many foes that stay in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids before triggering them to attack your colony, where you can take advantage of your base defenses.&lt;br /&gt;
&lt;br /&gt;
For Mech Clusters with Mortar Shields, you can either try to destroy the shields first with snipers or simply overpower the shield. Each mortar shield is temporarily deactivated for a few seconds when they block a mortar shell. As such, a battery of 4-8 mortars timed to all fire at once can easily penetrate the shield with most of its shells. Mixing a few EMP shells in can also help disable the Mortar Shield, allowing successive salvos to ignore and hopefully destroy the shield before it can come back online.&lt;br /&gt;
&lt;br /&gt;
==== Orbital Bombardment/Beam Targeter ====&lt;br /&gt;
&lt;br /&gt;
Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they're found only via quest rewards and ancient dangers. However the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.&lt;br /&gt;
&lt;br /&gt;
==== Sniper Rifles/Rocket Launchers====&lt;br /&gt;
&lt;br /&gt;
The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions (a few walls built near the front for cover), you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range and behind cover.&lt;br /&gt;
&lt;br /&gt;
Depending on the damage you inflict from opening salvos and the mechanoids behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions.&lt;br /&gt;
&lt;br /&gt;
==== IEDs ====&lt;br /&gt;
&lt;br /&gt;
For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.&lt;br /&gt;
&lt;br /&gt;
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED to prevent the cluster from waking up.&lt;br /&gt;
&lt;br /&gt;
==== Grenades ====&lt;br /&gt;
&lt;br /&gt;
[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with one hit. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.&lt;br /&gt;
&lt;br /&gt;
[[File:MechCluster.jpeg|frame|A mech cluster from Total Timewaster's video. You can see that the mechanoids are asleep.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75501</id>
		<title>Mechanoid cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75501"/>
		<updated>2020-09-28T23:26:31Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: still too big&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File: Small Mech Cluster.png|100px|frame|A small mech cluster with a climate adjuster.]]&lt;br /&gt;
[[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a normal [[raid]]. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Building types ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous buildings ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! [[Mech capsule]]&lt;br /&gt;
| [[File: MechCapsule.png|64px]] || | 180|| | A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened || | Deploys between ? and ? mechanoids when triggered.  || | 2x3 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech assembler]]&lt;br /&gt;
| [[File: MechAssembler.png|64px]] || | 260 || | An automated mechanoid factory. It periodically assembles and deploys new mechanoids. || | Releases 1 mechanoid of a single type periodically. Exact time varies. As of 1.1.2624  shuts down after producing 4 mechanoids. || | 3x3 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech drop beacon]] &lt;br /&gt;
| [[File: MechDropBeacon.png|64px]] || | 100 || |A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.  || |Calls mechanoid reinforcements in a local area.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Proximity activator]] &lt;br /&gt;
| [[File: ActivatorProximity.png|64px]]  || | 100 || |A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Count-down activator]] &lt;br /&gt;
| [[File: ActivatorCountdown.png|64px]] || | 100 || |A timed mechanoid activation unit. After counting down, it will wake nearby dormant mechanoids and structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Bullet shield]]&lt;br /&gt;
|[[File: ShieldGeneratorBullet.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.   || |Blocks pawn's projectiles from firearms.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mortar shield]]&lt;br /&gt;
| [[File: ShieldGeneratorMortar-0.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.  || |Blocks mortar rounds.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Gloomlight]]&lt;br /&gt;
| [[File: Gloomlight.png|64px]] || | 50 || A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.  || |Emits light  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Unstable power cell]]&lt;br /&gt;
| [[File: Unstablepc.png|64px]]|| | 200 || A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.\n\nSome brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating. || | Provides 400W of power || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effectors ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Psychic droner &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals psychic sensitivity. || | Creates a gender specific Psychic Drone || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Toxic Spewer &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes toxic fallout across the map and a radius of 3 hexes on the world map. || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Smoke Spewer &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Sun Blocker &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Psychic Suppressor&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.   || |Causes a specific gender to be in constant pain, reducing their consciousness and making any psycasts less effective. Affects the worldmap by 10 hexes.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Weather Controller&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomena on the local and world map by 10 hexes. || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! EMI dynamo &lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Defoliator&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Climate adjuster&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to dip by -10 degrees.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Auto mortar &lt;br /&gt;
| ? || | 180 || |A self-powered, self-loading, automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.  || |The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto inferno turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with an [[Inferno cannon (Turret)]]. || | A defensive turret that shoots incendiary shells. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto charge blaster turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with a [[light charge blaster]]. || | Defends Mechanoid clusters with a fast firing blaster, making this one of the most dangerous turrets to try to disable. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Mini-slugger turret&lt;br /&gt;
| [[File: TurretMechMini.png]] || | 100 || | A self-powered defense turret mounted with a weak but long-ranged [[mini-slugger]]. May explode when damaged. || | A small common defensive turret used by mechanoid clusters. Fairly harmless but has incredible range. || | 1x1 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Mech Clusters are best dealt with an extreme range, to avoid placing your colonists in unnecessary harm.&lt;br /&gt;
&lt;br /&gt;
=== Colony Weapons ===&lt;br /&gt;
&lt;br /&gt;
==== Mortars ====&lt;br /&gt;
&lt;br /&gt;
For Mech Cluster without a Mortar Shield, mortars are obviously the best way to deal with them as they present many foes that stay in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids before triggering them to attack your colony, where you can take advantage of your base defenses.&lt;br /&gt;
&lt;br /&gt;
For Mech Clusters with Mortar Shields, you can either try to destroy the shields first with snipers or simply overpower the shield. Each mortar shield is temporarily deactivated for a few seconds when they block a mortar shell. As such, a battery of 4-8 mortars timed to all fire at once can easily penetrate the shield with most of its shells. Mixing a few EMP shells in can also help disable the Mortar Shield, allowing successive salvos to ignore and hopefully destroy the shield before it can come back online.&lt;br /&gt;
&lt;br /&gt;
==== Orbital Bombardment/Beam Targeter ====&lt;br /&gt;
&lt;br /&gt;
Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they're found only via quest rewards and ancient dangers. However the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.&lt;br /&gt;
&lt;br /&gt;
==== Sniper Rifles/Rocket Launchers====&lt;br /&gt;
&lt;br /&gt;
The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions (a few walls built near the front for cover), you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range and behind cover.&lt;br /&gt;
&lt;br /&gt;
Depending on the damage you inflict from opening salvos and the mechanoids behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions.&lt;br /&gt;
&lt;br /&gt;
==== IEDs ====&lt;br /&gt;
&lt;br /&gt;
For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.&lt;br /&gt;
&lt;br /&gt;
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED to prevent the cluster from waking up.&lt;br /&gt;
&lt;br /&gt;
==== Grenades ====&lt;br /&gt;
&lt;br /&gt;
[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with one hit. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.&lt;br /&gt;
&lt;br /&gt;
[[File:MechCluster.jpeg|frame|A mech cluster from Total Timewaster's video. You can see that the mechanoids are asleep.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75500</id>
		<title>Mechanoid cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75500"/>
		<updated>2020-09-28T23:26:15Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: TOO  BIG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File: Small Mech Cluster.png|400px|frame|A small mech cluster with a climate adjuster.]]&lt;br /&gt;
[[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a normal [[raid]]. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Building types ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous buildings ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! [[Mech capsule]]&lt;br /&gt;
| [[File: MechCapsule.png|64px]] || | 180|| | A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened || | Deploys between ? and ? mechanoids when triggered.  || | 2x3 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech assembler]]&lt;br /&gt;
| [[File: MechAssembler.png|64px]] || | 260 || | An automated mechanoid factory. It periodically assembles and deploys new mechanoids. || | Releases 1 mechanoid of a single type periodically. Exact time varies. As of 1.1.2624  shuts down after producing 4 mechanoids. || | 3x3 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech drop beacon]] &lt;br /&gt;
| [[File: MechDropBeacon.png|64px]] || | 100 || |A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.  || |Calls mechanoid reinforcements in a local area.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Proximity activator]] &lt;br /&gt;
| [[File: ActivatorProximity.png|64px]]  || | 100 || |A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Count-down activator]] &lt;br /&gt;
| [[File: ActivatorCountdown.png|64px]] || | 100 || |A timed mechanoid activation unit. After counting down, it will wake nearby dormant mechanoids and structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Bullet shield]]&lt;br /&gt;
|[[File: ShieldGeneratorBullet.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.   || |Blocks pawn's projectiles from firearms.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mortar shield]]&lt;br /&gt;
| [[File: ShieldGeneratorMortar-0.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.  || |Blocks mortar rounds.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Gloomlight]]&lt;br /&gt;
| [[File: Gloomlight.png|64px]] || | 50 || A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.  || |Emits light  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Unstable power cell]]&lt;br /&gt;
| [[File: Unstablepc.png|64px]]|| | 200 || A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.\n\nSome brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating. || | Provides 400W of power || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effectors ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Psychic droner &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals psychic sensitivity. || | Creates a gender specific Psychic Drone || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Toxic Spewer &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes toxic fallout across the map and a radius of 3 hexes on the world map. || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Smoke Spewer &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Sun Blocker &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Psychic Suppressor&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.   || |Causes a specific gender to be in constant pain, reducing their consciousness and making any psycasts less effective. Affects the worldmap by 10 hexes.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Weather Controller&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomena on the local and world map by 10 hexes. || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! EMI dynamo &lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Defoliator&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Climate adjuster&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to dip by -10 degrees.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Auto mortar &lt;br /&gt;
| ? || | 180 || |A self-powered, self-loading, automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.  || |The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto inferno turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with an [[Inferno cannon (Turret)]]. || | A defensive turret that shoots incendiary shells. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto charge blaster turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with a [[light charge blaster]]. || | Defends Mechanoid clusters with a fast firing blaster, making this one of the most dangerous turrets to try to disable. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Mini-slugger turret&lt;br /&gt;
| [[File: TurretMechMini.png]] || | 100 || | A self-powered defense turret mounted with a weak but long-ranged [[mini-slugger]]. May explode when damaged. || | A small common defensive turret used by mechanoid clusters. Fairly harmless but has incredible range. || | 1x1 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Mech Clusters are best dealt with an extreme range, to avoid placing your colonists in unnecessary harm.&lt;br /&gt;
&lt;br /&gt;
=== Colony Weapons ===&lt;br /&gt;
&lt;br /&gt;
==== Mortars ====&lt;br /&gt;
&lt;br /&gt;
For Mech Cluster without a Mortar Shield, mortars are obviously the best way to deal with them as they present many foes that stay in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids before triggering them to attack your colony, where you can take advantage of your base defenses.&lt;br /&gt;
&lt;br /&gt;
For Mech Clusters with Mortar Shields, you can either try to destroy the shields first with snipers or simply overpower the shield. Each mortar shield is temporarily deactivated for a few seconds when they block a mortar shell. As such, a battery of 4-8 mortars timed to all fire at once can easily penetrate the shield with most of its shells. Mixing a few EMP shells in can also help disable the Mortar Shield, allowing successive salvos to ignore and hopefully destroy the shield before it can come back online.&lt;br /&gt;
&lt;br /&gt;
==== Orbital Bombardment/Beam Targeter ====&lt;br /&gt;
&lt;br /&gt;
Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they're found only via quest rewards and ancient dangers. However the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.&lt;br /&gt;
&lt;br /&gt;
==== Sniper Rifles/Rocket Launchers====&lt;br /&gt;
&lt;br /&gt;
The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions (a few walls built near the front for cover), you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range and behind cover.&lt;br /&gt;
&lt;br /&gt;
Depending on the damage you inflict from opening salvos and the mechanoids behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions.&lt;br /&gt;
&lt;br /&gt;
==== IEDs ====&lt;br /&gt;
&lt;br /&gt;
For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.&lt;br /&gt;
&lt;br /&gt;
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED to prevent the cluster from waking up.&lt;br /&gt;
&lt;br /&gt;
==== Grenades ====&lt;br /&gt;
&lt;br /&gt;
[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with one hit. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.&lt;br /&gt;
&lt;br /&gt;
[[File:MechCluster.jpeg|frame|A mech cluster from Total Timewaster's video. You can see that the mechanoids are asleep.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75499</id>
		<title>Mechanoid cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75499"/>
		<updated>2020-09-28T23:25:55Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: Added a good header image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File: Small Mech Cluster.png|frame|A small mech cluster with a climate adjuster.]]&lt;br /&gt;
[[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a normal [[raid]]. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Building types ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous buildings ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! [[Mech capsule]]&lt;br /&gt;
| [[File: MechCapsule.png|64px]] || | 180|| | A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened || | Deploys between ? and ? mechanoids when triggered.  || | 2x3 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech assembler]]&lt;br /&gt;
| [[File: MechAssembler.png|64px]] || | 260 || | An automated mechanoid factory. It periodically assembles and deploys new mechanoids. || | Releases 1 mechanoid of a single type periodically. Exact time varies. As of 1.1.2624  shuts down after producing 4 mechanoids. || | 3x3 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech drop beacon]] &lt;br /&gt;
| [[File: MechDropBeacon.png|64px]] || | 100 || |A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.  || |Calls mechanoid reinforcements in a local area.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Proximity activator]] &lt;br /&gt;
| [[File: ActivatorProximity.png|64px]]  || | 100 || |A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Count-down activator]] &lt;br /&gt;
| [[File: ActivatorCountdown.png|64px]] || | 100 || |A timed mechanoid activation unit. After counting down, it will wake nearby dormant mechanoids and structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Bullet shield]]&lt;br /&gt;
|[[File: ShieldGeneratorBullet.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.   || |Blocks pawn's projectiles from firearms.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mortar shield]]&lt;br /&gt;
| [[File: ShieldGeneratorMortar-0.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.  || |Blocks mortar rounds.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Gloomlight]]&lt;br /&gt;
| [[File: Gloomlight.png|64px]] || | 50 || A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.  || |Emits light  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Unstable power cell]]&lt;br /&gt;
| [[File: Unstablepc.png|64px]]|| | 200 || A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.\n\nSome brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating. || | Provides 400W of power || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effectors ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Psychic droner &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals psychic sensitivity. || | Creates a gender specific Psychic Drone || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Toxic Spewer &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes toxic fallout across the map and a radius of 3 hexes on the world map. || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Smoke Spewer &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Sun Blocker &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Psychic Suppressor&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.   || |Causes a specific gender to be in constant pain, reducing their consciousness and making any psycasts less effective. Affects the worldmap by 10 hexes.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Weather Controller&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomena on the local and world map by 10 hexes. || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! EMI dynamo &lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Defoliator&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Climate adjuster&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to dip by -10 degrees.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Auto mortar &lt;br /&gt;
| ? || | 180 || |A self-powered, self-loading, automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.  || |The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto inferno turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with an [[Inferno cannon (Turret)]]. || | A defensive turret that shoots incendiary shells. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto charge blaster turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with a [[light charge blaster]]. || | Defends Mechanoid clusters with a fast firing blaster, making this one of the most dangerous turrets to try to disable. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Mini-slugger turret&lt;br /&gt;
| [[File: TurretMechMini.png]] || | 100 || | A self-powered defense turret mounted with a weak but long-ranged [[mini-slugger]]. May explode when damaged. || | A small common defensive turret used by mechanoid clusters. Fairly harmless but has incredible range. || | 1x1 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Mech Clusters are best dealt with an extreme range, to avoid placing your colonists in unnecessary harm.&lt;br /&gt;
&lt;br /&gt;
=== Colony Weapons ===&lt;br /&gt;
&lt;br /&gt;
==== Mortars ====&lt;br /&gt;
&lt;br /&gt;
For Mech Cluster without a Mortar Shield, mortars are obviously the best way to deal with them as they present many foes that stay in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids before triggering them to attack your colony, where you can take advantage of your base defenses.&lt;br /&gt;
&lt;br /&gt;
For Mech Clusters with Mortar Shields, you can either try to destroy the shields first with snipers or simply overpower the shield. Each mortar shield is temporarily deactivated for a few seconds when they block a mortar shell. As such, a battery of 4-8 mortars timed to all fire at once can easily penetrate the shield with most of its shells. Mixing a few EMP shells in can also help disable the Mortar Shield, allowing successive salvos to ignore and hopefully destroy the shield before it can come back online.&lt;br /&gt;
&lt;br /&gt;
==== Orbital Bombardment/Beam Targeter ====&lt;br /&gt;
&lt;br /&gt;
Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they're found only via quest rewards and ancient dangers. However the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.&lt;br /&gt;
&lt;br /&gt;
==== Sniper Rifles/Rocket Launchers====&lt;br /&gt;
&lt;br /&gt;
The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions (a few walls built near the front for cover), you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range and behind cover.&lt;br /&gt;
&lt;br /&gt;
Depending on the damage you inflict from opening salvos and the mechanoids behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions.&lt;br /&gt;
&lt;br /&gt;
==== IEDs ====&lt;br /&gt;
&lt;br /&gt;
For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.&lt;br /&gt;
&lt;br /&gt;
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED to prevent the cluster from waking up.&lt;br /&gt;
&lt;br /&gt;
==== Grenades ====&lt;br /&gt;
&lt;br /&gt;
[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with one hit. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.&lt;br /&gt;
&lt;br /&gt;
[[File:MechCluster.jpeg|frame|A mech cluster from Total Timewaster's video. You can see that the mechanoids are asleep.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Small_Mech_Cluster.png&amp;diff=75498</id>
		<title>File:Small Mech Cluster.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Small_Mech_Cluster.png&amp;diff=75498"/>
		<updated>2020-09-28T23:23:18Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: A clear image of a mech cluster with the shield radius shown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A clear image of a mech cluster with the shield radius shown&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:MechCapsuleOpen.png&amp;diff=75497</id>
		<title>File:MechCapsuleOpen.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:MechCapsuleOpen.png&amp;diff=75497"/>
		<updated>2020-09-28T23:20:38Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: A mech capsule from a mechanoid raid (but open). Note that only the area of the image with the open doors is stored in the game's source files. It seems to be layered over the texture for a closed mech capsule when the capsule opens.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A mech capsule from a mechanoid raid (but open). Note that only the area of the image with the open doors is stored in the game's source files. It seems to be layered over the texture for a closed mech capsule when the capsule opens.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75496</id>
		<title>Mechanoid cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75496"/>
		<updated>2020-09-28T23:16:11Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: Got at least the mini-slugger image in... the others are proving difficult to track down&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a normal [[raid]]. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Building types ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous buildings ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! [[Mech capsule]]&lt;br /&gt;
| [[File: MechCapsule.png|64px]] || | 180|| | A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened || | Deploys between ? and ? mechanoids when triggered.  || | 2x3 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech assembler]]&lt;br /&gt;
| [[File: MechAssembler.png|64px]] || | 260 || | An automated mechanoid factory. It periodically assembles and deploys new mechanoids. || | Releases 1 mechanoid of a single type periodically. Exact time varies. As of 1.1.2624  shuts down after producing 4 mechanoids. || | 3x3 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech drop beacon]] &lt;br /&gt;
| [[File: MechDropBeacon.png|64px]] || | 100 || |A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.  || |Calls mechanoid reinforcements in a local area.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Proximity activator]] &lt;br /&gt;
| [[File: ActivatorProximity.png|64px]]  || | 100 || |A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Count-down activator]] &lt;br /&gt;
| [[File: ActivatorCountdown.png|64px]] || | 100 || |A timed mechanoid activation unit. After counting down, it will wake nearby dormant mechanoids and structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Bullet shield]]&lt;br /&gt;
|[[File: ShieldGeneratorBullet.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.   || |Blocks pawn's projectiles from firearms.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mortar shield]]&lt;br /&gt;
| [[File: ShieldGeneratorMortar-0.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.  || |Blocks mortar rounds.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Gloomlight]]&lt;br /&gt;
| [[File: Gloomlight.png|64px]] || | 50 || A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.  || |Emits light  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Unstable power cell]]&lt;br /&gt;
| [[File: Unstablepc.png|64px]]|| | 200 || A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.\n\nSome brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating. || | Provides 400W of power || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effectors ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Psychic droner &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals psychic sensitivity. || | Creates a gender specific Psychic Drone || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Toxic Spewer &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes toxic fallout across the map and a radius of 3 hexes on the world map. || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Smoke Spewer &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Sun Blocker &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Psychic Suppressor&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.   || |Causes a specific gender to be in constant pain, reducing their consciousness and making any psycasts less effective. Affects the worldmap by 10 hexes.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Weather Controller&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomena on the local and world map by 10 hexes. || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! EMI dynamo &lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Defoliator&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Climate adjuster&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to dip by -10 degrees.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Auto mortar &lt;br /&gt;
| ? || | 180 || |A self-powered, self-loading, automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.  || |The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto inferno turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with an [[Inferno cannon (Turret)]]. || | A defensive turret that shoots incendiary shells. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto charge blaster turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with a [[light charge blaster]]. || | Defends Mechanoid clusters with a fast firing blaster, making this one of the most dangerous turrets to try to disable. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Mini-slugger turret&lt;br /&gt;
| [[File: TurretMechMini.png]] || | 100 || | A self-powered defense turret mounted with a weak but long-ranged [[mini-slugger]]. May explode when damaged. || | A small common defensive turret used by mechanoid clusters. Fairly harmless but has incredible range. || | 1x1 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Mech Clusters are best dealt with an extreme range, to avoid placing your colonists in unnecessary harm.&lt;br /&gt;
&lt;br /&gt;
=== Colony Weapons ===&lt;br /&gt;
&lt;br /&gt;
==== Mortars ====&lt;br /&gt;
&lt;br /&gt;
For Mech Cluster without a Mortar Shield, mortars are obviously the best way to deal with them as they present many foes that stay in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids before triggering them to attack your colony, where you can take advantage of your base defenses.&lt;br /&gt;
&lt;br /&gt;
For Mech Clusters with Mortar Shields, you can either try to destroy the shields first with snipers or simply overpower the shield. Each mortar shield is temporarily deactivated for a few seconds when they block a mortar shell. As such, a battery of 4-8 mortars timed to all fire at once can easily penetrate the shield with most of its shells. Mixing a few EMP shells in can also help disable the Mortar Shield, allowing successive salvos to ignore and hopefully destroy the shield before it can come back online.&lt;br /&gt;
&lt;br /&gt;
==== Orbital Bombardment/Beam Targeter ====&lt;br /&gt;
&lt;br /&gt;
Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they're found only via quest rewards and ancient dangers. However the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.&lt;br /&gt;
&lt;br /&gt;
==== Sniper Rifles/Rocket Launchers====&lt;br /&gt;
&lt;br /&gt;
The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions (a few walls built near the front for cover), you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range and behind cover.&lt;br /&gt;
&lt;br /&gt;
Depending on the damage you inflict from opening salvos and the mechanoids behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions.&lt;br /&gt;
&lt;br /&gt;
==== IEDs ====&lt;br /&gt;
&lt;br /&gt;
For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.&lt;br /&gt;
&lt;br /&gt;
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED to prevent the cluster from waking up.&lt;br /&gt;
&lt;br /&gt;
==== Grenades ====&lt;br /&gt;
&lt;br /&gt;
[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with one hit. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.&lt;br /&gt;
&lt;br /&gt;
[[File:MechCluster.jpeg|frame|A mech cluster from Total Timewaster's video. You can see that the mechanoids are asleep.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Light_charge_blaster&amp;diff=75495</id>
		<title>Light charge blaster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Light_charge_blaster&amp;diff=75495"/>
		<updated>2020-09-28T23:09:54Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: updated with the correct image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Light charge blaster&lt;br /&gt;
|image = ChargeBlasterLight.png| Light charge blaster&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|description = A pulse-charged rapid-fire blaster for area fire.&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Spacer&lt;br /&gt;
|damage = 15&lt;br /&gt;
|armorPenetration = 22&lt;br /&gt;
|range = 45.9&lt;br /&gt;
|accuracyTouch = 18&lt;br /&gt;
|accuracyShort = 26&lt;br /&gt;
|accuracyMedium = 26&lt;br /&gt;
|accuracyLong = 8&lt;br /&gt;
|accuracyAvg = 19.5&lt;br /&gt;
|mode = Burst&lt;br /&gt;
|warmup = 75&lt;br /&gt;
|cooldown = 444&lt;br /&gt;
|burst = 9&lt;br /&gt;
|burstTicks = 7&lt;br /&gt;
|velocity = 90&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|stoppingPower = 0.5&lt;br /&gt;
|market value = 1400&lt;br /&gt;
|mass = 22&lt;br /&gt;
|minrange = 3.9&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A [[mechanoid]]-only weapon equipped on [[Mechanoid cluster#Building types|Auto charge blaster turrets]] that drop with Mechanoid Clusters. Like its bigger brother, the [[heavy charge blaster]] it has a short warmup but lengthy cooldown time. Once fired, it devastates anyone unlucky enough to be in its way. It fires more rounds per burst but slower than the heavy charge blaster, while also having a longer range, significantly less accuracy at long range, and a minimum range of 4 tiles.&lt;br /&gt;
&lt;br /&gt;
This weapon is unobtainable in normal play, though it can be spawned in by the [[Development mode#Debug actions menu|Debug actions menu]]. It is provided here for comparisons sake.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
*Added in [[Royalty DLC]] &lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:ChargeBlasterLight.png&amp;diff=75494</id>
		<title>File:ChargeBlasterLight.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:ChargeBlasterLight.png&amp;diff=75494"/>
		<updated>2020-09-28T23:09:31Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: The texture for the light charge blaster, which is the emplacement on the auto charger blaster turrets spawned in mechanoid clusters. Taken from the core game's source image files.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The texture for the light charge blaster, which is the emplacement on the auto charger blaster turrets spawned in mechanoid clusters. Taken from the core game's source image files.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75493</id>
		<title>Mechanoid cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75493"/>
		<updated>2020-09-28T23:00:39Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: /* Defenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a normal [[raid]]. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Building types ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous buildings ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! [[Mech capsule]]&lt;br /&gt;
| [[File: MechCapsule.png|64px]] || | 180|| | A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened || | Deploys between ? and ? mechanoids when triggered.  || | 2x3 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech assembler]]&lt;br /&gt;
| [[File: MechAssembler.png|64px]] || | 260 || | An automated mechanoid factory. It periodically assembles and deploys new mechanoids. || | Releases 1 mechanoid of a single type periodically. Exact time varies. As of 1.1.2624  shuts down after producing 4 mechanoids. || | 3x3 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech drop beacon]] &lt;br /&gt;
| [[File: MechDropBeacon.png|64px]] || | 100 || |A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.  || |Calls mechanoid reinforcements in a local area.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Proximity activator]] &lt;br /&gt;
| [[File: ActivatorProximity.png|64px]]  || | 100 || |A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Count-down activator]] &lt;br /&gt;
| [[File: ActivatorCountdown.png|64px]] || | 100 || |A timed mechanoid activation unit. After counting down, it will wake nearby dormant mechanoids and structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Bullet shield]]&lt;br /&gt;
|[[File: ShieldGeneratorBullet.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.   || |Blocks pawn's projectiles from firearms.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mortar shield]]&lt;br /&gt;
| [[File: ShieldGeneratorMortar-0.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.  || |Blocks mortar rounds.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Gloomlight]]&lt;br /&gt;
| [[File: Gloomlight.png|64px]] || | 50 || A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.  || |Emits light  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Unstable power cell]]&lt;br /&gt;
| [[File: Unstablepc.png|64px]]|| | 200 || A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.\n\nSome brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating. || | Provides 400W of power || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effectors ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Psychic droner &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals psychic sensitivity. || | Creates a gender specific Psychic Drone || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Toxic Spewer &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes toxic fallout across the map and a radius of 3 hexes on the world map. || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Smoke Spewer &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Sun Blocker &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Psychic Suppressor&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.   || |Causes a specific gender to be in constant pain, reducing their consciousness and making any psycasts less effective. Affects the worldmap by 10 hexes.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Weather Controller&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomena on the local and world map by 10 hexes. || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! EMI dynamo &lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Defoliator&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Climate adjuster&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to dip by -10 degrees.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Auto mortar &lt;br /&gt;
| ? || | 180 || |A self-powered, self-loading,automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.  || |The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto inferno turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with an [[Inferno cannon (Turret)]]. || | A defensive turret that shoots incendiary shells. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto charge blaster turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with a [[light charge blaster]]. || | Defends Mechanoid clusters with a fast firing blaster, making this one of the most dangerous turrets to try to disable. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Mini-slugger turret&lt;br /&gt;
| [[File: TurretMechMini.png]] || | 100 || | A self-powered defense turret mounted with a weak but long-ranged [[mini-slugger]]. May explode when damaged. || | A small common defensive turret used by mechanoid clusters. Fairly harmless but has incredible range. || | 1x1 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Mech Clusters are best dealt with an extreme range, to avoid placing your colonists in unnecessary harm.&lt;br /&gt;
&lt;br /&gt;
=== Colony Weapons ===&lt;br /&gt;
&lt;br /&gt;
==== Mortars ====&lt;br /&gt;
&lt;br /&gt;
For Mech Cluster without a Mortar Shield, mortars are obviously the best way to deal with them as they present many foes that stay in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids before triggering them to attack your colony, where you can take advantage of your base defenses.&lt;br /&gt;
&lt;br /&gt;
For Mech Clusters with Mortar Shields, you can either try to destroy the shields first with snipers or simply overpower the shield. Each mortar shield is temporarily deactivated for a few seconds when they block a mortar shell. As such, a battery of 4-8 mortars timed to all fire at once can easily penetrate the shield with most of its shells. Mixing a few EMP shells in can also help disable the Mortar Shield, allowing successive salvos to ignore and hopefully destroy the shield before it can come back online.&lt;br /&gt;
&lt;br /&gt;
==== Orbital Bombardment/Beam Targeter ====&lt;br /&gt;
&lt;br /&gt;
Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they're found only via quest rewards and ancient dangers. However the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.&lt;br /&gt;
&lt;br /&gt;
==== Sniper Rifles/Rocket Launchers====&lt;br /&gt;
&lt;br /&gt;
The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions (a few walls built near the front for cover), you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range and behind cover.&lt;br /&gt;
&lt;br /&gt;
Depending on the damage you inflict from opening salvos and the mechanoids behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions.&lt;br /&gt;
&lt;br /&gt;
==== IEDs ====&lt;br /&gt;
&lt;br /&gt;
For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.&lt;br /&gt;
&lt;br /&gt;
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED to prevent the cluster from waking up.&lt;br /&gt;
&lt;br /&gt;
==== Grenades ====&lt;br /&gt;
&lt;br /&gt;
[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with one hit. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.&lt;br /&gt;
&lt;br /&gt;
[[File:MechCluster.jpeg|frame|A mech cluster from Total Timewaster's video. You can see that the mechanoids are asleep.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:TurretMechMini.png&amp;diff=75492</id>
		<title>File:TurretMechMini.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:TurretMechMini.png&amp;diff=75492"/>
		<updated>2020-09-28T22:58:38Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: Kfsass reverted File:TurretMechMini.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A composite of the textures for the mini-slugger turret, which are stored in the game's source files as TurretMechMini_Base and TurretMechMini_Top (likely for animating the turret).&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:TurretMechMini.png&amp;diff=75491</id>
		<title>File:TurretMechMini.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:TurretMechMini.png&amp;diff=75491"/>
		<updated>2020-09-28T22:58:11Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: Kfsass uploaded a new version of File:TurretMechMini.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A composite of the textures for the mini-slugger turret, which are stored in the game's source files as TurretMechMini_Base and TurretMechMini_Top (likely for animating the turret).&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:TurretMechMini.png&amp;diff=75490</id>
		<title>File:TurretMechMini.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:TurretMechMini.png&amp;diff=75490"/>
		<updated>2020-09-28T22:56:00Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: Kfsass uploaded a new version of File:TurretMechMini.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A composite of the textures for the mini-slugger turret, which are stored in the game's source files as TurretMechMini_Base and TurretMechMini_Top (likely for animating the turret).&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:TurretMechMini.png&amp;diff=75489</id>
		<title>File:TurretMechMini.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:TurretMechMini.png&amp;diff=75489"/>
		<updated>2020-09-28T22:54:56Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: Kfsass uploaded a new version of File:TurretMechMini.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A composite of the textures for the mini-slugger turret, which are stored in the game's source files as TurretMechMini_Base and TurretMechMini_Top (likely for animating the turret).&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:TurretMechMini.png&amp;diff=75488</id>
		<title>File:TurretMechMini.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:TurretMechMini.png&amp;diff=75488"/>
		<updated>2020-09-28T22:52:13Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: A composite of the textures for the mini-slugger turret, which are stored in the game's source files as TurretMechMini_Base and TurretMechMini_Top (likely for animating the turret).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A composite of the textures for the mini-slugger turret, which are stored in the game's source files as TurretMechMini_Base and TurretMechMini_Top (likely for animating the turret).&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75487</id>
		<title>Mechanoid cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75487"/>
		<updated>2020-09-28T22:43:45Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: images for this table are now complete! 🎉&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a normal [[raid]]. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Building types ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous buildings ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! [[Mech capsule]]&lt;br /&gt;
| [[File: MechCapsule.png|64px]] || | 180|| | A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened || | Deploys between ? and ? mechanoids when triggered.  || | 2x3 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech assembler]]&lt;br /&gt;
| [[File: MechAssembler.png|64px]] || | 260 || | An automated mechanoid factory. It periodically assembles and deploys new mechanoids. || | Releases 1 mechanoid of a single type periodically. Exact time varies. As of 1.1.2624  shuts down after producing 4 mechanoids. || | 3x3 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech drop beacon]] &lt;br /&gt;
| [[File: MechDropBeacon.png|64px]] || | 100 || |A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.  || |Calls mechanoid reinforcements in a local area.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Proximity activator]] &lt;br /&gt;
| [[File: ActivatorProximity.png|64px]]  || | 100 || |A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Count-down activator]] &lt;br /&gt;
| [[File: ActivatorCountdown.png|64px]] || | 100 || |A timed mechanoid activation unit. After counting down, it will wake nearby dormant mechanoids and structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Bullet shield]]&lt;br /&gt;
|[[File: ShieldGeneratorBullet.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.   || |Blocks pawn's projectiles from firearms.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mortar shield]]&lt;br /&gt;
| [[File: ShieldGeneratorMortar-0.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.  || |Blocks mortar rounds.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Gloomlight]]&lt;br /&gt;
| [[File: Gloomlight.png|64px]] || | 50 || A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.  || |Emits light  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Unstable power cell]]&lt;br /&gt;
| [[File: Unstablepc.png|64px]]|| | 200 || A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.\n\nSome brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating. || | Provides 400W of power || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effectors ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Psychic droner &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals psychic sensitivity. || | Creates a gender specific Psychic Drone || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Toxic Spewer &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes toxic fallout across the map and a radius of 3 hexes on the world map. || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Smoke Spewer &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Sun Blocker &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Psychic Suppressor&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.   || |Causes a specific gender to be in constant pain, reducing their consciousness and making any psycasts less effective. Affects the worldmap by 10 hexes.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Weather Controller&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomena on the local and world map by 10 hexes. || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! EMI dynamo &lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Defoliator&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Climate adjuster&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to dip by -10 degrees.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Auto mortar &lt;br /&gt;
| ? || | 180 || |A self-powered, self-loading,automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.  || |The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto inferno turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with an [[Inferno cannon (Turret)]]. || | A defensive turret that shoots incendiary shells. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto charge blaster turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with a [[light charge blaster]]. || | Defends Mechanoid clusters with a fast firing blaster, making this one of the most dangerous turrets to try to disable. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Mini-slugger turret&lt;br /&gt;
| ? || | 100 || | A self-powered defense turret mounted with a weak but long-ranged [[mini-slugger]]. May explode when damaged. || | A small common defensive turret used by mechanoid clusters. Fairly harmless but has incredible range. || | 1x1 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Mech Clusters are best dealt with an extreme range, to avoid placing your colonists in unnecessary harm.&lt;br /&gt;
&lt;br /&gt;
=== Colony Weapons ===&lt;br /&gt;
&lt;br /&gt;
==== Mortars ====&lt;br /&gt;
&lt;br /&gt;
For Mech Cluster without a Mortar Shield, mortars are obviously the best way to deal with them as they present many foes that stay in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids before triggering them to attack your colony, where you can take advantage of your base defenses.&lt;br /&gt;
&lt;br /&gt;
For Mech Clusters with Mortar Shields, you can either try to destroy the shields first with snipers or simply overpower the shield. Each mortar shield is temporarily deactivated for a few seconds when they block a mortar shell. As such, a battery of 4-8 mortars timed to all fire at once can easily penetrate the shield with most of its shells. Mixing a few EMP shells in can also help disable the Mortar Shield, allowing successive salvos to ignore and hopefully destroy the shield before it can come back online.&lt;br /&gt;
&lt;br /&gt;
==== Orbital Bombardment/Beam Targeter ====&lt;br /&gt;
&lt;br /&gt;
Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they're found only via quest rewards and ancient dangers. However the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.&lt;br /&gt;
&lt;br /&gt;
==== Sniper Rifles/Rocket Launchers====&lt;br /&gt;
&lt;br /&gt;
The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions (a few walls built near the front for cover), you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range and behind cover.&lt;br /&gt;
&lt;br /&gt;
Depending on the damage you inflict from opening salvos and the mechanoids behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions.&lt;br /&gt;
&lt;br /&gt;
==== IEDs ====&lt;br /&gt;
&lt;br /&gt;
For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.&lt;br /&gt;
&lt;br /&gt;
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED to prevent the cluster from waking up.&lt;br /&gt;
&lt;br /&gt;
==== Grenades ====&lt;br /&gt;
&lt;br /&gt;
[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with one hit. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.&lt;br /&gt;
&lt;br /&gt;
[[File:MechCluster.jpeg|frame|A mech cluster from Total Timewaster's video. You can see that the mechanoids are asleep.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:MechDropBeacon.png&amp;diff=75486</id>
		<title>File:MechDropBeacon.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:MechDropBeacon.png&amp;diff=75486"/>
		<updated>2020-09-28T22:42:53Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: The texture for a mech drop beacon, pulled from the game's source PSD files.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The texture for a mech drop beacon, pulled from the game's source PSD files.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75485</id>
		<title>Mechanoid cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75485"/>
		<updated>2020-09-28T22:39:52Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: at long last, got the texture for a Gloomlight uploaded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a normal [[raid]]. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Building types ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous buildings ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! [[Mech capsule]]&lt;br /&gt;
| [[File: MechCapsule.png|64px]] || | 180|| | A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened || | Deploys between ? and ? mechanoids when triggered.  || | 2x3 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech assembler]]&lt;br /&gt;
| ? || | 260 || | An automated mechanoid factory. It periodically assembles and deploys new mechanoids. || | Releases 1 mechanoid of a single type periodically. Exact time varies. As of 1.1.2624  shuts down after producing 4 mechanoids. || | 3x3 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech drop beacon]] &lt;br /&gt;
| ? || | 100 || |A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.  || |Calls mechanoid reinforcements in a local area.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Proximity activator]] &lt;br /&gt;
| [[File: ActivatorProximity.png|64px]]  || | 100 || |A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Count-down activator]] &lt;br /&gt;
| [[File: ActivatorCountdown.png|64px]] || | 100 || |A timed mechanoid activation unit. After counting down, it will wake nearby dormant mechanoids and structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Bullet shield]]&lt;br /&gt;
|[[File: ShieldGeneratorBullet.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.   || |Blocks pawn's projectiles from firearms.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mortar shield]]&lt;br /&gt;
| [[File: ShieldGeneratorMortar-0.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.  || |Blocks mortar rounds.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Gloomlight]]&lt;br /&gt;
| [[File: Gloomlight.png|64px]] || | 50 || A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.  || |Emits light  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Unstable power cell]]&lt;br /&gt;
| [[File: Unstablepc.png|64px]]|| | 200 || A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.\n\nSome brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating. || | Provides 400W of power || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effectors ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Psychic droner &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals psychic sensitivity. || | Creates a gender specific Psychic Drone || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Toxic Spewer &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes toxic fallout across the map and a radius of 3 hexes on the world map. || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Smoke Spewer &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Sun Blocker &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Psychic Suppressor&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.   || |Causes a specific gender to be in constant pain, reducing their consciousness and making any psycasts less effective. Affects the worldmap by 10 hexes.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Weather Controller&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomena on the local and world map by 10 hexes. || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! EMI dynamo &lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Defoliator&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Climate adjuster&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to dip by -10 degrees.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Auto mortar &lt;br /&gt;
| ? || | 180 || |A self-powered, self-loading,automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.  || |The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto inferno turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with an [[Inferno cannon (Turret)]]. || | A defensive turret that shoots incendiary shells. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto charge blaster turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with a [[light charge blaster]]. || | Defends Mechanoid clusters with a fast firing blaster, making this one of the most dangerous turrets to try to disable. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Mini-slugger turret&lt;br /&gt;
| ? || | 100 || | A self-powered defense turret mounted with a weak but long-ranged [[mini-slugger]]. May explode when damaged. || | A small common defensive turret used by mechanoid clusters. Fairly harmless but has incredible range. || | 1x1 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Mech Clusters are best dealt with an extreme range, to avoid placing your colonists in unnecessary harm.&lt;br /&gt;
&lt;br /&gt;
=== Colony Weapons ===&lt;br /&gt;
&lt;br /&gt;
==== Mortars ====&lt;br /&gt;
&lt;br /&gt;
For Mech Cluster without a Mortar Shield, mortars are obviously the best way to deal with them as they present many foes that stay in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids before triggering them to attack your colony, where you can take advantage of your base defenses.&lt;br /&gt;
&lt;br /&gt;
For Mech Clusters with Mortar Shields, you can either try to destroy the shields first with snipers or simply overpower the shield. Each mortar shield is temporarily deactivated for a few seconds when they block a mortar shell. As such, a battery of 4-8 mortars timed to all fire at once can easily penetrate the shield with most of its shells. Mixing a few EMP shells in can also help disable the Mortar Shield, allowing successive salvos to ignore and hopefully destroy the shield before it can come back online.&lt;br /&gt;
&lt;br /&gt;
==== Orbital Bombardment/Beam Targeter ====&lt;br /&gt;
&lt;br /&gt;
Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they're found only via quest rewards and ancient dangers. However the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.&lt;br /&gt;
&lt;br /&gt;
==== Sniper Rifles/Rocket Launchers====&lt;br /&gt;
&lt;br /&gt;
The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions (a few walls built near the front for cover), you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range and behind cover.&lt;br /&gt;
&lt;br /&gt;
Depending on the damage you inflict from opening salvos and the mechanoids behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions.&lt;br /&gt;
&lt;br /&gt;
==== IEDs ====&lt;br /&gt;
&lt;br /&gt;
For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.&lt;br /&gt;
&lt;br /&gt;
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED to prevent the cluster from waking up.&lt;br /&gt;
&lt;br /&gt;
==== Grenades ====&lt;br /&gt;
&lt;br /&gt;
[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with one hit. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.&lt;br /&gt;
&lt;br /&gt;
[[File:MechCluster.jpeg|frame|A mech cluster from Total Timewaster's video. You can see that the mechanoids are asleep.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:MechAssembler.png&amp;diff=75484</id>
		<title>File:MechAssembler.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:MechAssembler.png&amp;diff=75484"/>
		<updated>2020-09-28T22:39:26Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: The texture for a mech assembler, which assembles mechanoids on a fixed schedule when a mech cluster activates. Taken from the game's source PSD files.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The texture for a mech assembler, which assembles mechanoids on a fixed schedule when a mech cluster activates. Taken from the game's source PSD files.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Gloomlight.png&amp;diff=75483</id>
		<title>File:Gloomlight.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Gloomlight.png&amp;diff=75483"/>
		<updated>2020-09-28T22:35:04Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: The texture for a Gloomlight, taken from the game's source PSDs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The texture for a Gloomlight, taken from the game's source PSDs.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vusywfujj7mihiml&amp;topic_postId=vuukjxos1qyrag0d&amp;topic_revId=vuukjxos1qyrag0d&amp;action=single-view</id>
		<title>Topic:Vusywfujj7mihiml</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vusywfujj7mihiml&amp;topic_postId=vuukjxos1qyrag0d&amp;topic_revId=vuukjxos1qyrag0d&amp;action=single-view"/>
		<updated>2020-09-28T22:34:16Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Kfsass&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Kfsass (page does not exist)&quot;&gt;&lt;bdi&gt;Kfsass&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Kfsass&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Kfsass&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Kfsass&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Kfsass&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vusywfujj7mihiml&amp;amp;topic_showPostId=vuukjxos1qyrag0d#flow-post-vuukjxos1qyrag0d&quot;&gt;commented&lt;/a&gt; on &quot;Should be able to upload now&quot; (&lt;em&gt;Thank you for following up! Angel! I&amp;#039;m all over those images today&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=75482</id>
		<title>RimWorld Wiki talk:Community portal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=75482"/>
		<updated>2020-09-28T22:33:37Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: /* Uploading images doesn't work even after 10 edits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page Creation Permissions ==&lt;br /&gt;
What does it take to get page creation permissions?&lt;br /&gt;
[[User:Lilwhitemouse|Lilwhitemouse]] ([[User talk:Lilwhitemouse|talk]]) 14:42, 29 November 2018 (UTC)&lt;br /&gt;
:Also interested in finding out this info, especially ''TALK'' pages. The &amp;quot;[[Community portal]]&amp;quot; says under '''Want to discuss stuff?''' &amp;quot;If you want to discuss anything specific to an article, you can use the Discussion page for that article.&amp;quot;, but if an article's talk page is still empty that's not really possible: unregistered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate. You can try logging in.&amp;lt;/span&amp;gt; and newly-registered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate, because you do not have the required rights.&amp;lt;/span&amp;gt; -- so it's easier to just vandalize right away (editing articles) than to talk about what we want to improve. :-( -- [[User:Noob hoarder|Noob hoarder]] ([[User talk:Noob hoarder|talk]]) 22:09, 11 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The answer is everywhere (it's the most FAQ):&lt;br /&gt;
::Under '''&amp;quot;How to help out&amp;quot;''' within this same page:&lt;br /&gt;
::*You can also create &amp;quot;New pages&amp;quot; for missing pages but your account must have at least 10 edits a priori, this is configuration to prevent vandal bots. If you don't meet the count yet, just perform any of the above mentioned tasks to rise your count.&lt;br /&gt;
::In [[:Help:Basics]]: &lt;br /&gt;
::*Under '''&amp;quot;Creating New Articles&amp;quot;''': With a brand new account, you will need at least 10 edits to be able to make a new article. This is an anti-spam bot measure.&lt;br /&gt;
::Check out the Special Pages area to see articles that could use links, pictures, categories, etc. Fixing up grammar and spelling on pages is always appreciated as well, and is also an easy way to get your 10 edits.&lt;br /&gt;
::...and also...&lt;br /&gt;
::*...in '''my talk page''': [[User talk:Yoshida Keiji]]. 15:55, 12 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I do get that vandal bots are a problem to public sites, but what good is it to allow a bot to vandalize actual, useful, important articles but not empty discussion pages?&lt;br /&gt;
:::New members can't even create their own(!) user page or user talk page.&lt;br /&gt;
:::Maybe pseudo-empty discussion page stubs (»Use this discussion page to discuss the article's content, propose changes etc.«) that auto-vivify along with every article could help? Coming from other wikis I also find it ''very'' strange that I'm required to edit the actual articles in order to be allowed to suggest edits to articles. It just feels wrong to trample all over someone's work instead of being able to add a section to the discussion page politely proposing a change along with a proper explanation on how this change would benefit the article. When editing the article right away any reasoning behind the change is lost, discussion is impossible. Previous authors just see their work »corrected«, maybe don't intuit the reason for the change, feel offended, revert it (also without proper discussion) and contribute to an atmosphere of mutual disrespect and hostility that was never intended and would have been prevented if only the discussion page had been doing its job: being open for discussion.&lt;br /&gt;
:::If auto-vivification is too hard to implement, maybe permissions could be fine-tuned to allow for creation of discussion pages and only need ten edits for actual articles?&lt;br /&gt;
:::If that, too, isn't an option, maybe long-standing users could give the wiki a once-over and create a discussion page for each and every article? I'd certainly volunteer to help with that once I have the edits to be allowed to. Except, of course, if discussion is explicitly not wanted, in which case I'd love to be pointed to the reasoning behind such sentiment.&lt;br /&gt;
:::Another idea involving manual labour: privileged users seeing the first edit of a new member could just upgrade them. Bots don't make meaningful changes to an article, so if the first edit seems well thought through it's likely its author is a human.   [[User:Olfan|Olfan]] ([[User talk:Olfan|talk]]) 10:12, 5 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Getting edit permissions for MediaWiki:Common.css ==&lt;br /&gt;
What's the process for getting permission to update the CSS?  I've been playing around with trying a 300px width version of the default infobox and I think it looks significantly better:&lt;br /&gt;
[[File:Css update infobox comparison.png|thumb|center]]&lt;br /&gt;
[[User:FixSomeBugs|FixSomeBugs]] ([[User talk:FixSomeBugs|talk]]) 15:46, 26 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wooden foot ==&lt;br /&gt;
I'd like to create the page [[Wooden foot]] but I don't have the permissions to do so. Could someone create the page (and then ping me) or give me the permission? Thanks. --[[User:Nijin|Nijin]] ([[User talk:Nijin|talk]]) 19:17, 17 September 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Just posting for future readers to say that this no longer needs doing. - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:17, 28 November 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for &amp;quot;Weapon&amp;quot; pages ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 is out and I'm not sure if more will be added as to evaluate the usefulness of this at the time, but since we are editing such pages, this is my draft and I would like everybody else's opinions to polish this layout and make it standard to all related articles.[[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 02:28, 3 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[:User:Yoshida Keiji/Sandbox3]]&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for Biome guides ==&lt;br /&gt;
&lt;br /&gt;
Discuss what would you expect from Biome specific guides, the content, the parameters in which it shall be focused on, what it must have and what nots. How would you give points based on a score system to determine whether an article shall be part of the Community with members consentient by including it in mainspace or if it shall remain a user exclusive article that solely exposes the views of a single person rather everybody. [[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 12:43, 21 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts for the future (frontpage, templates, SMW) ==&lt;br /&gt;
&lt;br /&gt;
Since this wiki doesn't have an Admin noticeboard, this talk page appears to be the best spot to raise issues or thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
Recently I've uploaded ''a couple'' of pictures, extracted uncompressed from the game files. I tried to name them sensibly before uploading. Partly as a result of that, there are now de facto duplicates here and there, in various quality. We can try to deal with that, or just let it be. I've also started categorising images. It makes it easier to find them later, and use them in articles, if users can look through categories.&lt;br /&gt;
&lt;br /&gt;
Because most &amp;quot;things&amp;quot; have 3-4 images now (east, north, south), the initial idea was to add them to a small gallery on pages. It helps to fill out some pages, and later we can add &amp;quot;live&amp;quot; shots of the animals and such as well. There is much I didn't upload, however, such as hair styles, body differences, and loads of interface images.&lt;br /&gt;
&lt;br /&gt;
=== Frontpage ===&lt;br /&gt;
Yesterday [[User:PigeonGuru|PigeonGuru]] prompted me about the intent of the image uploads, and I touched on some more topics, including an idea for changing the frontpage. This is (probably) the page new users see first. Hope I don't step on any toes here, but I do think it could be improved. It's usually a good idea to have a brief intro or summary of the game, and those links to policy and consent and suchlike looks a little ''off'' for the frontpage, at least in such a prominent position. I see there have been quite some storms in here with edit wars, so that is probably why, but maybe it could be placed elsewhere?&lt;br /&gt;
&lt;br /&gt;
My background is from Gamepedia, a wiki farm for gaming wikis, where I happened to take the lead in changing lots of stuff on the Pillars of Eternity wiki, including transitioning it from Semantic Mediawiki (SMW) to Cargo. Their sort-of default design for wikis is a dynamic setup that alters where segments are placed on the frontpage based on the width of the user's browser, using fairly simple Javascript in the .js file. I would like to try out something similar here as well -- if that is something that would be agreeable to the leadership. First in my own userspace of course. I'm not a design or CSS wizard, so it takes me time, but I'd like to try it out nevertheless. But I'd like to hear some feedback or ideas for how it can be done.&lt;br /&gt;
&lt;br /&gt;
RimWorld is a dark-themed game with, suffice to say, some pretty darn dark behaviours at times (like the hats meme). I'm not sure how much extra work it would be, how badly if would affect tables and so on, but it might be fitting with a dark-coloured theme for the wiki as well, to better reflect the look in-game. Unfortunately the game doesn't really have much art assets to go on in terms of UI (it is very basic with boxes and suchlike), but otherwise we could have used some of that here, for infoboxes, stylised headings and the like. Any thoughts about this? Would it be a total no-go? I did look through the history of the frontpage a few weeks back, and it looked to have had basically the same design from the start. Have people sort of built brick by brick since then, or was it decided to have it like that, and we shouldn't change it?&lt;br /&gt;
&lt;br /&gt;
:I don't think there was much of a &amp;quot;decision&amp;quot; regarding the frontpage, nobody just ever bothered changing it. I'm in favour of having a short description of the game on the frontpage. As far as the theme for RimWorld, it's as light or dark as the player wants to make it. Some colonies are all rainbows and kittens, others consist of nothing but organ-harvesting psychopaths. It reflects more on the player than on the game. --[[User:Mehni|Mehni]] ([[User talk:Mehni|talk]]) 18:06, 12 July 2019 (UTC) P.S. Welcome, and thank you for your additions.&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
Dear Cthulu... I've been sat here for ''hours'' trying to wrap my puny head around it, and it still doesn't make all that much sense. Like the main author [[User:Spdskatr|Spdskatr]] says in the Define/doc: &amp;lt;code&amp;gt;This template defines the stats for an item that, after a long and confusing chain of transclusions, will end up in Template:Infobox/Thing.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are loads of templates that do various things, including tiny stuff like closing a table, or making a heading. The chain-transclusions make it ''very'' hard to read and understand for regular users, or even quite experienced ones like myself. There are some errors here and there on pages, and many others still use the infobox main template instead, but given the above, it's hard to try to fix things. For all I know, it will break something else.&lt;br /&gt;
&lt;br /&gt;
It is honestly tempting to start anew (and copying the relevant bits of code) instead of keep banging my head against the wall and not really getting anywhere. If we were to start over, I'd suggest to use one template for each thing instead of super-templates with loads of sub-templates and chaining. It's much easier to deal with both for users and staff -- because it's more easily understood. This is kind of a nightmare example, but imagine trying to wrap your head [https://tyranny.gamepedia.com/index.php?title=Template:Infobox&amp;amp;action=edit around this] as a new user :D&lt;br /&gt;
&lt;br /&gt;
Another dark horse here, however, is the SMW. That too is hard to get a good grip on, because it appears to be dealt with in other templates as well. More chaining.&lt;br /&gt;
&lt;br /&gt;
=== Cargo ===&lt;br /&gt;
That brings me to another possibility: Using [https://www.mediawiki.org/wiki/Extension:Cargo Cargo] instead of SMW. Especially on the management/overview side, it is much better to use than SMW. Essentially it's a MySQL database, so it's easy to get an overview of everything, instead of the complex setup of triplets from SMW, and no proper database or table where users or admins can look at the data, check it, and fix it. Managing both the templates and the data would be easier. &lt;br /&gt;
&lt;br /&gt;
Usually SMW is also a drain on performance, though I don't know if that is the case here. As usual there are lots more property+query pages than content pages (and outdated entities), but we're not talking about millions here, so it may be manageable.&lt;br /&gt;
&lt;br /&gt;
I'm hesitant to suggest it ofc, because it's not a small task. I did it for Pillars of Eternity, alone, and it almost broke me, sapped me of energy. But having done it, I can use much of that code base (it largely remains intact I see, although I've not been active there for a year or two, and resigned as a wiki guardian). &lt;br /&gt;
&lt;br /&gt;
All in all this wouldn't be small matters of course, and a lot of work, but I do think it would benefit the wiki, and probably make it easier to update pages now that 1.0 is out, and there are likely to be fewer mass-changes going forward.&lt;br /&gt;
&lt;br /&gt;
Would be grand to hear some feedback about these ideas from the staff, ideally including [[User:Zesty|Zesty]]. If it's not agreeable by others, either as a whole or the individual ideas, then say so and we can end the discussion here. &lt;br /&gt;
&lt;br /&gt;
Thanks, [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 11:40, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:(Brief draft here that can be deleted later)&lt;br /&gt;
&lt;br /&gt;
:Obviously needs a ton of changes as the colours are all messed up, but perhaps it gives a rough idea of what I had in mind? [https://i.imgur.com/JSPCqHT.jpg Imgur image of draft]. Wanted to test out using the background from the game as the background here (I seriously love that image, it really sets the mood for the game). The central content div is slightly transparent so the background image is visible, but without distorting the reading experience too much (Well, that's the end goal). Happy accident that the logo fits fairly well in the top left corner. Not sure what that gradient is about, but that should be altered as well so the whole logo shows. --[[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 19:06, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Tried to check how quickly pages are generated by using ''Edit -&amp;gt; Show preview'' and looking at the parser stuff on the bottom. Pages that use the Define template is routinely about 1.0 to 1.2 seconds slower than pages that use the infobox main template. Yet both contain similar amounts of SMW data. So it seems like it's the template that slows thing down, and not necessarily SMW. See if you get similar results. It's a pretty big difference when one type of page generates in 0.3-ish seconds, and another type in 1.5 seconds. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 12:03, 12 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Out of date content template ==&lt;br /&gt;
&lt;br /&gt;
Is there an out-of-date template to put on sections or pages which contain old data? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:34, 28 November 2019 (UTC)&lt;br /&gt;
:The Obsolete template might work, use &amp;lt;nowiki&amp;gt;{{Obsolete}}&amp;lt;/nowiki&amp;gt;. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 03:25, 29 November 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Anyone know how to disable the spammy 'thanks for X' notifications? ==&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/kywaGa4.png How do I disable these?] - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 10:12, 9 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Uploading images doesn't work even after 10 edits ==&lt;br /&gt;
&lt;br /&gt;
Hi, y'all. I joined the wiki today because I saw a few missing images for buildings from the Royalty expansion, and wanted to upload the assets I found to help the community out. I saw there was a 10-page edit requirement before you can create new pages (which images are apparently included in). I've edited 10 pages (more than just changing a piece of punctuation for most of it (^: ) but still can't upload images.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately the upgrading of user privileges is automated and annoyingly slow. I think an administrator could do it manually, but by its likely to have resolved itself by the time they see and respond to this. Give it time and should allow you to do it. Personally I think the user account requirements are a little overbearing and act as disincentives to casual editors but there's not much I can do to fix them. In the mean time, if I can help let me know. Side note, don't forget to sign your posts with 4 ~'s like this:&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;  [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:01, 27 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Roger that! Thank you [[User:Kfsass|Kfsass]] ([[User talk:Kfsass|talk]]) 05:57, 27 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Btw, good work on [[Body Parts]]. I've never had cause to look closely at it, and god it was a mess [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 06:21, 27 September 2020 (UTC)&lt;br /&gt;
::::Aw, you're too kind! I was a copy-editor for my school's yearbook and currently am for my company's newsletter; god knows I've spent enough time benefiting from this wiki to give some of my skills back. I'm still working up the gumption to tackle the page on supported mods... which still references 1.1 😂😭 [[User:Kfsass|Kfsass]] ([[User talk:Kfsass|talk]]) 22:33, 28 September 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=75323</id>
		<title>RimWorld Wiki talk:Community portal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=75323"/>
		<updated>2020-09-27T05:57:05Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: /* Uploading images doesn't work even after 10 edits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page Creation Permissions ==&lt;br /&gt;
What does it take to get page creation permissions?&lt;br /&gt;
[[User:Lilwhitemouse|Lilwhitemouse]] ([[User talk:Lilwhitemouse|talk]]) 14:42, 29 November 2018 (UTC)&lt;br /&gt;
:Also interested in finding out this info, especially ''TALK'' pages. The &amp;quot;[[Community portal]]&amp;quot; says under '''Want to discuss stuff?''' &amp;quot;If you want to discuss anything specific to an article, you can use the Discussion page for that article.&amp;quot;, but if an article's talk page is still empty that's not really possible: unregistered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate. You can try logging in.&amp;lt;/span&amp;gt; and newly-registered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate, because you do not have the required rights.&amp;lt;/span&amp;gt; -- so it's easier to just vandalize right away (editing articles) than to talk about what we want to improve. :-( -- [[User:Noob hoarder|Noob hoarder]] ([[User talk:Noob hoarder|talk]]) 22:09, 11 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The answer is everywhere (it's the most FAQ):&lt;br /&gt;
::Under '''&amp;quot;How to help out&amp;quot;''' within this same page:&lt;br /&gt;
::*You can also create &amp;quot;New pages&amp;quot; for missing pages but your account must have at least 10 edits a priori, this is configuration to prevent vandal bots. If you don't meet the count yet, just perform any of the above mentioned tasks to rise your count.&lt;br /&gt;
::In [[:Help:Basics]]: &lt;br /&gt;
::*Under '''&amp;quot;Creating New Articles&amp;quot;''': With a brand new account, you will need at least 10 edits to be able to make a new article. This is an anti-spam bot measure.&lt;br /&gt;
::Check out the Special Pages area to see articles that could use links, pictures, categories, etc. Fixing up grammar and spelling on pages is always appreciated as well, and is also an easy way to get your 10 edits.&lt;br /&gt;
::...and also...&lt;br /&gt;
::*...in '''my talk page''': [[User talk:Yoshida Keiji]]. 15:55, 12 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I do get that vandal bots are a problem to public sites, but what good is it to allow a bot to vandalize actual, useful, important articles but not empty discussion pages?&lt;br /&gt;
:::New members can't even create their own(!) user page or user talk page.&lt;br /&gt;
:::Maybe pseudo-empty discussion page stubs (»Use this discussion page to discuss the article's content, propose changes etc.«) that auto-vivify along with every article could help? Coming from other wikis I also find it ''very'' strange that I'm required to edit the actual articles in order to be allowed to suggest edits to articles. It just feels wrong to trample all over someone's work instead of being able to add a section to the discussion page politely proposing a change along with a proper explanation on how this change would benefit the article. When editing the article right away any reasoning behind the change is lost, discussion is impossible. Previous authors just see their work »corrected«, maybe don't intuit the reason for the change, feel offended, revert it (also without proper discussion) and contribute to an atmosphere of mutual disrespect and hostility that was never intended and would have been prevented if only the discussion page had been doing its job: being open for discussion.&lt;br /&gt;
:::If auto-vivification is too hard to implement, maybe permissions could be fine-tuned to allow for creation of discussion pages and only need ten edits for actual articles?&lt;br /&gt;
:::If that, too, isn't an option, maybe long-standing users could give the wiki a once-over and create a discussion page for each and every article? I'd certainly volunteer to help with that once I have the edits to be allowed to. Except, of course, if discussion is explicitly not wanted, in which case I'd love to be pointed to the reasoning behind such sentiment.&lt;br /&gt;
:::Another idea involving manual labour: privileged users seeing the first edit of a new member could just upgrade them. Bots don't make meaningful changes to an article, so if the first edit seems well thought through it's likely its author is a human.   [[User:Olfan|Olfan]] ([[User talk:Olfan|talk]]) 10:12, 5 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Getting edit permissions for MediaWiki:Common.css ==&lt;br /&gt;
What's the process for getting permission to update the CSS?  I've been playing around with trying a 300px width version of the default infobox and I think it looks significantly better:&lt;br /&gt;
[[File:Css update infobox comparison.png|thumb|center]]&lt;br /&gt;
[[User:FixSomeBugs|FixSomeBugs]] ([[User talk:FixSomeBugs|talk]]) 15:46, 26 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wooden foot ==&lt;br /&gt;
I'd like to create the page [[Wooden foot]] but I don't have the permissions to do so. Could someone create the page (and then ping me) or give me the permission? Thanks. --[[User:Nijin|Nijin]] ([[User talk:Nijin|talk]]) 19:17, 17 September 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Just posting for future readers to say that this no longer needs doing. - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:17, 28 November 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for &amp;quot;Weapon&amp;quot; pages ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 is out and I'm not sure if more will be added as to evaluate the usefulness of this at the time, but since we are editing such pages, this is my draft and I would like everybody else's opinions to polish this layout and make it standard to all related articles.[[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 02:28, 3 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[:User:Yoshida Keiji/Sandbox3]]&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for Biome guides ==&lt;br /&gt;
&lt;br /&gt;
Discuss what would you expect from Biome specific guides, the content, the parameters in which it shall be focused on, what it must have and what nots. How would you give points based on a score system to determine whether an article shall be part of the Community with members consentient by including it in mainspace or if it shall remain a user exclusive article that solely exposes the views of a single person rather everybody. [[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 12:43, 21 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts for the future (frontpage, templates, SMW) ==&lt;br /&gt;
&lt;br /&gt;
Since this wiki doesn't have an Admin noticeboard, this talk page appears to be the best spot to raise issues or thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
Recently I've uploaded ''a couple'' of pictures, extracted uncompressed from the game files. I tried to name them sensibly before uploading. Partly as a result of that, there are now de facto duplicates here and there, in various quality. We can try to deal with that, or just let it be. I've also started categorising images. It makes it easier to find them later, and use them in articles, if users can look through categories.&lt;br /&gt;
&lt;br /&gt;
Because most &amp;quot;things&amp;quot; have 3-4 images now (east, north, south), the initial idea was to add them to a small gallery on pages. It helps to fill out some pages, and later we can add &amp;quot;live&amp;quot; shots of the animals and such as well. There is much I didn't upload, however, such as hair styles, body differences, and loads of interface images.&lt;br /&gt;
&lt;br /&gt;
=== Frontpage ===&lt;br /&gt;
Yesterday [[User:PigeonGuru|PigeonGuru]] prompted me about the intent of the image uploads, and I touched on some more topics, including an idea for changing the frontpage. This is (probably) the page new users see first. Hope I don't step on any toes here, but I do think it could be improved. It's usually a good idea to have a brief intro or summary of the game, and those links to policy and consent and suchlike looks a little ''off'' for the frontpage, at least in such a prominent position. I see there have been quite some storms in here with edit wars, so that is probably why, but maybe it could be placed elsewhere?&lt;br /&gt;
&lt;br /&gt;
My background is from Gamepedia, a wiki farm for gaming wikis, where I happened to take the lead in changing lots of stuff on the Pillars of Eternity wiki, including transitioning it from Semantic Mediawiki (SMW) to Cargo. Their sort-of default design for wikis is a dynamic setup that alters where segments are placed on the frontpage based on the width of the user's browser, using fairly simple Javascript in the .js file. I would like to try out something similar here as well -- if that is something that would be agreeable to the leadership. First in my own userspace of course. I'm not a design or CSS wizard, so it takes me time, but I'd like to try it out nevertheless. But I'd like to hear some feedback or ideas for how it can be done.&lt;br /&gt;
&lt;br /&gt;
RimWorld is a dark-themed game with, suffice to say, some pretty darn dark behaviours at times (like the hats meme). I'm not sure how much extra work it would be, how badly if would affect tables and so on, but it might be fitting with a dark-coloured theme for the wiki as well, to better reflect the look in-game. Unfortunately the game doesn't really have much art assets to go on in terms of UI (it is very basic with boxes and suchlike), but otherwise we could have used some of that here, for infoboxes, stylised headings and the like. Any thoughts about this? Would it be a total no-go? I did look through the history of the frontpage a few weeks back, and it looked to have had basically the same design from the start. Have people sort of built brick by brick since then, or was it decided to have it like that, and we shouldn't change it?&lt;br /&gt;
&lt;br /&gt;
:I don't think there was much of a &amp;quot;decision&amp;quot; regarding the frontpage, nobody just ever bothered changing it. I'm in favour of having a short description of the game on the frontpage. As far as the theme for RimWorld, it's as light or dark as the player wants to make it. Some colonies are all rainbows and kittens, others consist of nothing but organ-harvesting psychopaths. It reflects more on the player than on the game. --[[User:Mehni|Mehni]] ([[User talk:Mehni|talk]]) 18:06, 12 July 2019 (UTC) P.S. Welcome, and thank you for your additions.&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
Dear Cthulu... I've been sat here for ''hours'' trying to wrap my puny head around it, and it still doesn't make all that much sense. Like the main author [[User:Spdskatr|Spdskatr]] says in the Define/doc: &amp;lt;code&amp;gt;This template defines the stats for an item that, after a long and confusing chain of transclusions, will end up in Template:Infobox/Thing.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are loads of templates that do various things, including tiny stuff like closing a table, or making a heading. The chain-transclusions make it ''very'' hard to read and understand for regular users, or even quite experienced ones like myself. There are some errors here and there on pages, and many others still use the infobox main template instead, but given the above, it's hard to try to fix things. For all I know, it will break something else.&lt;br /&gt;
&lt;br /&gt;
It is honestly tempting to start anew (and copying the relevant bits of code) instead of keep banging my head against the wall and not really getting anywhere. If we were to start over, I'd suggest to use one template for each thing instead of super-templates with loads of sub-templates and chaining. It's much easier to deal with both for users and staff -- because it's more easily understood. This is kind of a nightmare example, but imagine trying to wrap your head [https://tyranny.gamepedia.com/index.php?title=Template:Infobox&amp;amp;action=edit around this] as a new user :D&lt;br /&gt;
&lt;br /&gt;
Another dark horse here, however, is the SMW. That too is hard to get a good grip on, because it appears to be dealt with in other templates as well. More chaining.&lt;br /&gt;
&lt;br /&gt;
=== Cargo ===&lt;br /&gt;
That brings me to another possibility: Using [https://www.mediawiki.org/wiki/Extension:Cargo Cargo] instead of SMW. Especially on the management/overview side, it is much better to use than SMW. Essentially it's a MySQL database, so it's easy to get an overview of everything, instead of the complex setup of triplets from SMW, and no proper database or table where users or admins can look at the data, check it, and fix it. Managing both the templates and the data would be easier. &lt;br /&gt;
&lt;br /&gt;
Usually SMW is also a drain on performance, though I don't know if that is the case here. As usual there are lots more property+query pages than content pages (and outdated entities), but we're not talking about millions here, so it may be manageable.&lt;br /&gt;
&lt;br /&gt;
I'm hesitant to suggest it ofc, because it's not a small task. I did it for Pillars of Eternity, alone, and it almost broke me, sapped me of energy. But having done it, I can use much of that code base (it largely remains intact I see, although I've not been active there for a year or two, and resigned as a wiki guardian). &lt;br /&gt;
&lt;br /&gt;
All in all this wouldn't be small matters of course, and a lot of work, but I do think it would benefit the wiki, and probably make it easier to update pages now that 1.0 is out, and there are likely to be fewer mass-changes going forward.&lt;br /&gt;
&lt;br /&gt;
Would be grand to hear some feedback about these ideas from the staff, ideally including [[User:Zesty|Zesty]]. If it's not agreeable by others, either as a whole or the individual ideas, then say so and we can end the discussion here. &lt;br /&gt;
&lt;br /&gt;
Thanks, [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 11:40, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:(Brief draft here that can be deleted later)&lt;br /&gt;
&lt;br /&gt;
:Obviously needs a ton of changes as the colours are all messed up, but perhaps it gives a rough idea of what I had in mind? [https://i.imgur.com/JSPCqHT.jpg Imgur image of draft]. Wanted to test out using the background from the game as the background here (I seriously love that image, it really sets the mood for the game). The central content div is slightly transparent so the background image is visible, but without distorting the reading experience too much (Well, that's the end goal). Happy accident that the logo fits fairly well in the top left corner. Not sure what that gradient is about, but that should be altered as well so the whole logo shows. --[[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 19:06, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Tried to check how quickly pages are generated by using ''Edit -&amp;gt; Show preview'' and looking at the parser stuff on the bottom. Pages that use the Define template is routinely about 1.0 to 1.2 seconds slower than pages that use the infobox main template. Yet both contain similar amounts of SMW data. So it seems like it's the template that slows thing down, and not necessarily SMW. See if you get similar results. It's a pretty big difference when one type of page generates in 0.3-ish seconds, and another type in 1.5 seconds. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 12:03, 12 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Out of date content template ==&lt;br /&gt;
&lt;br /&gt;
Is there an out-of-date template to put on sections or pages which contain old data? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:34, 28 November 2019 (UTC)&lt;br /&gt;
:The Obsolete template might work, use &amp;lt;nowiki&amp;gt;{{Obsolete}}&amp;lt;/nowiki&amp;gt;. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 03:25, 29 November 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Anyone know how to disable the spammy 'thanks for X' notifications? ==&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/kywaGa4.png How do I disable these?] - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 10:12, 9 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Uploading images doesn't work even after 10 edits ==&lt;br /&gt;
&lt;br /&gt;
Hi, y'all. I joined the wiki today because I saw a few missing images for buildings from the Royalty expansion, and wanted to upload the assets I found to help the community out. I saw there was a 10-page edit requirement before you can create new pages (which images are apparently included in). I've edited 10 pages (more than just changing a piece of punctuation for most of it (^: ) but still can't upload images.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately the upgrading of user privileges is automated and annoyingly slow. I think an administrator could do it manually, but by its likely to have resolved itself by the time they see and respond to this. Give it time and should allow you to do it. Personally I think the user account requirements are a little overbearing and act as disincentives to casual editors but there's not much I can do to fix them. In the mean time, if I can help let me know. Side note, don't forget to sign your posts with 4 ~'s like this:&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;  [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:01, 27 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Roger that! Thank you [[User:Kfsass|Kfsass]] ([[User talk:Kfsass|talk]]) 05:57, 27 September 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=75306</id>
		<title>RimWorld Wiki talk:Community portal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=75306"/>
		<updated>2020-09-27T03:40:04Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: that was unnecessarily saucy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page Creation Permissions ==&lt;br /&gt;
What does it take to get page creation permissions?&lt;br /&gt;
[[User:Lilwhitemouse|Lilwhitemouse]] ([[User talk:Lilwhitemouse|talk]]) 14:42, 29 November 2018 (UTC)&lt;br /&gt;
:Also interested in finding out this info, especially ''TALK'' pages. The &amp;quot;[[Community portal]]&amp;quot; says under '''Want to discuss stuff?''' &amp;quot;If you want to discuss anything specific to an article, you can use the Discussion page for that article.&amp;quot;, but if an article's talk page is still empty that's not really possible: unregistered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate. You can try logging in.&amp;lt;/span&amp;gt; and newly-registered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate, because you do not have the required rights.&amp;lt;/span&amp;gt; -- so it's easier to just vandalize right away (editing articles) than to talk about what we want to improve. :-( -- [[User:Noob hoarder|Noob hoarder]] ([[User talk:Noob hoarder|talk]]) 22:09, 11 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The answer is everywhere (it's the most FAQ):&lt;br /&gt;
::Under '''&amp;quot;How to help out&amp;quot;''' within this same page:&lt;br /&gt;
::*You can also create &amp;quot;New pages&amp;quot; for missing pages but your account must have at least 10 edits a priori, this is configuration to prevent vandal bots. If you don't meet the count yet, just perform any of the above mentioned tasks to rise your count.&lt;br /&gt;
::In [[:Help:Basics]]: &lt;br /&gt;
::*Under '''&amp;quot;Creating New Articles&amp;quot;''': With a brand new account, you will need at least 10 edits to be able to make a new article. This is an anti-spam bot measure.&lt;br /&gt;
::Check out the Special Pages area to see articles that could use links, pictures, categories, etc. Fixing up grammar and spelling on pages is always appreciated as well, and is also an easy way to get your 10 edits.&lt;br /&gt;
::...and also...&lt;br /&gt;
::*...in '''my talk page''': [[User talk:Yoshida Keiji]]. 15:55, 12 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I do get that vandal bots are a problem to public sites, but what good is it to allow a bot to vandalize actual, useful, important articles but not empty discussion pages?&lt;br /&gt;
:::New members can't even create their own(!) user page or user talk page.&lt;br /&gt;
:::Maybe pseudo-empty discussion page stubs (»Use this discussion page to discuss the article's content, propose changes etc.«) that auto-vivify along with every article could help? Coming from other wikis I also find it ''very'' strange that I'm required to edit the actual articles in order to be allowed to suggest edits to articles. It just feels wrong to trample all over someone's work instead of being able to add a section to the discussion page politely proposing a change along with a proper explanation on how this change would benefit the article. When editing the article right away any reasoning behind the change is lost, discussion is impossible. Previous authors just see their work »corrected«, maybe don't intuit the reason for the change, feel offended, revert it (also without proper discussion) and contribute to an atmosphere of mutual disrespect and hostility that was never intended and would have been prevented if only the discussion page had been doing its job: being open for discussion.&lt;br /&gt;
:::If auto-vivification is too hard to implement, maybe permissions could be fine-tuned to allow for creation of discussion pages and only need ten edits for actual articles?&lt;br /&gt;
:::If that, too, isn't an option, maybe long-standing users could give the wiki a once-over and create a discussion page for each and every article? I'd certainly volunteer to help with that once I have the edits to be allowed to. Except, of course, if discussion is explicitly not wanted, in which case I'd love to be pointed to the reasoning behind such sentiment.&lt;br /&gt;
:::Another idea involving manual labour: privileged users seeing the first edit of a new member could just upgrade them. Bots don't make meaningful changes to an article, so if the first edit seems well thought through it's likely its author is a human.   [[User:Olfan|Olfan]] ([[User talk:Olfan|talk]]) 10:12, 5 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Getting edit permissions for MediaWiki:Common.css ==&lt;br /&gt;
What's the process for getting permission to update the CSS?  I've been playing around with trying a 300px width version of the default infobox and I think it looks significantly better:&lt;br /&gt;
[[File:Css update infobox comparison.png|thumb|center]]&lt;br /&gt;
[[User:FixSomeBugs|FixSomeBugs]] ([[User talk:FixSomeBugs|talk]]) 15:46, 26 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wooden foot ==&lt;br /&gt;
I'd like to create the page [[Wooden foot]] but I don't have the permissions to do so. Could someone create the page (and then ping me) or give me the permission? Thanks. --[[User:Nijin|Nijin]] ([[User talk:Nijin|talk]]) 19:17, 17 September 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Just posting for future readers to say that this no longer needs doing. - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:17, 28 November 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for &amp;quot;Weapon&amp;quot; pages ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 is out and I'm not sure if more will be added as to evaluate the usefulness of this at the time, but since we are editing such pages, this is my draft and I would like everybody else's opinions to polish this layout and make it standard to all related articles.[[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 02:28, 3 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[:User:Yoshida Keiji/Sandbox3]]&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for Biome guides ==&lt;br /&gt;
&lt;br /&gt;
Discuss what would you expect from Biome specific guides, the content, the parameters in which it shall be focused on, what it must have and what nots. How would you give points based on a score system to determine whether an article shall be part of the Community with members consentient by including it in mainspace or if it shall remain a user exclusive article that solely exposes the views of a single person rather everybody. [[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 12:43, 21 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts for the future (frontpage, templates, SMW) ==&lt;br /&gt;
&lt;br /&gt;
Since this wiki doesn't have an Admin noticeboard, this talk page appears to be the best spot to raise issues or thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
Recently I've uploaded ''a couple'' of pictures, extracted uncompressed from the game files. I tried to name them sensibly before uploading. Partly as a result of that, there are now de facto duplicates here and there, in various quality. We can try to deal with that, or just let it be. I've also started categorising images. It makes it easier to find them later, and use them in articles, if users can look through categories.&lt;br /&gt;
&lt;br /&gt;
Because most &amp;quot;things&amp;quot; have 3-4 images now (east, north, south), the initial idea was to add them to a small gallery on pages. It helps to fill out some pages, and later we can add &amp;quot;live&amp;quot; shots of the animals and such as well. There is much I didn't upload, however, such as hair styles, body differences, and loads of interface images.&lt;br /&gt;
&lt;br /&gt;
=== Frontpage ===&lt;br /&gt;
Yesterday [[User:PigeonGuru|PigeonGuru]] prompted me about the intent of the image uploads, and I touched on some more topics, including an idea for changing the frontpage. This is (probably) the page new users see first. Hope I don't step on any toes here, but I do think it could be improved. It's usually a good idea to have a brief intro or summary of the game, and those links to policy and consent and suchlike looks a little ''off'' for the frontpage, at least in such a prominent position. I see there have been quite some storms in here with edit wars, so that is probably why, but maybe it could be placed elsewhere?&lt;br /&gt;
&lt;br /&gt;
My background is from Gamepedia, a wiki farm for gaming wikis, where I happened to take the lead in changing lots of stuff on the Pillars of Eternity wiki, including transitioning it from Semantic Mediawiki (SMW) to Cargo. Their sort-of default design for wikis is a dynamic setup that alters where segments are placed on the frontpage based on the width of the user's browser, using fairly simple Javascript in the .js file. I would like to try out something similar here as well -- if that is something that would be agreeable to the leadership. First in my own userspace of course. I'm not a design or CSS wizard, so it takes me time, but I'd like to try it out nevertheless. But I'd like to hear some feedback or ideas for how it can be done.&lt;br /&gt;
&lt;br /&gt;
RimWorld is a dark-themed game with, suffice to say, some pretty darn dark behaviours at times (like the hats meme). I'm not sure how much extra work it would be, how badly if would affect tables and so on, but it might be fitting with a dark-coloured theme for the wiki as well, to better reflect the look in-game. Unfortunately the game doesn't really have much art assets to go on in terms of UI (it is very basic with boxes and suchlike), but otherwise we could have used some of that here, for infoboxes, stylised headings and the like. Any thoughts about this? Would it be a total no-go? I did look through the history of the frontpage a few weeks back, and it looked to have had basically the same design from the start. Have people sort of built brick by brick since then, or was it decided to have it like that, and we shouldn't change it?&lt;br /&gt;
&lt;br /&gt;
:I don't think there was much of a &amp;quot;decision&amp;quot; regarding the frontpage, nobody just ever bothered changing it. I'm in favour of having a short description of the game on the frontpage. As far as the theme for RimWorld, it's as light or dark as the player wants to make it. Some colonies are all rainbows and kittens, others consist of nothing but organ-harvesting psychopaths. It reflects more on the player than on the game. --[[User:Mehni|Mehni]] ([[User talk:Mehni|talk]]) 18:06, 12 July 2019 (UTC) P.S. Welcome, and thank you for your additions.&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
Dear Cthulu... I've been sat here for ''hours'' trying to wrap my puny head around it, and it still doesn't make all that much sense. Like the main author [[User:Spdskatr|Spdskatr]] says in the Define/doc: &amp;lt;code&amp;gt;This template defines the stats for an item that, after a long and confusing chain of transclusions, will end up in Template:Infobox/Thing.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are loads of templates that do various things, including tiny stuff like closing a table, or making a heading. The chain-transclusions make it ''very'' hard to read and understand for regular users, or even quite experienced ones like myself. There are some errors here and there on pages, and many others still use the infobox main template instead, but given the above, it's hard to try to fix things. For all I know, it will break something else.&lt;br /&gt;
&lt;br /&gt;
It is honestly tempting to start anew (and copying the relevant bits of code) instead of keep banging my head against the wall and not really getting anywhere. If we were to start over, I'd suggest to use one template for each thing instead of super-templates with loads of sub-templates and chaining. It's much easier to deal with both for users and staff -- because it's more easily understood. This is kind of a nightmare example, but imagine trying to wrap your head [https://tyranny.gamepedia.com/index.php?title=Template:Infobox&amp;amp;action=edit around this] as a new user :D&lt;br /&gt;
&lt;br /&gt;
Another dark horse here, however, is the SMW. That too is hard to get a good grip on, because it appears to be dealt with in other templates as well. More chaining.&lt;br /&gt;
&lt;br /&gt;
=== Cargo ===&lt;br /&gt;
That brings me to another possibility: Using [https://www.mediawiki.org/wiki/Extension:Cargo Cargo] instead of SMW. Especially on the management/overview side, it is much better to use than SMW. Essentially it's a MySQL database, so it's easy to get an overview of everything, instead of the complex setup of triplets from SMW, and no proper database or table where users or admins can look at the data, check it, and fix it. Managing both the templates and the data would be easier. &lt;br /&gt;
&lt;br /&gt;
Usually SMW is also a drain on performance, though I don't know if that is the case here. As usual there are lots more property+query pages than content pages (and outdated entities), but we're not talking about millions here, so it may be manageable.&lt;br /&gt;
&lt;br /&gt;
I'm hesitant to suggest it ofc, because it's not a small task. I did it for Pillars of Eternity, alone, and it almost broke me, sapped me of energy. But having done it, I can use much of that code base (it largely remains intact I see, although I've not been active there for a year or two, and resigned as a wiki guardian). &lt;br /&gt;
&lt;br /&gt;
All in all this wouldn't be small matters of course, and a lot of work, but I do think it would benefit the wiki, and probably make it easier to update pages now that 1.0 is out, and there are likely to be fewer mass-changes going forward.&lt;br /&gt;
&lt;br /&gt;
Would be grand to hear some feedback about these ideas from the staff, ideally including [[User:Zesty|Zesty]]. If it's not agreeable by others, either as a whole or the individual ideas, then say so and we can end the discussion here. &lt;br /&gt;
&lt;br /&gt;
Thanks, [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 11:40, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:(Brief draft here that can be deleted later)&lt;br /&gt;
&lt;br /&gt;
:Obviously needs a ton of changes as the colours are all messed up, but perhaps it gives a rough idea of what I had in mind? [https://i.imgur.com/JSPCqHT.jpg Imgur image of draft]. Wanted to test out using the background from the game as the background here (I seriously love that image, it really sets the mood for the game). The central content div is slightly transparent so the background image is visible, but without distorting the reading experience too much (Well, that's the end goal). Happy accident that the logo fits fairly well in the top left corner. Not sure what that gradient is about, but that should be altered as well so the whole logo shows. --[[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 19:06, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Tried to check how quickly pages are generated by using ''Edit -&amp;gt; Show preview'' and looking at the parser stuff on the bottom. Pages that use the Define template is routinely about 1.0 to 1.2 seconds slower than pages that use the infobox main template. Yet both contain similar amounts of SMW data. So it seems like it's the template that slows thing down, and not necessarily SMW. See if you get similar results. It's a pretty big difference when one type of page generates in 0.3-ish seconds, and another type in 1.5 seconds. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 12:03, 12 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Out of date content template ==&lt;br /&gt;
&lt;br /&gt;
Is there an out-of-date template to put on sections or pages which contain old data? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:34, 28 November 2019 (UTC)&lt;br /&gt;
:The Obsolete template might work, use &amp;lt;nowiki&amp;gt;{{Obsolete}}&amp;lt;/nowiki&amp;gt;. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 03:25, 29 November 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Anyone know how to disable the spammy 'thanks for X' notifications? ==&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/kywaGa4.png How do I disable these?] - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 10:12, 9 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Uploading images doesn't work even after 10 edits ==&lt;br /&gt;
&lt;br /&gt;
Hi, y'all. I joined the wiki today because I saw a few missing images for buildings from the Royalty expansion, and wanted to upload the assets I found to help the community out. I saw there was a 10-page edit requirement before you can create new pages (which images are apparently included in). I've edited 10 pages (more than just changing a piece of punctuation for most of it (^: ) but still can't upload images.&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=75305</id>
		<title>RimWorld Wiki talk:Community portal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=75305"/>
		<updated>2020-09-27T03:27:15Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: /* Uploading images doesn't work even after 10 edits */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page Creation Permissions ==&lt;br /&gt;
What does it take to get page creation permissions?&lt;br /&gt;
[[User:Lilwhitemouse|Lilwhitemouse]] ([[User talk:Lilwhitemouse|talk]]) 14:42, 29 November 2018 (UTC)&lt;br /&gt;
:Also interested in finding out this info, especially ''TALK'' pages. The &amp;quot;[[Community portal]]&amp;quot; says under '''Want to discuss stuff?''' &amp;quot;If you want to discuss anything specific to an article, you can use the Discussion page for that article.&amp;quot;, but if an article's talk page is still empty that's not really possible: unregistered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate. You can try logging in.&amp;lt;/span&amp;gt; and newly-registered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate, because you do not have the required rights.&amp;lt;/span&amp;gt; -- so it's easier to just vandalize right away (editing articles) than to talk about what we want to improve. :-( -- [[User:Noob hoarder|Noob hoarder]] ([[User talk:Noob hoarder|talk]]) 22:09, 11 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The answer is everywhere (it's the most FAQ):&lt;br /&gt;
::Under '''&amp;quot;How to help out&amp;quot;''' within this same page:&lt;br /&gt;
::*You can also create &amp;quot;New pages&amp;quot; for missing pages but your account must have at least 10 edits a priori, this is configuration to prevent vandal bots. If you don't meet the count yet, just perform any of the above mentioned tasks to rise your count.&lt;br /&gt;
::In [[:Help:Basics]]: &lt;br /&gt;
::*Under '''&amp;quot;Creating New Articles&amp;quot;''': With a brand new account, you will need at least 10 edits to be able to make a new article. This is an anti-spam bot measure.&lt;br /&gt;
::Check out the Special Pages area to see articles that could use links, pictures, categories, etc. Fixing up grammar and spelling on pages is always appreciated as well, and is also an easy way to get your 10 edits.&lt;br /&gt;
::...and also...&lt;br /&gt;
::*...in '''my talk page''': [[User talk:Yoshida Keiji]]. 15:55, 12 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I do get that vandal bots are a problem to public sites, but what good is it to allow a bot to vandalize actual, useful, important articles but not empty discussion pages?&lt;br /&gt;
:::New members can't even create their own(!) user page or user talk page.&lt;br /&gt;
:::Maybe pseudo-empty discussion page stubs (»Use this discussion page to discuss the article's content, propose changes etc.«) that auto-vivify along with every article could help? Coming from other wikis I also find it ''very'' strange that I'm required to edit the actual articles in order to be allowed to suggest edits to articles. It just feels wrong to trample all over someone's work instead of being able to add a section to the discussion page politely proposing a change along with a proper explanation on how this change would benefit the article. When editing the article right away any reasoning behind the change is lost, discussion is impossible. Previous authors just see their work »corrected«, maybe don't intuit the reason for the change, feel offended, revert it (also without proper discussion) and contribute to an atmosphere of mutual disrespect and hostility that was never intended and would have been prevented if only the discussion page had been doing its job: being open for discussion.&lt;br /&gt;
:::If auto-vivification is too hard to implement, maybe permissions could be fine-tuned to allow for creation of discussion pages and only need ten edits for actual articles?&lt;br /&gt;
:::If that, too, isn't an option, maybe long-standing users could give the wiki a once-over and create a discussion page for each and every article? I'd certainly volunteer to help with that once I have the edits to be allowed to. Except, of course, if discussion is explicitly not wanted, in which case I'd love to be pointed to the reasoning behind such sentiment.&lt;br /&gt;
:::Another idea involving manual labour: privileged users seeing the first edit of a new member could just upgrade them. Bots don't make meaningful changes to an article, so if the first edit seems well thought through it's likely its author is a human.   [[User:Olfan|Olfan]] ([[User talk:Olfan|talk]]) 10:12, 5 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Getting edit permissions for MediaWiki:Common.css ==&lt;br /&gt;
What's the process for getting permission to update the CSS?  I've been playing around with trying a 300px width version of the default infobox and I think it looks significantly better:&lt;br /&gt;
[[File:Css update infobox comparison.png|thumb|center]]&lt;br /&gt;
[[User:FixSomeBugs|FixSomeBugs]] ([[User talk:FixSomeBugs|talk]]) 15:46, 26 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wooden foot ==&lt;br /&gt;
I'd like to create the page [[Wooden foot]] but I don't have the permissions to do so. Could someone create the page (and then ping me) or give me the permission? Thanks. --[[User:Nijin|Nijin]] ([[User talk:Nijin|talk]]) 19:17, 17 September 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Just posting for future readers to say that this no longer needs doing. - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:17, 28 November 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for &amp;quot;Weapon&amp;quot; pages ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 is out and I'm not sure if more will be added as to evaluate the usefulness of this at the time, but since we are editing such pages, this is my draft and I would like everybody else's opinions to polish this layout and make it standard to all related articles.[[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 02:28, 3 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[:User:Yoshida Keiji/Sandbox3]]&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for Biome guides ==&lt;br /&gt;
&lt;br /&gt;
Discuss what would you expect from Biome specific guides, the content, the parameters in which it shall be focused on, what it must have and what nots. How would you give points based on a score system to determine whether an article shall be part of the Community with members consentient by including it in mainspace or if it shall remain a user exclusive article that solely exposes the views of a single person rather everybody. [[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 12:43, 21 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts for the future (frontpage, templates, SMW) ==&lt;br /&gt;
&lt;br /&gt;
Since this wiki doesn't have an Admin noticeboard, this talk page appears to be the best spot to raise issues or thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
Recently I've uploaded ''a couple'' of pictures, extracted uncompressed from the game files. I tried to name them sensibly before uploading. Partly as a result of that, there are now de facto duplicates here and there, in various quality. We can try to deal with that, or just let it be. I've also started categorising images. It makes it easier to find them later, and use them in articles, if users can look through categories.&lt;br /&gt;
&lt;br /&gt;
Because most &amp;quot;things&amp;quot; have 3-4 images now (east, north, south), the initial idea was to add them to a small gallery on pages. It helps to fill out some pages, and later we can add &amp;quot;live&amp;quot; shots of the animals and such as well. There is much I didn't upload, however, such as hair styles, body differences, and loads of interface images.&lt;br /&gt;
&lt;br /&gt;
=== Frontpage ===&lt;br /&gt;
Yesterday [[User:PigeonGuru|PigeonGuru]] prompted me about the intent of the image uploads, and I touched on some more topics, including an idea for changing the frontpage. This is (probably) the page new users see first. Hope I don't step on any toes here, but I do think it could be improved. It's usually a good idea to have a brief intro or summary of the game, and those links to policy and consent and suchlike looks a little ''off'' for the frontpage, at least in such a prominent position. I see there have been quite some storms in here with edit wars, so that is probably why, but maybe it could be placed elsewhere?&lt;br /&gt;
&lt;br /&gt;
My background is from Gamepedia, a wiki farm for gaming wikis, where I happened to take the lead in changing lots of stuff on the Pillars of Eternity wiki, including transitioning it from Semantic Mediawiki (SMW) to Cargo. Their sort-of default design for wikis is a dynamic setup that alters where segments are placed on the frontpage based on the width of the user's browser, using fairly simple Javascript in the .js file. I would like to try out something similar here as well -- if that is something that would be agreeable to the leadership. First in my own userspace of course. I'm not a design or CSS wizard, so it takes me time, but I'd like to try it out nevertheless. But I'd like to hear some feedback or ideas for how it can be done.&lt;br /&gt;
&lt;br /&gt;
RimWorld is a dark-themed game with, suffice to say, some pretty darn dark behaviours at times (like the hats meme). I'm not sure how much extra work it would be, how badly if would affect tables and so on, but it might be fitting with a dark-coloured theme for the wiki as well, to better reflect the look in-game. Unfortunately the game doesn't really have much art assets to go on in terms of UI (it is very basic with boxes and suchlike), but otherwise we could have used some of that here, for infoboxes, stylised headings and the like. Any thoughts about this? Would it be a total no-go? I did look through the history of the frontpage a few weeks back, and it looked to have had basically the same design from the start. Have people sort of built brick by brick since then, or was it decided to have it like that, and we shouldn't change it?&lt;br /&gt;
&lt;br /&gt;
:I don't think there was much of a &amp;quot;decision&amp;quot; regarding the frontpage, nobody just ever bothered changing it. I'm in favour of having a short description of the game on the frontpage. As far as the theme for RimWorld, it's as light or dark as the player wants to make it. Some colonies are all rainbows and kittens, others consist of nothing but organ-harvesting psychopaths. It reflects more on the player than on the game. --[[User:Mehni|Mehni]] ([[User talk:Mehni|talk]]) 18:06, 12 July 2019 (UTC) P.S. Welcome, and thank you for your additions.&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
Dear Cthulu... I've been sat here for ''hours'' trying to wrap my puny head around it, and it still doesn't make all that much sense. Like the main author [[User:Spdskatr|Spdskatr]] says in the Define/doc: &amp;lt;code&amp;gt;This template defines the stats for an item that, after a long and confusing chain of transclusions, will end up in Template:Infobox/Thing.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are loads of templates that do various things, including tiny stuff like closing a table, or making a heading. The chain-transclusions make it ''very'' hard to read and understand for regular users, or even quite experienced ones like myself. There are some errors here and there on pages, and many others still use the infobox main template instead, but given the above, it's hard to try to fix things. For all I know, it will break something else.&lt;br /&gt;
&lt;br /&gt;
It is honestly tempting to start anew (and copying the relevant bits of code) instead of keep banging my head against the wall and not really getting anywhere. If we were to start over, I'd suggest to use one template for each thing instead of super-templates with loads of sub-templates and chaining. It's much easier to deal with both for users and staff -- because it's more easily understood. This is kind of a nightmare example, but imagine trying to wrap your head [https://tyranny.gamepedia.com/index.php?title=Template:Infobox&amp;amp;action=edit around this] as a new user :D&lt;br /&gt;
&lt;br /&gt;
Another dark horse here, however, is the SMW. That too is hard to get a good grip on, because it appears to be dealt with in other templates as well. More chaining.&lt;br /&gt;
&lt;br /&gt;
=== Cargo ===&lt;br /&gt;
That brings me to another possibility: Using [https://www.mediawiki.org/wiki/Extension:Cargo Cargo] instead of SMW. Especially on the management/overview side, it is much better to use than SMW. Essentially it's a MySQL database, so it's easy to get an overview of everything, instead of the complex setup of triplets from SMW, and no proper database or table where users or admins can look at the data, check it, and fix it. Managing both the templates and the data would be easier. &lt;br /&gt;
&lt;br /&gt;
Usually SMW is also a drain on performance, though I don't know if that is the case here. As usual there are lots more property+query pages than content pages (and outdated entities), but we're not talking about millions here, so it may be manageable.&lt;br /&gt;
&lt;br /&gt;
I'm hesitant to suggest it ofc, because it's not a small task. I did it for Pillars of Eternity, alone, and it almost broke me, sapped me of energy. But having done it, I can use much of that code base (it largely remains intact I see, although I've not been active there for a year or two, and resigned as a wiki guardian). &lt;br /&gt;
&lt;br /&gt;
All in all this wouldn't be small matters of course, and a lot of work, but I do think it would benefit the wiki, and probably make it easier to update pages now that 1.0 is out, and there are likely to be fewer mass-changes going forward.&lt;br /&gt;
&lt;br /&gt;
Would be grand to hear some feedback about these ideas from the staff, ideally including [[User:Zesty|Zesty]]. If it's not agreeable by others, either as a whole or the individual ideas, then say so and we can end the discussion here. &lt;br /&gt;
&lt;br /&gt;
Thanks, [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 11:40, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:(Brief draft here that can be deleted later)&lt;br /&gt;
&lt;br /&gt;
:Obviously needs a ton of changes as the colours are all messed up, but perhaps it gives a rough idea of what I had in mind? [https://i.imgur.com/JSPCqHT.jpg Imgur image of draft]. Wanted to test out using the background from the game as the background here (I seriously love that image, it really sets the mood for the game). The central content div is slightly transparent so the background image is visible, but without distorting the reading experience too much (Well, that's the end goal). Happy accident that the logo fits fairly well in the top left corner. Not sure what that gradient is about, but that should be altered as well so the whole logo shows. --[[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 19:06, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Tried to check how quickly pages are generated by using ''Edit -&amp;gt; Show preview'' and looking at the parser stuff on the bottom. Pages that use the Define template is routinely about 1.0 to 1.2 seconds slower than pages that use the infobox main template. Yet both contain similar amounts of SMW data. So it seems like it's the template that slows thing down, and not necessarily SMW. See if you get similar results. It's a pretty big difference when one type of page generates in 0.3-ish seconds, and another type in 1.5 seconds. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 12:03, 12 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Out of date content template ==&lt;br /&gt;
&lt;br /&gt;
Is there an out-of-date template to put on sections or pages which contain old data? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:34, 28 November 2019 (UTC)&lt;br /&gt;
:The Obsolete template might work, use &amp;lt;nowiki&amp;gt;{{Obsolete}}&amp;lt;/nowiki&amp;gt;. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 03:25, 29 November 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Anyone know how to disable the spammy 'thanks for X' notifications? ==&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/kywaGa4.png How do I disable these?] - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 10:12, 9 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Uploading images doesn't work even after 10 edits ==&lt;br /&gt;
&lt;br /&gt;
Hi, y'all. I joined the wiki today because I saw a few missing images for buildings from the Royalty expansion, and wanted to upload the assets I found to help the community out. I saw there was a 10-page edit requirement before you can create new pages (which images are apparently included in). I've edited 10 pages (more than just changing a piece of punctuation for most of it (^: ) but still can't upload images. This barrier to entry might be why y'all are having a hard time getting these images placed...&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75304</id>
		<title>Mechanoid cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75304"/>
		<updated>2020-09-27T03:22:29Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: please just let me upload the image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Royalty]] added a new type of hostile event - the &amp;quot;Mechanoid Cluster&amp;quot;. These may be associated with quests, or can spawn in place of a human raid. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Building types ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous buildings ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! [[Mech capsule]]&lt;br /&gt;
| [[File: MechCapsule.png|64px]] || | 180|| | A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened || | Deploys between ? and ? mechanoids when triggered.  || | 2x3 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech assembler]]&lt;br /&gt;
| ? || | 260 || | An automated mechanoid factory. It periodically assembles and deploys new mechanoids. || | Releases 1 mechanoid of a single type periodically. Exact time varies. As of 1.1.2624  shuts down after producing 4 mechanoids. || | 3x3 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech drop beacon]] &lt;br /&gt;
| ? || | 100 || |A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.  || |Calls mechanoid reinforcements in a local area.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Proximity activator]] &lt;br /&gt;
| [[File: ActivatorProximity.png|64px]]  || | 100 || |A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Count-down activator]] &lt;br /&gt;
| [[File: ActivatorCountdown.png|64px]] || | 100 || |A timed mechanoid activation unit. After counting down, it will wake nearby dormant mechanoids and structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Bullet shield]]&lt;br /&gt;
|[[File: ShieldGeneratorBullet.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.   || |Blocks pawn's projectiles from firearms.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mortar shield]]&lt;br /&gt;
| [[File: ShieldGeneratorMortar-0.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.  || |Blocks mortar rounds.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Gloomlight]]&lt;br /&gt;
| ? || | 50 || A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.  || |Emits light  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Unstable power cell]]&lt;br /&gt;
| [[File: Unstablepc.png|64px]]|| | 200 || A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.\n\nSome brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating. || | Provides 400W of power || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effectors ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Psychic droner &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals psychic sensitivity. || | Creates a gender specific Psychic Drone || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Toxic Spewer &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes toxic fallout across the map and a radius of 3 hexes on the world map. || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Smoke Spewer &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Sun Blocker &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Psychic Suppressor&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.   || |Causes a specific gender to be in constant pain, reducing their consciousness and making any psycasts less effective. Affects the worldmap by 10 hexes.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Weather Controller&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomena on the local and world map by 10 hexes. || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! EMI dynamo &lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Defoliator&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Climate adjuster&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to dip by -10 degrees.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Auto mortar &lt;br /&gt;
| ? || | 180 || |A self-powered, self-loading,automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.  || |The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto inferno turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with an [[Inferno cannon (Turret)]]. || | A defensive turret that shoots incendiary shells. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto charge blaster turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with a [[light charge blaster]]. || | Defends Mechanoid clusters with a fast firing blaster, making this one of the most dangerous turrets to try to disable. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Mini-slugger turret&lt;br /&gt;
| ? || | 100 || | A self-powered defense turret mounted with a weak but long-ranged [[mini-slugger]]. May explode when damaged. || | A small common defensive turret used by mechanoid clusters. Fairly harmless but has incredible range. || | 1x1 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Mech Clusters are best dealt with an extreme range, to avoid placing your colonists in unnecessary harm.&lt;br /&gt;
&lt;br /&gt;
=== Colony Weapons ===&lt;br /&gt;
&lt;br /&gt;
==== Mortars ====&lt;br /&gt;
&lt;br /&gt;
For Mech Cluster without a Mortar Shield, mortars are obviously the best way to deal with them as they present many foes that stay in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids before triggering them to attack your colony, where you can take advantage of your base defenses.&lt;br /&gt;
&lt;br /&gt;
For Mech Clusters with Mortar Shields, you can either try to destroy the shields first with snipers or simply overpower the shield. Each mortar shield is temporarily deactivated for a few seconds when they block a mortar shell. As such, a battery of 4-8 mortars timed to all fire at once can easily penetrate the shield with most of its shells. Mixing a few EMP shells in can also help disable the Mortar Shield, allowing successive salvos to ignore and hopefully destroy the shield before it can come back online.&lt;br /&gt;
&lt;br /&gt;
==== Orbital Bombardment/Beam Targeter ====&lt;br /&gt;
&lt;br /&gt;
Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they're found only via quest rewards and ancient dangers. However the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.&lt;br /&gt;
&lt;br /&gt;
==== Sniper Rifles/Rocket Launchers====&lt;br /&gt;
&lt;br /&gt;
The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions (a few walls built near the front for cover), you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range and behind cover.&lt;br /&gt;
&lt;br /&gt;
Depending on the damage you inflict from opening salvos and the mechanoids behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions.&lt;br /&gt;
&lt;br /&gt;
==== IEDs ====&lt;br /&gt;
&lt;br /&gt;
For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.&lt;br /&gt;
&lt;br /&gt;
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED to prevent the cluster from waking up.&lt;br /&gt;
&lt;br /&gt;
==== Grenades ====&lt;br /&gt;
&lt;br /&gt;
[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with one hit. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.&lt;br /&gt;
&lt;br /&gt;
[[File:MechCluster.jpeg|frame|A mech cluster from Total Timewaster's video. You can see that the mechanoids are asleep.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75303</id>
		<title>Mechanoid cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75303"/>
		<updated>2020-09-27T03:20:53Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: Cleaning up copy on this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Royalty]] added a new type of hostile event - the &amp;quot;Mechanoid Cluster&amp;quot;. These may be associated with quests, or can spawn in place of a human raid. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant, and are eventually awakened by the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Building types ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous buildings ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! [[Mech capsule]]&lt;br /&gt;
| [[File: MechCapsule.png|64px]] || | 180|| | A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened || | Deploys between ? and ? mechanoids when triggered.  || | 2x3 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech assembler]]&lt;br /&gt;
| ? || | 260 || | An automated mechanoid factory. It periodically assembles and deploys new mechanoids. || | Releases 1 mechanoid of a single type periodically. Exact time varies. As of 1.1.2624  shuts down after producing 4 mechanoids. || | 3x3 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech drop beacon]] &lt;br /&gt;
| ? || | 100 || |A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.  || |Calls mechanoid reinforcements in a local area.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Proximity activator]] &lt;br /&gt;
| [[File: ActivatorProximity.png|64px]]  || | 100 || |A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Count-down activator]] &lt;br /&gt;
| [[File: ActivatorCountdown.png|64px]] || | 100 || |A timed mechanoid activation unit. After counting down, it will wake nearby dormant mechanoids and structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Bullet shield]]&lt;br /&gt;
|[[File: ShieldGeneratorBullet.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.   || |Blocks pawn's projectiles from firearms.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mortar shield]]&lt;br /&gt;
| [[File: ShieldGeneratorMortar-0.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.  || |Blocks mortar rounds.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Gloomlight]]&lt;br /&gt;
| ? || | 50 || A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.  || |Emits light  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Unstable power cell]]&lt;br /&gt;
| [[File: Unstablepc.png|64px]]|| | 200 || A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.\n\nSome brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating. || | Provides 400W of power || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effectors ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Psychic droner &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals psychic sensitivity. || | Creates a gender specific Psychic Drone || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Toxic Spewer &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes toxic fallout across the map and a radius of 3 hexes on the world map. || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Smoke Spewer &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Sun Blocker &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Psychic Suppressor&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.   || |Causes a specific gender to be in constant pain, reducing their consciousness and making any psycasts less effective. Affects the worldmap by 10 hexes.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Weather Controller&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomena on the local and world map by 10 hexes. || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! EMI dynamo &lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Defoliator&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Climate adjuster&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to dip by -10 degrees.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Auto mortar &lt;br /&gt;
| ? || | 180 || |A self-powered, self-loading,automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.  || |The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto inferno turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with an [[Inferno cannon (Turret)]]. || | A defensive turret that shoots incendiary shells. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto charge blaster turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with a [[light charge blaster]]. || | Defends Mechanoid clusters with a fast firing blaster, making this one of the most dangerous turrets to try to disable. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Mini-slugger turret&lt;br /&gt;
| ? || | 100 || | A self-powered defense turret mounted with a weak but long-ranged [[mini-slugger]]. May explode when damaged. || | A small common defensive turret used by mechanoid clusters. Fairly harmless but has incredible range. || | 1x1 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Mech Clusters are best dealt with an extreme range, to avoid placing your colonists in unnecessary harm.&lt;br /&gt;
&lt;br /&gt;
=== Colony Weapons ===&lt;br /&gt;
&lt;br /&gt;
==== Mortars ====&lt;br /&gt;
&lt;br /&gt;
For Mech Cluster without a Mortar Shield, mortars are obviously the best way to deal with them as they present many foes that stay in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids before triggering them to attack your colony, where you can take advantage of your base defenses.&lt;br /&gt;
&lt;br /&gt;
For Mech Clusters with Mortar Shields, you can either try to destroy the shields first with snipers or simply overpower the shield. Each mortar shield is temporarily deactivated for a few seconds when they block a mortar shell. As such, a battery of 4-8 mortars timed to all fire at once can easily penetrate the shield with most of its shells. Mixing a few EMP shells in can also help disable the Mortar Shield, allowing successive salvos to ignore and hopefully destroy the shield before it can come back online.&lt;br /&gt;
&lt;br /&gt;
==== Orbital Bombardment/Beam Targeter ====&lt;br /&gt;
&lt;br /&gt;
Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they're found only via quest rewards and ancient dangers. However the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.&lt;br /&gt;
&lt;br /&gt;
==== Sniper Rifles/Rocket Launchers====&lt;br /&gt;
&lt;br /&gt;
The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions (a few walls built near the front for cover), you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range and behind cover.&lt;br /&gt;
&lt;br /&gt;
Depending on the damage you inflict from opening salvos and the mechanoids behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions.&lt;br /&gt;
&lt;br /&gt;
==== IEDs ====&lt;br /&gt;
&lt;br /&gt;
For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.&lt;br /&gt;
&lt;br /&gt;
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED to prevent the cluster from waking up.&lt;br /&gt;
&lt;br /&gt;
==== Grenades ====&lt;br /&gt;
&lt;br /&gt;
[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with one hit. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.&lt;br /&gt;
&lt;br /&gt;
[[File:MechCluster.jpeg|frame|A mech cluster from Total Timewaster's video. You can see that the mechanoids are asleep.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raider&amp;diff=75301</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raider&amp;diff=75301"/>
		<updated>2020-09-27T03:15:21Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: started cleaning it up, but it's still not finished&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Raiders are enemies who attack in groups when the storyteller's threat cycle is active (or any time, for Randy Random). The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raiders have several [[#Raiders' Strategies|strategies]] when an a raid event is spawned.&lt;br /&gt;
&lt;br /&gt;
Raiders will attack, destroy, or burn random targets without any visible strategy or tactic. They will not attack natural rock walls (except sappers), wild [[animals]], or unpowered turrets. They will, however, engage prisoners from enemy factions.&lt;br /&gt;
&lt;br /&gt;
If the raiders cannot find any structures to destroy, or undowned colonists to attack, the behavior will change into other goals: stealing valuables that are not properly stored in closed locations, kidnapping downed colonists to demand a ransom of silver or to recruit them into their ranks, leaving after being satisfied with the damage done, or giving up and retreating due to exhaustion and starvation.&lt;br /&gt;
&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:Ransom.png|'''Ransom'''&lt;br /&gt;
File:Raiders Mod debuff tired and hungry.png|'''Raider's negative thoughts'''&lt;br /&gt;
File:Pirates have given up and area leaving.png|'''Pirates have given up and are leaving'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Prisoner return as raider.png|400px|thumb|left|Abandoned prisoner returns to ambush a caravan.]]&lt;br /&gt;
&lt;br /&gt;
Once you have downed or killed half of their crew, the remaining will flee in panic, running as fast as they can towards the map edges.&lt;br /&gt;
&lt;br /&gt;
Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1pEhmCnRiBKAh5C7X6kHPSE7QKTeTRjspB-sHR2-B_os/edit?usp=sharing This Google Sheets spreadsheet] shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Raiders have limited equipment possibilities; dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. Usually on [[Cassandra Classic]] and [[Phoebe Chillax]] they come equipped early on with mostly [[autopistol]]s and crude melee weapons, some [[bolt-action rifle]]s and [[pump shotgun]]s later down the line. In the late game they can come equipped with things such as [[frag grenades]], [[sniper rifle]]s, [[incendiary launcher]]s and [[machine pistol]]s. Rarely some will have [[assault rifle]]s or [[LMG]]s. &lt;br /&gt;
&lt;br /&gt;
A raiding party may include members equipped with melee weapons and [[shield belt]]s. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction (though this does not apply to other explosives). Raiders wielding rocket launchers will attempt to avoid friendly fire.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat. &lt;br /&gt;
&lt;br /&gt;
Also, raiders do not always use weapons appropriate to their skills, as the weapons are randomly chosen. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the Brawler trait), and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat.&lt;br /&gt;
&lt;br /&gt;
== Humanlike ==&lt;br /&gt;
&lt;br /&gt;
There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points.&lt;br /&gt;
&lt;br /&gt;
Weapons that are in '''bold''' are weapons that a raider kind is particularly likely to equip; weapons that are in ''italics'' are weapons that a raider kind is particularly unlikely to equip.&lt;br /&gt;
&lt;br /&gt;
Raider types are exclusive to their faction - mercenaries being exempt.&lt;br /&gt;
&lt;br /&gt;
=== Tribals ===&lt;br /&gt;
&lt;br /&gt;
Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]].&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 !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! Penitent&lt;br /&gt;
|[[File:Penitent2056.png]] || | 35 || | 20-110 || | Poor || | 50-100 || | 90-150 || | [[Club]], [[Knife]] || | Up to 60 || | Occasionally has wooden prostheses&lt;br /&gt;
|-&lt;br /&gt;
! Archer&lt;br /&gt;
|[[File:Archer1557.png]] || | 48 || | 50-180 || | Poor || | 180-350 || | 80 || | '''[[Short bow]]''' || | Up to 60 || | Rarely has wooden prostheses&lt;br /&gt;
|-&lt;br /&gt;
! Warrior&lt;br /&gt;
|[[File:Warrior1557.png]] || | 60 || | 50-180 || | Poor || | 200-300 || | 150 || | '''[[Ikwa]]''' || | Up to 60 || | Always has [[war veil]].&lt;br /&gt;
|-&lt;br /&gt;
! Hunter&lt;br /&gt;
|[[File:Hunter1722.png]] || | 65 || | 50-180 || | Normal || | 200-300 || | 100 || | '''[[Recurve bow]]''' || | Up to 60 || | Always has war veil. Tribal traders are based on this pawn, though they have [[tribal headdress]]es instead.&lt;br /&gt;
|-&lt;br /&gt;
! Berserker&lt;br /&gt;
|[[File:Berserker1722.png]] || | 90 || | 100 || | Normal || | 200-550 || | 300 || | '''[[Spear]]''' || | Up to 60 || | Always has [[war mask]].&lt;br /&gt;
|-&lt;br /&gt;
! Heavy Archer&lt;br /&gt;
|[[File:HeavyArcher1722.png]] || | 90 || | 100 || | Normal || | 200-550 || | 250 || | [[Greatbow]], [[Pila]] || | Up to 60 || | Always has war mask.&lt;br /&gt;
|-&lt;br /&gt;
! Archer chief&lt;br /&gt;
|[[File:Chief1557.png]] || | 130 || | 100 || | Normal || | 450-750 || | 500-1000 || | '''Greatbow''' || | At least 30 || | Always has [[tribal headdress]] and [[plate armor]]. Difficult to recruit. Can be faction leader.&lt;br /&gt;
|-&lt;br /&gt;
! Berserker chief&lt;br /&gt;
|[[File:MeleeChief2056.png]] || | 130 || | 100 || | Normal || | 450-750 || | 500-1000 || | [[Longsword]], [[Spear]] || | At least 30 || | Always has [[tribal headdress]] and [[plate armor]]. Difficult to recruit. Can be faction leader.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pirates ===&lt;br /&gt;
&lt;br /&gt;
These units are encountered most frequently in the early game, but you'll see these units throughout the game. All easily dispatched once you get armor and high-grade weapons.&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 !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! Drifter&lt;br /&gt;
|[[File:Drifter1557.png]] || | 35 || | 20-60 || | Poor || | 90-280 || | 60-200 || | Club, Knife || | Any || |  Never carries food. Occasionally has wooden prostheses.&lt;br /&gt;
|-&lt;br /&gt;
! Scavenger Thrasher&lt;br /&gt;
|[[File:Thrasher1557.png]] || | 45 || | 40-110 || | Normal || | 300-800 || | 100-160 || | Club, [[Gladius]], Knife, [[Mace]] || | Any || | Rarely has wooden prostheses.&lt;br /&gt;
|-&lt;br /&gt;
! Scavenger Gunner&lt;br /&gt;
|[[File:Scavenger1557.png]] || | 45 || | 40-110 || | Normal || | 300-500 || | 200-300 || | [[Autopistol]], ''[[Bolt-action rifle]]'', [[Machine pistol]], ''[[Pump shotgun]]'', [[Revolver]] || | Any || | Rarely has wooden prostheses.&lt;br /&gt;
|-&lt;br /&gt;
! Pirate Gunner&lt;br /&gt;
|[[File:Pirate1557.png]] || | 65 || | 70-230 || | Normal || | 400-1000 || | 250-345 || | Autopistol, '''Bolt-action rifle''', ''[[Incendiary launcher]]'', '''Machine pistol''', '''Pump shotgun''', Revolver || | Up to 65 || | Rarely has wooden or standard prostheses.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outlanders ===&lt;br /&gt;
&lt;br /&gt;
As friendly units, they show up in caravans or friendly reinforcements. Rough outlander unions will also send these to attack your colony in the early game.&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 !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! Villager&lt;br /&gt;
|[[File:Villager1557.png]] || | 35 || | 20-200 || | Poor || | 200-400 || | 65-250 || | Autopistol, '''Knife''', ''Machine pistol'', Revolver || | Any || | Rarely has wooden or standard prostheses.&lt;br /&gt;
|-&lt;br /&gt;
! Town Councilman&lt;br /&gt;
|[[File:Councilman2056.png]] || | 40 || | 100 || | Good || | 700-1200 || | 200 || | Autopistol, Revolver || | At least 30 || | Always has [[bowler hat]]. Only one can show in a raid. Occasionally has standard prostheses or bionics.&lt;br /&gt;
|-&lt;br /&gt;
! Town Guard&lt;br /&gt;
|[[File:Guard1557.png]] || | 55 || | 60-200 || | Normal || | 400-600 || | 250-400 || | Autopistol, '''Bolt-action rifle''', ''[[Heavy SMG]]'', ''Incendiary launcher'', '''Machine pistol''', '''Pump shotgun''', Revolver || | Any || | Rarely has wooden or standard prostheses.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
&lt;br /&gt;
Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks.&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 !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! Grenadier&lt;br /&gt;
|[[File:Grenadier1557.png]] || | 65 || | 70-230 || | Normal || | 400-700 || | 500 || | [[Frag grenades]], [[Molotov cocktails]] || |  Up to 65 || | Rarely has wooden or standard prostheses.&lt;br /&gt;
|-&lt;br /&gt;
! EMP Grenadier&lt;br /&gt;
|[[File:EMPGrenadier2056.png]] || | 65 || | 70-230 || | Normal || | 400-700 || | 500 || | '''[[EMP grenades]]''' || |  Up to 65 || | Rarely has wooden or standard prostheses.&lt;br /&gt;
|-&lt;br /&gt;
! Mercenary Gunner&lt;br /&gt;
|[[File:Gunner1557.png]] || | 90 || | 70-320 || | Normal || | 1000-1500 || | 330-650 || | Assault rifle, ''Autopistol'', Bolt-action rifle, Chain shotgun, Heavy SMG, ''Incendiary launcher'', LMG, Machine pistol, Pump shotgun, ''Revolver'' || | Up to 65 || | Occasionally has standard prostheses or bionics.&lt;br /&gt;
|-&lt;br /&gt;
! Mercenary Sniper&lt;br /&gt;
|[[File:Sniper1557.png]] || | 110 || | 70-320 || | Normal || | 1000-1500 || | 600 || | '''[[Sniper rifle]]''' || | Up to 65 || | Occasionally has standard prostheses or bionics.&lt;br /&gt;
|-&lt;br /&gt;
! Mercenary Slasher&lt;br /&gt;
|[[File:Slasher1557.png]] || | 150 || | 70-320 || | Normal || | 300-1400 || | 200-500 || | Gladius, '''Longsword''', Mace, '''Spear''' || | Up to 65 || | Always has [[shield belt]]. Occasionally has standard prostheses or bionics.&lt;br /&gt;
|-&lt;br /&gt;
! Heavy Mercenary&lt;br /&gt;
|[[File:Heavy1557.png]] || | 150 || | 70-320 || | Normal || | 200-350 || | 1200 || | [[Doomsday rocket launcher]], [[Minigun]], [[Triple rocket launcher]] || | Up to 65 || | Occasionally has standard prostheses or bionics.&lt;br /&gt;
|-&lt;br /&gt;
! Elite Mercenary&lt;br /&gt;
|[[File:Elite1557.png]] || | 150 || | 100 || | Normal || | 2500-3500 || | 500-1400 || | Assault rifle, LMG || | Up to 45 || | May have bionics. Bosses are functionally identical and may be faction leader.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spacer ===&lt;br /&gt;
&lt;br /&gt;
These people don't appear in normal raids but are found in [[ancient shrine]]s. This variety is always hostile to the player's faction.&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 !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! Ancient Soldier&lt;br /&gt;
|[[File:SpaceSoldier1722.png]] || | 100 || | 100 || | Normal || | 0-3800 || | 300-900 || | Assault rifle, ''Autopistol'', Bolt-action rifle, Chain shotgun, Heavy SMG, ''Incendiary launcher'', LMG, Machine pistol, Pump shotgun, ''Revolver'' || | Any || | May have bionics or power claws.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid ==&lt;br /&gt;
&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
Mechanical enemies that neither feel pain nor seek cover.&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 !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! Scyther&lt;br /&gt;
|[[File:MechanoidScyther.png]] || | 160 || | 100 || | - || | - || | - || | '''Melee (Blades)''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! Lancer&lt;br /&gt;
|[[File:MechanoidLancer.png]] || | 160 || | 100 || | Normal || | - || | 9999 || | '''[[Charge lance]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! Centipede&lt;br /&gt;
|[[File:MechanoidCentipede.png]] || | 400 || | 100 || | Normal || | - || | 9999 || | '''[[Heavy charge blaster]]''', [[Inferno cannon]] || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! Pikeman&lt;br /&gt;
|[[File:MechanoidPikeman.png|MechanoidPikeman.png]] || | 110 || | 100 || | Normal || | - || | ? || | '''[[Needle gun]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Cluster ===&lt;br /&gt;
&lt;br /&gt;
{{main|Mechanoid cluster}}&lt;br /&gt;
&lt;br /&gt;
Added in Royalty was the &amp;quot;Mechanoid Cluster&amp;quot; event, which may be associated with quests or drop on their own. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant. They are eventually awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Raiders' Strategies ==&lt;br /&gt;
&lt;br /&gt;
=== Immediate Attack ===&lt;br /&gt;
&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend.&lt;br /&gt;
&lt;br /&gt;
They have a 70% chance to arrive on foot at the map edges, and 20% to drop pod there, assuming they don't use other strategies and are capable of utilizing drop pods.&lt;br /&gt;
&lt;br /&gt;
=== Mid-base Drop Pods ===&lt;br /&gt;
&lt;br /&gt;
Raiders will drop pod right into the middle of the base, circumventing all exterior defenses. They may drop into roofed rooms, punching a hole in the roof. They do not care if the room is occupied, and in such cases colonists may only have a few seconds to stop what they were doing and get into fighting positions. If the raiders drop into an enclosed room without colonists they will start randomly attacking the contents of the room.&lt;br /&gt;
&lt;br /&gt;
They have a 10% chance to choose to do so. Tribes do not have the technology to start a drop pod attack.&lt;br /&gt;
&lt;br /&gt;
=== Immediate Attack Smart ===&lt;br /&gt;
&lt;br /&gt;
Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid (some) traps and turrets, as well as simply steal some of your items and run. This can be devastating in early game, because a raider may steal your stockpile of components, leaving you without any means of using electricity.&lt;br /&gt;
&lt;br /&gt;
Despite their description, they can still be funneled into a [[killbox]] with relative ease.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to stand around in a small group near-by where they spawned for a period of time and then proceed to attack. It is possible and a completely viable strategy to attack them while they are &amp;quot;preparing&amp;quot;. This preparation has no effect on their attack other than the fact that it gives you more time to prepare yourself.&lt;br /&gt;
&lt;br /&gt;
=== Sappers ===&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual.Their ultimate goal is to reach one of your colonists assigned beds. They will run around for a short time and continue to dig afterward if they are under attack.&lt;br /&gt;
&lt;br /&gt;
The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on.&lt;br /&gt;
&lt;br /&gt;
They can be fairly dangerous to those who tunnel into mountains as their defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps (deadfall trap and all kind of IEDs). It's possible to create such an trap area to kill them before hand.&lt;br /&gt;
&lt;br /&gt;
However, in open bases they are even worse than regular raiders as they come in smaller numbers.&lt;br /&gt;
&lt;br /&gt;
Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Sappers are good at finding one tile walls.png|1: Sappers are good at finding one tile walls.&lt;br /&gt;
File:Sappers may even open ancient structures unwisely.png|2: Sappers may even open ancient shrines unwisely.&lt;br /&gt;
File:Sappers attacking ancient structures will kill spacers you would love to recruit.png|3: Sappers attacking ancient structures will kill spacers you would love to recruit.&lt;br /&gt;
File:Sappers may cause mechanoids to function as your outer defense line.png|4: Sappers may cause mechanoids to function as your outer defense line.&lt;br /&gt;
File:Sappers demise.png|5: Sappers are defeated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Siege ===&lt;br /&gt;
&lt;br /&gt;
Raiders enter your map from an edge and head towards a point to set up a makeshift siege base with supplies ([[steel]], [[packaged survival meal]]s, [[component]]s, [[high-explosive shell]]s and [[incendiary shell]]s) received from drop pods, and wil construct 2 [[mortar]]s and sandbags as cover.&lt;br /&gt;
&lt;br /&gt;
You can intercept them before they start building up if timing is favorable to you. They will always construct two mortars regardless of the number of raiders. They rarely use their best constructors when building, sometimes failing to complete the mortars. As they will not get additional components, this will make them lose firepower.&lt;br /&gt;
&lt;br /&gt;
Once ready, they will bombard you, with those not manning the mortars remaining on guard. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells. They can receive different types of shell during the siege. After causing enough destruction, they will proceed to converge on your colony.&lt;br /&gt;
&lt;br /&gt;
The siege team will not engage friendlies while heading towards their point until they actually start constructing or you assault them first.&lt;br /&gt;
&lt;br /&gt;
[[File:Siege pirates not engaging friendlies yet.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
Raiders may choose to attack one of your caravans. In this case, they will charge right at your caravan without giving a second thought to strategy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple group attacks ===&lt;br /&gt;
&lt;br /&gt;
Enemies can split up their attacking forces, attacking using multiple groups at once. Each group attacks from a different direction, and flees on their own accord.&lt;br /&gt;
&lt;br /&gt;
=== Drop pod scatter ===&lt;br /&gt;
&lt;br /&gt;
Enemies capable of drop pods have a chance of landing scattered across the map.&lt;br /&gt;
&lt;br /&gt;
=== Weapon-specific raids ===&lt;br /&gt;
&lt;br /&gt;
Humanlike raiders have the ability to send raiders with a specific kind of weapon only.&lt;br /&gt;
&lt;br /&gt;
==== Melee rush ====&lt;br /&gt;
&lt;br /&gt;
Pirate or outlander raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon. Tribals can do the same with their melee units, except without shields.&lt;br /&gt;
&lt;br /&gt;
Mechanoids have their own rendition of the melee rush with [[scyther]]s only.&lt;br /&gt;
&lt;br /&gt;
==== Sniper party ====&lt;br /&gt;
&lt;br /&gt;
Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.&lt;br /&gt;
&lt;br /&gt;
==== Explosives assault ====&lt;br /&gt;
&lt;br /&gt;
Pirates or outlanders have the chance to send a party consisting of either grenadiers or heavy mercenaries. While this makes them extremely destructive, it also makes them particularly prone to friendly fire.&lt;br /&gt;
&lt;br /&gt;
== Raid strength ==&lt;br /&gt;
&lt;br /&gt;
A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty.&lt;br /&gt;
&lt;br /&gt;
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.&lt;br /&gt;
&lt;br /&gt;
The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is from Alpha 17b, or 0.17.1557.&lt;br /&gt;
&lt;br /&gt;
=== Points ===&lt;br /&gt;
&lt;br /&gt;
{{Rewrite| reason = Outdated information}}&lt;br /&gt;
&lt;br /&gt;
Your first raid will always be 35 points, regardless of the above conditions. Additionally, the first raider won't randomly die upon being downed, and they will never flee.&lt;br /&gt;
&lt;br /&gt;
The base formula for raid points could be expressed as follows:&lt;br /&gt;
&lt;br /&gt;
{{math|big=0|P {{=}} (( C &amp;amp;times; 42 ) + ( iW &amp;amp;divide; 100 ) + ( bW &amp;amp;divide; 200 )) &amp;amp;times; ( sR &amp;amp;times; lR ) &amp;amp;times; D &amp;amp;times; T &amp;amp;times; R}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Variable !! Meaning !! Value&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
|  number of colonists that your base has ||   Colonists are always worth 42 points, regardless of their condition&lt;br /&gt;
|-&lt;br /&gt;
! iW &lt;br /&gt;
| base's item wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! bW&lt;br /&gt;
| base's building wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! sR&lt;br /&gt;
| short-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! lR&lt;br /&gt;
| long-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! D&lt;br /&gt;
| difficulty's threat scale factor (i.e. points multiplier) || 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme.&lt;br /&gt;
|-&lt;br /&gt;
! T &lt;br /&gt;
| the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced || 0.5 for 1 big threat; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, '''T''''s value will be 0.5 for your faction's second-ever big threat, and so on.&lt;br /&gt;
|-&lt;br /&gt;
! R &lt;br /&gt;
| the strategy that the raiders are using || 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ramp-Up Factors====&lt;br /&gt;
Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved:&lt;br /&gt;
&lt;br /&gt;
'''sR''' is always 1 until 21 days in; in which case 0.000514403335 is added to it every {{ticks|5000}} - or 1 every 162 days.&lt;br /&gt;
&lt;br /&gt;
'''lR''' is always 1 until 42 days in; in which case 0.000231481492 is added to it every 5,000 ticks - or 1 every 360 days.&lt;br /&gt;
&lt;br /&gt;
If a colonist gets downed or killed, 1 is subtracted from both '''sR''' and '''lR''' - but these aren't the new values; only part of the new values. '''sR''' and '''lR''' then get multiplied by certain values independently, based on how many colonists you have, with the table below showing all possible combinations as stated in the code (RimWorld.StoryWatcher_RampUp):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Colonists&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16+&lt;br /&gt;
|- &lt;br /&gt;
! sR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0.25&lt;br /&gt;
| 0.3&lt;br /&gt;
| 0.35&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.45&lt;br /&gt;
| 0.5&lt;br /&gt;
| 0.55&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.65&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
|- newline&lt;br /&gt;
! lR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.2&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
| 0.85&lt;br /&gt;
| 0.9&lt;br /&gt;
| 0.91&lt;br /&gt;
| 0.92&lt;br /&gt;
| 0.93&lt;br /&gt;
| 0.94&lt;br /&gt;
| 0.95&lt;br /&gt;
| 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After '''sR''' and '''lR''' have been multiplied by whatever corresponding values, new '''sR''' and new '''lR''' both equal 1 + old correspondents.&lt;br /&gt;
&lt;br /&gt;
After the base amount of points have been calculated, the game then factors in diminishing returns as follows, using nested 'if' statements, in pseudo-code form:&lt;br /&gt;
&lt;br /&gt;
    IF P &amp;gt; 1000 THEN&lt;br /&gt;
        IF P &amp;gt; 2000 THEN&lt;br /&gt;
            P = 2000 + (P - 2000) * 0.5&lt;br /&gt;
        P = 1000 + (P - 1000) * 0.5&lt;br /&gt;
&lt;br /&gt;
In layman's terms: if P is above 1000, then P is the average of itself and 1,000. However, if P is above 2,000, then P will first be the average of itself and 2,000, before averaging with 1,000.&lt;br /&gt;
&lt;br /&gt;
Finally, with [[Randy Random]], a raid's points gets multiplied by anywhere from 0.5x to 1.5x, meaning that you could face more or less powerful raids than usual with this storyteller.&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
So now lets plug in some real-world numbers: your colony has 4 people, it's been 17 days, and this is the colony's third raid. Your item wealth is 11,000, your building wealth is 4,000, and you're playing on rough difficulty. The raiders are attacking immediately.&lt;br /&gt;
&lt;br /&gt;
The values in the formula will be as follows:&lt;br /&gt;
&lt;br /&gt;
'''C''' = 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''iW''' = 11000&amp;lt;br&amp;gt;&lt;br /&gt;
'''bW''' = 4000&amp;lt;br&amp;gt;&lt;br /&gt;
'''sR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''lR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''D''' = 0.65&amp;lt;br&amp;gt;&lt;br /&gt;
'''T''' = 0.7&amp;lt;br&amp;gt;&lt;br /&gt;
'''R''' = 0.9&lt;br /&gt;
&lt;br /&gt;
Plugging these values into the formula:&lt;br /&gt;
&lt;br /&gt;
'''P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = (168 + 110 + 20) * 1 * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 298 * 0.4095''' thus&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122.031''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122'''&lt;br /&gt;
&lt;br /&gt;
Therefore, the raid will be 122 points.&lt;br /&gt;
&lt;br /&gt;
== Defense Strategies ==&lt;br /&gt;
&lt;br /&gt;
''For a more comprehensive list of strategies, see [[Defense tactics]].'' &amp;lt;br&amp;gt;&lt;br /&gt;
''For constructed defenses to hold against raiders, see [[Defense structures]].''&lt;br /&gt;
&lt;br /&gt;
It is recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance, as raiders tend to set fire to them, potentially causing huge damage. Raiders will prioritize firing on colonists or turrets when those colonists or turrets are firing on them, but will otherwise prioritize random objects, meaning you can put doors or walls near your defenses to temporarily distract them.&lt;br /&gt;
&lt;br /&gt;
=== Raider Preparation ===&lt;br /&gt;
&lt;br /&gt;
Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|Solar generators]], you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your [[Deadfall trap|traps]] are. This doesn't apply to other factions, though—if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps.&lt;br /&gt;
&lt;br /&gt;
=== Siege defense ===&lt;br /&gt;
&lt;br /&gt;
When faced with a siege, there are a few coping strategies you can use.&lt;br /&gt;
&lt;br /&gt;
You can choose to either to assault the mortar base or wait it out and repair the damage as best as you can. The choice mainly depends on the surroundings of the mortar base and your base's position. If your base is located under a mountain (your base tiles will read ''Overhead Mountain'' when you hover your cursor over them), the mortar shells won't be able to hit those tiles at all! This makes deep mining a very effective strategy against heavy bombardment. If you don't build your base into a mountain, you should at least consider digging out at least one panic room for your colonists to hide within from the shells.&lt;br /&gt;
&lt;br /&gt;
If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid assaults ===&lt;br /&gt;
&lt;br /&gt;
Mechanoids come in 4 types, Lancers, Scythers, Pikemen and Centipedes. They have much differing stats and weapons, meaning different tactics may be used.&lt;br /&gt;
&lt;br /&gt;
In most raids where they come/ drop in at the edges, the Scythers will outrun the Centipedes by a great margin, giving plenty of time to deal with them before the centipedes.&lt;br /&gt;
&lt;br /&gt;
==== Lancers ====&lt;br /&gt;
&lt;br /&gt;
Lancers are capable of mid-long range high damage attacks. If fighting it from a distance, cover along with mid-long ranged weapons such as [[assault rifle]]s or [[bolt-action rifle]]s are vital.&lt;br /&gt;
&lt;br /&gt;
Due to the Lancers' weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Scyther ====&lt;br /&gt;
&lt;br /&gt;
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.&lt;br /&gt;
&lt;br /&gt;
Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies.&lt;br /&gt;
&lt;br /&gt;
==== Pikemen ====&lt;br /&gt;
&lt;br /&gt;
Pikemen can snipe your colonists from a very long distance, though their damage output is abysmal.&lt;br /&gt;
&lt;br /&gt;
Due to the Pikemen's weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Centipedes ====&lt;br /&gt;
&lt;br /&gt;
Centipedes, on the other hand, specialize in crowd control and area denial; the [[Minigun]] and [[Heavy charge blaster]] can annihilate groups of colonists, while the [[Inferno cannon]] sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed.&lt;br /&gt;
&lt;br /&gt;
Centipedes wielding the Minigun and Heavy Charge Baster can be cheesed simply by making a lone colonist, preferably with a personal shield, stand in front of your other colonists. The centipede will target that colonist, but be unable to hit it due to the forced miss radii. Watch out for friendly fire. &amp;lt;br&amp;gt;&lt;br /&gt;
The Inferno cannon is not as destructive towards your colonists, but is annoying to deal with. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony.&lt;br /&gt;
&lt;br /&gt;
Engaging it in melee is not recommended due to its armor, high health and heavy damage.&lt;br /&gt;
&lt;br /&gt;
=== Tribal raids ===&lt;br /&gt;
&lt;br /&gt;
Tribal raiders come in large numbers, but with relatively poor equipment; as such, it may require different strategy compared to pirate or outlander raids.&lt;br /&gt;
&lt;br /&gt;
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. &amp;lt;br&amp;gt;&lt;br /&gt;
However, as tribalwear does not provide protection and they do not wear any form of regular armor, they are easier to kill individually than other raiders.&lt;br /&gt;
&lt;br /&gt;
Crowd control is an important aspect in defeating tribal raids. The [[Minigun]] or [[LMG]] is an effective weapon to use as it can easily mow down groups of raiders.&lt;br /&gt;
&lt;br /&gt;
Explosive weapons are also useful in crowd control.&lt;br /&gt;
&lt;br /&gt;
Explosive mortars, while inaccurate, can easily destroy a sizable group of tribals at once if they hit. &amp;lt;br&amp;gt;&lt;br /&gt;
Grenades can hit archers hiding behind cover, though you have to risk a colonist or two in order to even get close enough to throw them. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their archers are dangerous; their bows can be fired from a somewhat long distance, their pila can easily kill or incapacitate a colonist, and they always come in a large volley. As with most defensive strategies, cover is essential when fighting them.&lt;br /&gt;
&lt;br /&gt;
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Body_Parts&amp;diff=75298</id>
		<title>Body Parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Body_Parts&amp;diff=75298"/>
		<updated>2020-09-27T03:02:18Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: Touched up the portion on prostheses/bionics as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==Body Part Groups==&lt;br /&gt;
Each individual body part (such as clavicle) is a sub-unit of a Body Part Group (such as Torso). [[Armor]] and [[Clothing]] cover and protect all the body parts in that specific group.&lt;br /&gt;
&lt;br /&gt;
{{:Table of Human Body Part Groups}}&lt;br /&gt;
&lt;br /&gt;
==Body Parts (Summary)==&lt;br /&gt;
Being biological creatures, humans have a lot of body parts that work together to make them tick.&lt;br /&gt;
&lt;br /&gt;
*Brain injuries instantly scar and never heal.&amp;lt;ref name=&amp;quot;instantScarring&amp;quot;&amp;gt;[http://ludeon.com/mantis/view.php?id=1049 Confirmed by json on the bugtracker.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Heart injuries instantly scar and never heal.&amp;lt;ref name=&amp;quot;instantScarring&amp;quot;/&amp;gt;&lt;br /&gt;
{{:Table of Human Body Parts}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Body Parts (Detailed)==&lt;br /&gt;
This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information.&lt;br /&gt;
&lt;br /&gt;
===Head===&lt;br /&gt;
*Health: 30&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live, but it is necessary to contain the brain.&lt;br /&gt;
&lt;br /&gt;
While humans can survive headshots, damage to the brain is still a serious issue. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the [[assault rifle]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]] and sufficient damage may render a colonist unconscious forever.&lt;br /&gt;
&lt;br /&gt;
====Skull====&lt;br /&gt;
*Health: 30&lt;br /&gt;
*Lethal if shattered.&lt;br /&gt;
Contains the brain. It's worth noting that an injury cannot hit the brain without hitting the skull as well. Lethal if destroyed, since it holds the brain.&lt;br /&gt;
&lt;br /&gt;
=====Brain=====&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
The most important organ of a colonist. It's required for [[#Consciousness|consciousness]], [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]].&lt;br /&gt;
&lt;br /&gt;
====Eyes====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Eye&lt;br /&gt;
*Left Eye&lt;br /&gt;
Eyes are required for [[#Sight|seeing]]. Eyes have a high chance to be permanently injured (scar) when damaged. Lost or damaged eyes can be surgically replaced with a [[Bionic eye|bionic]] or [[Archotech eye|archotech]] equivalent, though these are expensive and uncraftable respectively.&lt;br /&gt;
&lt;br /&gt;
====Ears====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Ear&lt;br /&gt;
*Left Ear&lt;br /&gt;
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in total deafness. Hearing helps in trade price improvement.  Damaged or lost ears can be replaced with a [[bionic ear]].&lt;br /&gt;
&lt;br /&gt;
Loud noises like gunshots do not inflict pain or damage on the ears.&lt;br /&gt;
&lt;br /&gt;
====Nose====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose is the least of your worries in terms of injury, but will cause the colonist to become disfigured, which will cause -15 opinion from all other colonists. It can be replaced with an [[aesthetic nose]] with the [[Royalty]] DLC. &lt;br /&gt;
&lt;br /&gt;
====Jaw====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Required for [[#Eating|eating]]. Colonists can still eat without a jaw, but at a near-useless pace. Lost or damaged jaws can be surgically replaced with dentures. The jaw is also required for socializing.&lt;br /&gt;
&lt;br /&gt;
===Torso===&lt;br /&gt;
*Health: 40&lt;br /&gt;
*Core Part&lt;br /&gt;
*Lethal if destroyed&lt;br /&gt;
The torso is the core part of a colonist. It is the container for the rest of the major organs of a colonist, and destroying it effectively destroys/disconnects the rest of the colonist's organs. A majority of human characters will die from torso injury/destruction long before they die of anything else.&lt;br /&gt;
&lt;br /&gt;
====Neck====&lt;br /&gt;
*Health: 30&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
Technically part of the torso. It connects the head to the torso. Neck damage makes colonists bleed out very fast. Loss of the neck results in death due to disconnecting the [[#Brain|brain]] from the core part, the [[#Torso|torso]].&lt;br /&gt;
&lt;br /&gt;
====Clavicle====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Clavicle&lt;br /&gt;
*Left Clavicle&lt;br /&gt;
The clavicles are the bones between the [[#Neck|neck]] and shoulder, and are required for the colonist's arms to function. Clavicles are considered a part of the arm, and will be replaced (along with the rest of the natural arm) if a prosthesis is installed.&lt;br /&gt;
&lt;br /&gt;
====Spine====&lt;br /&gt;
*Health: 35&lt;br /&gt;
Colonists need their spine for [[#Moving|moving]] and working. Shattering the spine results in complete paralysis, presumably below the neck. It can be replaced with a [[bionic spine]] or repaired through supernatural means like [[lucifierium]].&lt;br /&gt;
&lt;br /&gt;
====Pelvis====&lt;br /&gt;
*Health: 25&lt;br /&gt;
The pelvis is critical for [[#Moving|moving]], and shattering it results in paraplegia (paralysis below the waist). A shattered pelvis is nigh on a death sentence; it can only be repaired with [[healer mech serum]] or [[luciferium]], both of which are not readily available to most colonies.&lt;br /&gt;
&lt;br /&gt;
====Sternum====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Front part of the [[#Rib|rib cage]]. Like ribs, it only causes [[pain]] if destroyed.&lt;br /&gt;
&lt;br /&gt;
====Rib====&lt;br /&gt;
*Health: 15&lt;br /&gt;
Includes :&lt;br /&gt;
*Rib x 12&lt;br /&gt;
Colonists have 12 ribs, so damage/loss of a rib is relatively harmless. Loss of a rib only results in [[pain]].&lt;br /&gt;
&lt;br /&gt;
====Lung====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Lung&lt;br /&gt;
*Left Lung&lt;br /&gt;
*Lethal if both lungs lost.&lt;br /&gt;
&lt;br /&gt;
Colonists have two lungs, a right lung and left lung. Currently, colonists can [[#Breathing|breathe]] and survive fine with just one lung. Losing both lungs is instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out very fast when damaged, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate traders occasionally have organs for sale.&lt;br /&gt;
&lt;br /&gt;
====Stomach====&lt;br /&gt;
*Health: 30&lt;br /&gt;
Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to [[#Eating|eat]]. A colonist without a stomach can still eat, though very slowly. [[Gut worms]] can infect the stomach and increase hunger and pain.&lt;br /&gt;
&lt;br /&gt;
====Heart====&lt;br /&gt;
*Health: 20&lt;br /&gt;
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.&lt;br /&gt;
&lt;br /&gt;
Worth noting that, like the brain, the heart ''always'' scars,&amp;lt;ref name=&amp;quot;instantScar&amp;quot; /&amp;gt; and never heals naturally. This is less severe than a brain scar, which could put [[colonist]]s and other characters into a permanent coma, but still a very serious injury.  Hearts can be harvested and transplanted - albeit at the cost of the donor's life - so a damaged heart can be replaced. Slave traders occasionally have these organs for sale.&lt;br /&gt;
&lt;br /&gt;
====Kidney====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Kidney&lt;br /&gt;
*Left Kidney&lt;br /&gt;
*Lethal if both lost&lt;br /&gt;
Kidneys are required for [[#Blood Filtration|blood filtration]]. Like lungs, losing one isn't life-threatening, but losing both results in death. A loss of blood filtration efficiency also results in ''drastically'' reduced [[disease]] resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave traders occasionally have these organs for sale.&lt;br /&gt;
&lt;br /&gt;
===Arm===&lt;br /&gt;
*Health: 30&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Arm&lt;br /&gt;
*Left Arm&lt;br /&gt;
Arms are required for working, and are containers for the [[#Hand|hands]] and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a simple [[Prosthetic arm|prosthesis]] or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb. Any arm prosthesis will completely replace the arm, including hands, fingers, and constituent bones.&lt;br /&gt;
&lt;br /&gt;
====Humerus====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Humerus&lt;br /&gt;
*Left Humerus&lt;br /&gt;
Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus renders the entire arm unusable. Like the rest of the arm's consituent parts, it is fully replaced by a prosthesis.&lt;br /&gt;
&lt;br /&gt;
====Radius====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Radius&lt;br /&gt;
*Left Radius&lt;br /&gt;
Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of working ability for the appropriate arm if shattered.&lt;br /&gt;
&lt;br /&gt;
====Hand====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
Hands are the containers for fingers, and are required for working. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a power claw salvaged from an incapacitated [[Mechanoid|scyther]]. The claw is only 90% as effective as a natural hand, but provides increased damage in combat. &lt;br /&gt;
=====Fingers=====&lt;br /&gt;
*Health: 7&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Thumb&lt;br /&gt;
*Right Index Finger&lt;br /&gt;
*Right Middle Finger&lt;br /&gt;
*Right Ring Finger&lt;br /&gt;
*Right Pinky&lt;br /&gt;
*Left Thumb&lt;br /&gt;
*Left Index Finger&lt;br /&gt;
*Left Middle Finger&lt;br /&gt;
*Left Ring Finger&lt;br /&gt;
*Left Pinky&lt;br /&gt;
Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to working (though it's usually so small it's difficult to notice).&lt;br /&gt;
&lt;br /&gt;
Losing a finger will cause the colonist to lose 10% manipulation.&lt;br /&gt;
&lt;br /&gt;
===Leg===&lt;br /&gt;
*Health: 30&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Leg&lt;br /&gt;
*Left Leg&lt;br /&gt;
Every colonist has two legs. A lost or damaged leg can be replaced either with a simple prosthesis or a more expensive bionic leg. Simple versions are only 85% as effective whereas bionic versions are 40% ''more'' efficient than a natural limb. If a prosthesis can't be located, peg legs are also available, but they are only barely functional. Any prosthetic leg will completely replace the entire leg, including the feet and toes. &lt;br /&gt;
&lt;br /&gt;
====Tibia====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Tibia&lt;br /&gt;
*Left Tibia&lt;br /&gt;
Lower leg bone (aka shinbone), required for [[moving]]. When shattered, results in a complete loss of function of the leg containing the bone.&lt;br /&gt;
&lt;br /&gt;
====Femur====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Femur&lt;br /&gt;
*Left Femur&lt;br /&gt;
Upper leg bone between hip and knee, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[moving]] capacity on being shattered.&lt;br /&gt;
&lt;br /&gt;
====Foot====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Foot&lt;br /&gt;
*Left Foot&lt;br /&gt;
Humans have two feet, which they use for [[moving]]. They are also the container for the toes.&lt;br /&gt;
&lt;br /&gt;
=====Toes=====&lt;br /&gt;
*Health: 7&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Little Toe&lt;br /&gt;
*Right Fourth Toe&lt;br /&gt;
*Right Middle Toe&lt;br /&gt;
*Right Second Toe&lt;br /&gt;
*Right Big Toe&lt;br /&gt;
*Left Little Toe&lt;br /&gt;
*Left Fourth Toe&lt;br /&gt;
*Left Middle Toe&lt;br /&gt;
*Left Second Toe&lt;br /&gt;
*Left Big Toe&lt;br /&gt;
Injuries to the toes are among the most minor a colonist can sustain. They hurt a colonist's [[moving]] capacity by a small amount.&lt;br /&gt;
&lt;br /&gt;
Losing a toe will cause a colonist to lose 4% of its moving capacity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Replacements ==&lt;br /&gt;
As there are many ways to loose or permanently impair body parts, there are also several ways to replace them. The Options vary in difficulty of crating/acquiring, but most importantly in how effective the replacement part will be.&lt;br /&gt;
&lt;br /&gt;
=== Part Efficiency ===&lt;br /&gt;
A un-injured, naturally grown body part has a efficiency of 100%. Replacement options however can have very variable efficiency, going from 60% to above 100%.&lt;br /&gt;
&lt;br /&gt;
Replacement parts come in rough tech levels, which have a part efficiency range. Parts that were available on the previous tech level tend to have higher part efficiency then those that become first available.&lt;br /&gt;
&lt;br /&gt;
=== Wooden Parts ===&lt;br /&gt;
The low tech variant available even to Tribals. It also has the smallest group of available replacement parts, and is only rarely an option. Part efficiency varies from 60-80%.&lt;br /&gt;
&lt;br /&gt;
A word of warning: installing these counts as a operation (that can be botched) and requires anesthetics.&lt;br /&gt;
&lt;br /&gt;
=== Prostheses ===&lt;br /&gt;
Prosthetic body parts are roughly equivalent to early 21st century prostheses. They only require {{icon|steel}} Steel and {{icon|component}} Components to build. They can be built on a Machining Table after the Prosthetic research is complete.&lt;br /&gt;
&lt;br /&gt;
Part efficiency varies from 50-85%, depending on part.&lt;br /&gt;
&lt;br /&gt;
=== Harvested Parts ===&lt;br /&gt;
As RimWorld has no concept of body part rejection or the difficulty of the implantation, this is a surprisingly low-tech option. All harvested body parts have 100% efficiency. For most organs, this is the earliest available replacement option. It only requires medicine as anesthetic.&lt;br /&gt;
&lt;br /&gt;
Operations not specifically aimed at harvesting (like Amputation or installing replacements) generally do not yield these body parts - they have to be intentionally harvested. Both the &amp;quot;donor&amp;quot; and the colony as a whole may receive negative [[Mood]] for a harvesting operation. There is no voluntary donation mechanic.&lt;br /&gt;
&lt;br /&gt;
Traders may have body parts not normally available for harvesting (like limbs) and generally sidestep any mood effects for acquiring the body part.&lt;br /&gt;
&lt;br /&gt;
=== Bionics ===&lt;br /&gt;
Bionics are cybernetics as they are found in Science Fiction. Bionics require {{icon|plasteel}}Plasteel, {{icon|advcomponent}} Advanced Components and Bionics research, and are generally crafted at a Fabrication bench. &lt;br /&gt;
&lt;br /&gt;
They typically have 125% part efficiency, making them direct upgrades for most body parts. If there are no replacement parts between harvested and bionic parts, the organ cannot be sensibly replaced (like a brain) or replacements offer no benefit.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Bionics ===&lt;br /&gt;
These bionics tend to be more simple replacements than upgrades. They often improve one ability drastically and in unique ways, but always come with some sort of downside. These downsides include vulnerability to EMP, a below 100% part efficiency (which somewhat lessens the primary bonus), cancer and other side effects.&lt;br /&gt;
&lt;br /&gt;
Many of these are tied to the [[Royalty DLC]], but a few have been available in the base game for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Archotech ===&lt;br /&gt;
Archotech prostheses are only available through quest rewards, and offer 150% efficiency to the replaced part. They are a direct upgrade to bionic parts, but cannot be crafted or purchased.&lt;br /&gt;
&lt;br /&gt;
=== List of body parts ===&lt;br /&gt;
{{nav/body_parts}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Body_Parts&amp;diff=75297</id>
		<title>Body Parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Body_Parts&amp;diff=75297"/>
		<updated>2020-09-27T02:58:12Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: Finished rewrite/cleanup. Note to future editors: prosthetic is an adjective to describe an artificial body part; the part itself is a prosthesis.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==Body Part Groups==&lt;br /&gt;
Each individual body part (such as clavicle) is a sub-unit of a Body Part Group (such as Torso). [[Armor]] and [[Clothing]] cover and protect all the body parts in that specific group.&lt;br /&gt;
&lt;br /&gt;
{{:Table of Human Body Part Groups}}&lt;br /&gt;
&lt;br /&gt;
==Body Parts (Summary)==&lt;br /&gt;
Being biological creatures, humans have a lot of body parts that work together to make them tick.&lt;br /&gt;
&lt;br /&gt;
*Brain injuries instantly scar and never heal.&amp;lt;ref name=&amp;quot;instantScarring&amp;quot;&amp;gt;[http://ludeon.com/mantis/view.php?id=1049 Confirmed by json on the bugtracker.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Heart injuries instantly scar and never heal.&amp;lt;ref name=&amp;quot;instantScarring&amp;quot;/&amp;gt;&lt;br /&gt;
{{:Table of Human Body Parts}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Body Parts (Detailed)==&lt;br /&gt;
This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information.&lt;br /&gt;
&lt;br /&gt;
===Head===&lt;br /&gt;
*Health: 30&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live, but it is necessary to contain the brain.&lt;br /&gt;
&lt;br /&gt;
While humans can survive headshots, damage to the brain is still a serious issue. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the [[assault rifle]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]] and sufficient damage may render a colonist unconscious forever.&lt;br /&gt;
&lt;br /&gt;
====Skull====&lt;br /&gt;
*Health: 30&lt;br /&gt;
*Lethal if shattered.&lt;br /&gt;
Contains the brain. It's worth noting that an injury cannot hit the brain without hitting the skull as well. Lethal if destroyed, since it holds the brain.&lt;br /&gt;
&lt;br /&gt;
=====Brain=====&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
The most important organ of a colonist. It's required for [[#Consciousness|consciousness]], [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]].&lt;br /&gt;
&lt;br /&gt;
====Eyes====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Eye&lt;br /&gt;
*Left Eye&lt;br /&gt;
Eyes are required for [[#Sight|seeing]]. Eyes have a high chance to be permanently injured (scar) when damaged. Lost or damaged eyes can be surgically replaced with a [[Bionic eye|bionic]] or [[Archotech eye|archotech]] equivalent, though these are expensive and uncraftable respectively.&lt;br /&gt;
&lt;br /&gt;
====Ears====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Ear&lt;br /&gt;
*Left Ear&lt;br /&gt;
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in total deafness. Hearing helps in trade price improvement.  Damaged or lost ears can be replaced with a [[bionic ear]].&lt;br /&gt;
&lt;br /&gt;
Loud noises like gunshots do not inflict pain or damage on the ears.&lt;br /&gt;
&lt;br /&gt;
====Nose====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose is the least of your worries in terms of injury, but will cause the colonist to become disfigured, which will cause -15 opinion from all other colonists. It can be replaced with an [[aesthetic nose]] with the [[Royalty]] DLC. &lt;br /&gt;
&lt;br /&gt;
====Jaw====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Required for [[#Eating|eating]]. Colonists can still eat without a jaw, but at a near-useless pace. Lost or damaged jaws can be surgically replaced with dentures. The jaw is also required for socializing.&lt;br /&gt;
&lt;br /&gt;
===Torso===&lt;br /&gt;
*Health: 40&lt;br /&gt;
*Core Part&lt;br /&gt;
*Lethal if destroyed&lt;br /&gt;
The torso is the core part of a colonist. It is the container for the rest of the major organs of a colonist, and destroying it effectively destroys/disconnects the rest of the colonist's organs. A majority of human characters will die from torso injury/destruction long before they die of anything else.&lt;br /&gt;
&lt;br /&gt;
====Neck====&lt;br /&gt;
*Health: 30&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
Technically part of the torso. It connects the head to the torso. Neck damage makes colonists bleed out very fast. Loss of the neck results in death due to disconnecting the [[#Brain|brain]] from the core part, the [[#Torso|torso]].&lt;br /&gt;
&lt;br /&gt;
====Clavicle====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Clavicle&lt;br /&gt;
*Left Clavicle&lt;br /&gt;
The clavicles are the bones between the [[#Neck|neck]] and shoulder, and are required for the colonist's arms to function. Clavicles are considered a part of the arm, and will be replaced (along with the rest of the natural arm) if a prosthesis is installed.&lt;br /&gt;
&lt;br /&gt;
====Spine====&lt;br /&gt;
*Health: 35&lt;br /&gt;
Colonists need their spine for [[#Moving|moving]] and working. Shattering the spine results in complete paralysis, presumably below the neck. It can be replaced with a [[bionic spine]] or repaired through supernatural means like [[lucifierium]].&lt;br /&gt;
&lt;br /&gt;
====Pelvis====&lt;br /&gt;
*Health: 25&lt;br /&gt;
The pelvis is critical for [[#Moving|moving]], and shattering it results in paraplegia (paralysis below the waist). A shattered pelvis is nigh on a death sentence; it can only be repaired with [[healer mech serum]] or [[luciferium]], both of which are not readily available to most colonies.&lt;br /&gt;
&lt;br /&gt;
====Sternum====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Front part of the [[#Rib|rib cage]]. Like ribs, it only causes [[pain]] if destroyed.&lt;br /&gt;
&lt;br /&gt;
====Rib====&lt;br /&gt;
*Health: 15&lt;br /&gt;
Includes :&lt;br /&gt;
*Rib x 12&lt;br /&gt;
Colonists have 12 ribs, so damage/loss of a rib is relatively harmless. Loss of a rib only results in [[pain]].&lt;br /&gt;
&lt;br /&gt;
====Lung====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Lung&lt;br /&gt;
*Left Lung&lt;br /&gt;
*Lethal if both lungs lost.&lt;br /&gt;
&lt;br /&gt;
Colonists have two lungs, a right lung and left lung. Currently, colonists can [[#Breathing|breathe]] and survive fine with just one lung. Losing both lungs is instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out very fast when damaged, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate traders occasionally have organs for sale.&lt;br /&gt;
&lt;br /&gt;
====Stomach====&lt;br /&gt;
*Health: 30&lt;br /&gt;
Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to [[#Eating|eat]]. A colonist without a stomach can still eat, though very slowly. [[Gut worms]] can infect the stomach and increase hunger and pain.&lt;br /&gt;
&lt;br /&gt;
====Heart====&lt;br /&gt;
*Health: 20&lt;br /&gt;
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.&lt;br /&gt;
&lt;br /&gt;
Worth noting that, like the brain, the heart ''always'' scars,&amp;lt;ref name=&amp;quot;instantScar&amp;quot; /&amp;gt; and never heals naturally. This is less severe than a brain scar, which could put [[colonist]]s and other characters into a permanent coma, but still a very serious injury.  Hearts can be harvested and transplanted - albeit at the cost of the donor's life - so a damaged heart can be replaced. Slave traders occasionally have these organs for sale.&lt;br /&gt;
&lt;br /&gt;
====Kidney====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Kidney&lt;br /&gt;
*Left Kidney&lt;br /&gt;
*Lethal if both lost&lt;br /&gt;
Kidneys are required for [[#Blood Filtration|blood filtration]]. Like lungs, losing one isn't life-threatening, but losing both results in death. A loss of blood filtration efficiency also results in ''drastically'' reduced [[disease]] resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave traders occasionally have these organs for sale.&lt;br /&gt;
&lt;br /&gt;
===Arm===&lt;br /&gt;
*Health: 30&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Arm&lt;br /&gt;
*Left Arm&lt;br /&gt;
Arms are required for working, and are containers for the [[#Hand|hands]] and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a simple [[Prosthetic arm|prosthesis]] or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb. Any arm prosthesis will completely replace the arm, including hands, fingers, and constituent bones.&lt;br /&gt;
&lt;br /&gt;
====Humerus====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Humerus&lt;br /&gt;
*Left Humerus&lt;br /&gt;
Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus renders the entire arm unusable. Like the rest of the arm's consituent parts, it is fully replaced by a prosthesis.&lt;br /&gt;
&lt;br /&gt;
====Radius====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Radius&lt;br /&gt;
*Left Radius&lt;br /&gt;
Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of working ability for the appropriate arm if shattered.&lt;br /&gt;
&lt;br /&gt;
====Hand====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
Hands are the containers for fingers, and are required for working. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a power claw salvaged from an incapacitated [[Mechanoid|scyther]]. The claw is only 90% as effective as a natural hand, but provides increased damage in combat. &lt;br /&gt;
=====Fingers=====&lt;br /&gt;
*Health: 7&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Thumb&lt;br /&gt;
*Right Index Finger&lt;br /&gt;
*Right Middle Finger&lt;br /&gt;
*Right Ring Finger&lt;br /&gt;
*Right Pinky&lt;br /&gt;
*Left Thumb&lt;br /&gt;
*Left Index Finger&lt;br /&gt;
*Left Middle Finger&lt;br /&gt;
*Left Ring Finger&lt;br /&gt;
*Left Pinky&lt;br /&gt;
Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to working (though it's usually so small it's difficult to notice).&lt;br /&gt;
&lt;br /&gt;
Losing a finger will cause the colonist to lose 10% manipulation.&lt;br /&gt;
&lt;br /&gt;
===Leg===&lt;br /&gt;
*Health: 30&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Leg&lt;br /&gt;
*Left Leg&lt;br /&gt;
Every colonist has two legs. A lost or damaged leg can be replaced either with a simple prosthesis or a more expensive bionic leg. Simple versions are only 85% as effective whereas bionic versions are 40% ''more'' efficient than a natural limb. If a prosthesis can't be located, peg legs are also available, but they are only barely functional. Any prosthetic leg will completely replace the entire leg, including the feet and toes. &lt;br /&gt;
&lt;br /&gt;
====Tibia====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Tibia&lt;br /&gt;
*Left Tibia&lt;br /&gt;
Lower leg bone (aka shinbone), required for [[moving]]. When shattered, results in a complete loss of function of the leg containing the bone.&lt;br /&gt;
&lt;br /&gt;
====Femur====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Femur&lt;br /&gt;
*Left Femur&lt;br /&gt;
Upper leg bone between hip and knee, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[moving]] capacity on being shattered.&lt;br /&gt;
&lt;br /&gt;
====Foot====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Foot&lt;br /&gt;
*Left Foot&lt;br /&gt;
Humans have two feet, which they use for [[moving]]. They are also the container for the toes.&lt;br /&gt;
&lt;br /&gt;
=====Toes=====&lt;br /&gt;
*Health: 7&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Little Toe&lt;br /&gt;
*Right Fourth Toe&lt;br /&gt;
*Right Middle Toe&lt;br /&gt;
*Right Second Toe&lt;br /&gt;
*Right Big Toe&lt;br /&gt;
*Left Little Toe&lt;br /&gt;
*Left Fourth Toe&lt;br /&gt;
*Left Middle Toe&lt;br /&gt;
*Left Second Toe&lt;br /&gt;
*Left Big Toe&lt;br /&gt;
Injuries to the toes are among the most minor a colonist can sustain. They hurt a colonist's [[moving]] capacity by a small amount.&lt;br /&gt;
&lt;br /&gt;
Losing a toe will cause a colonist to lose 4% of its moving capacity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Replacements ==&lt;br /&gt;
As there are many ways to loose or permanently impair body parts, there are also several ways to replace them. The Options vary in difficulty of crating/acquiring, but most importantly in how effective the replacement part will be.&lt;br /&gt;
&lt;br /&gt;
=== Part Efficiency ===&lt;br /&gt;
A un-injured, naturally grown body part has a efficiency of 100%. Replacement options however can have very variable efficiency, going from 60% to above 100%.&lt;br /&gt;
&lt;br /&gt;
Replacement parts come in rough tech levels, which have a part efficiency range. Parts that were available on the previous tech level tend to have higher part efficiency then those that become first available.&lt;br /&gt;
&lt;br /&gt;
=== Wooden Parts ===&lt;br /&gt;
The low tech variant even available for Tribals. It also has the smallest group of available replacement parts, being only rarely an option. Part efficiency varies from 60-80%.&lt;br /&gt;
&lt;br /&gt;
A word of warning: Installing those still counts as a operation that can be botched and requires anesthetics.&lt;br /&gt;
&lt;br /&gt;
=== Prosthetics ===&lt;br /&gt;
Prosthetics roughly equal replacement parts available or very likely is the early 21st century. They only require {{icon|steel}} Steel and {{icon|component}} Components to build. They can be built on a Machining Table after, the Prosthetic research.&lt;br /&gt;
&lt;br /&gt;
Part efficiency varies from 50-85%, depending on part.&lt;br /&gt;
&lt;br /&gt;
=== Harvested Parts ===&lt;br /&gt;
As RimWorld has no concept of body part rejection or the difficulty of the implantation, this is a surprisingly low-tech option. All harvested body parts have 100% efficiency. For most organs, this is the earliest available replacement option. It only requires medicine as anesthetic.&lt;br /&gt;
&lt;br /&gt;
Operations not specifically aimed at harvesting (like Amputation or installing replacements) generally do not yield these body parts - they have to be intentionally harvested. Both the &amp;quot;donor&amp;quot; and the colony as a whole may receive negative [[Mood]] for a harvesting operation. There is no voluntary donation mechanic.&lt;br /&gt;
&lt;br /&gt;
Traders may have body parts not normally available for harvesting (like limbs) and generally sidestep any mood effects for acquiring the body part.&lt;br /&gt;
&lt;br /&gt;
=== Bionics ===&lt;br /&gt;
Bionics are the cybernetics as they are found in Science Fiction. Bionics require {{icon|plasteel}}Plasteel, {{icon|advcomponent}} Advanced Components and Bionics research, as well as generally a Fabrication bench.&lt;br /&gt;
&lt;br /&gt;
They generally have 125% part efficiency, making them straight upgrades for most body parts. If there is no replacement parts between harvested and bionic parts, the organ can not be sensibly replaced (like a brain) or replacements offer no benefit.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Bionics ===&lt;br /&gt;
These bionics tend to be more simple replacements than upgrades. They often improve one ability drastically and in unique ways, but always come with some sort of downside. These downsides include vulnerability to EMP, a below 100% part efficiency (which somewhat lessens the primary bonus), cancer and other side effects.&lt;br /&gt;
&lt;br /&gt;
Many of these are tied to the [[Royalty DLC]], but a few have been available in the base game for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Archotech ===&lt;br /&gt;
At 150% a plain upgrade over Bionics. However they can not be crafted, only acquired via quests.&lt;br /&gt;
&lt;br /&gt;
=== List of body parts ===&lt;br /&gt;
{{nav/body_parts}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Body_Parts&amp;diff=75296</id>
		<title>Body Parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Body_Parts&amp;diff=75296"/>
		<updated>2020-09-27T02:45:05Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: started cleaning up some of the descriptions for individual parts&lt;/p&gt;
&lt;hr /&gt;
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==Body Part Groups==&lt;br /&gt;
Each individual body part (such as clavicle) is a sub-unit of a Body Part Group (such as Torso). [[Armor]] and [[Clothing]] cover and protect all the body parts in that specific group.&lt;br /&gt;
&lt;br /&gt;
{{:Table of Human Body Part Groups}}&lt;br /&gt;
&lt;br /&gt;
==Body Parts (Summary)==&lt;br /&gt;
Being biological creatures, humans have a lot of body parts that work together to make them tick.&lt;br /&gt;
&lt;br /&gt;
*Brain injuries instantly scar and never heal.&amp;lt;ref name=&amp;quot;instantScarring&amp;quot;&amp;gt;[http://ludeon.com/mantis/view.php?id=1049 Confirmed by json on the bugtracker.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Heart injuries instantly scar and never heal.&amp;lt;ref name=&amp;quot;instantScarring&amp;quot;/&amp;gt;&lt;br /&gt;
{{:Table of Human Body Parts}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Body Parts (Detailed)==&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information.&lt;br /&gt;
&lt;br /&gt;
===Head===&lt;br /&gt;
*Health: 30&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live, but it is necessary to contain the brain.&lt;br /&gt;
&lt;br /&gt;
While humans can survive headshots, damage to the brain is still a serious issue. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the [[assault rifle]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]] and sufficient damage may render a colonist unconscious forever.&lt;br /&gt;
&lt;br /&gt;
====Skull====&lt;br /&gt;
*Health: 30&lt;br /&gt;
*Lethal if shattered.&lt;br /&gt;
Contains the brain. It's worth noting that an injury cannot hit the brain without hitting the skull as well. Lethal if destroyed, since it holds the brain.&lt;br /&gt;
&lt;br /&gt;
=====Brain=====&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
The most important organ of a colonist. It's required for [[#Consciousness|consciousness]], [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]].&lt;br /&gt;
&lt;br /&gt;
====Eyes====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Eye&lt;br /&gt;
*Left Eye&lt;br /&gt;
Eyes are required for [[#Sight|seeing]]. Eyes have a high chance to be permanently injured (scar) when damaged. Lost or damaged eyes can be surgically replaced with a [[Bionic eye|bionic]] or [[Archotech eye|archotech]] equivalent, though these are expensive and uncraftable respectively.&lt;br /&gt;
&lt;br /&gt;
====Ears====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Ear&lt;br /&gt;
*Left Ear&lt;br /&gt;
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in total deafness. Hearing helps in trade price improvement.  Damaged or lost ears can be replaced with a [[bionic ear]].&lt;br /&gt;
&lt;br /&gt;
Loud noises like gunshots do not inflict pain or damage on the ears.&lt;br /&gt;
&lt;br /&gt;
====Nose====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose is the least of your worries in terms of injury, but will cause the colonist to become disfigured, which will cause -15 opinion from all other colonists. It can be replaced with an [[aesthetic nose]] with the [[Royalty]] DLC. &lt;br /&gt;
&lt;br /&gt;
====Jaw====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Required for [[#Eating|eating]]. Colonists can still eat without a jaw, but at a near-useless pace. Lost or damaged jaws can be surgically replaced with dentures. The jaw is also required for socializing.&lt;br /&gt;
&lt;br /&gt;
===Torso===&lt;br /&gt;
*Health: 40&lt;br /&gt;
*Core Part&lt;br /&gt;
*Lethal if destroyed&lt;br /&gt;
The torso is the core part of a colonist. It is the container for the rest of the major organs of a colonist, and destroying it effectively destroys/disconnects the rest of the colonist's organs. A majority of human characters will die from torso injury/destruction long before they die of anything else.&lt;br /&gt;
&lt;br /&gt;
====Neck====&lt;br /&gt;
*Health: 30&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
Technically part of the torso. It connects the head to the torso. Neck damage makes colonists bleed out very fast. Loss of the neck results in death due to disconnecting the [[#Brain|brain]] from the core part, the [[#Torso|torso]].&lt;br /&gt;
&lt;br /&gt;
====Clavicle====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Clavicle&lt;br /&gt;
*Left Clavicle&lt;br /&gt;
The clavicles are the bones between the [[#Neck|neck]] and shoulder, and are required for the colonist's arms to function. Clavicles are a part of the arm, and will be replaced with the rest of the natural arm if a prosthetic is installed.&lt;br /&gt;
&lt;br /&gt;
====Spine====&lt;br /&gt;
*Health: 35&lt;br /&gt;
Colonists need their spine for [[#Moving|moving]] and working. Shattering the spine results in complete paralysis, presumably below the neck. The only way to restore functionality is by administering [[Luciferium]] over time or installing a [[bionic spine]].&lt;br /&gt;
&lt;br /&gt;
====Pelvis====&lt;br /&gt;
*Health: 25&lt;br /&gt;
The pelvis is critical for [[#Moving|moving]], and shattering it results in paralysis below the waist. Colonists are completely unable to walk from this sort of injury, and will be forced to be bed-bound for the rest of their life. There is currently no way to repair or replace a shattered pelvis, and euthanizing the colonist is currently the only thing you can do.&lt;br /&gt;
&lt;br /&gt;
====Sternum====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Front part of the [[#Rib|rib cage]]. Like ribs, it currently only causes [[pain]] if destroyed.&lt;br /&gt;
&lt;br /&gt;
====Rib====&lt;br /&gt;
*Health: 15&lt;br /&gt;
Includes :&lt;br /&gt;
*Rib x 12&lt;br /&gt;
Colonists have 12 ribs, so damage/loss of a rib is relatively harmless. Loss of a rib only results in [[pain]].&lt;br /&gt;
&lt;br /&gt;
====Lung====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Lung&lt;br /&gt;
*Left Lung&lt;br /&gt;
*Lethal if both lungs lost.&lt;br /&gt;
&lt;br /&gt;
Colonists have two lungs, a right lung and left lung. Currently, colonists can [[#Breathing|breathe]] and survive fine with just one lung. Losing both lungs is instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out very fast when damaged, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate traders occasionally have organs for sale.&lt;br /&gt;
&lt;br /&gt;
====Stomach====&lt;br /&gt;
*Health: 30&lt;br /&gt;
Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to [[#Eating|eat]]. A colonist without a stomach can still eat, though very slowly. Gut worms can infect the stomach and increase hunger and pain.&lt;br /&gt;
&lt;br /&gt;
====Heart====&lt;br /&gt;
*Health: 20&lt;br /&gt;
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.&lt;br /&gt;
&lt;br /&gt;
Worth noting that, like the brain, the heart ''always'' scars,&amp;lt;ref name=&amp;quot;instantScar&amp;quot; /&amp;gt; and never heals naturally. This is less severe than a brain scar, which could put [[colonist]]s and other characters into a permanent coma, but still a very serious injury.  Hearts can be harvested and transplanted - albeit at the cost of the donor's life - so a damaged heart can be replaced. Slave traders occasionally have these organs for sale.&lt;br /&gt;
&lt;br /&gt;
====Kidney====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Kidney&lt;br /&gt;
*Left Kidney&lt;br /&gt;
*Lethal if both lost&lt;br /&gt;
Kidneys are required for [[#Blood Filtration|blood filtration]]. Like lungs, losing one isn't life-threatening, but losing both results in death. A loss of blood filtration efficiency also results in ''drastically'' reduced [[disease]] resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave traders occasionally have these organs for sale.&lt;br /&gt;
&lt;br /&gt;
===Arm===&lt;br /&gt;
*Health: 30&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Arm&lt;br /&gt;
*Left Arm&lt;br /&gt;
Arms are required for working, and are containers for the [[#Hand|hands]] and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a simple prosthetic or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb. Any arm prosthetic will completely replace the arm, including hands and fingers.&lt;br /&gt;
&lt;br /&gt;
====Humerus====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Humerus&lt;br /&gt;
*Left Humerus&lt;br /&gt;
Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus is equivalent to losing the entire arm, with a complete loss of functionality for the arm, meaning the arm can no longer do work. Definitely not funny.&lt;br /&gt;
&lt;br /&gt;
====Radius====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Radius&lt;br /&gt;
*Left Radius&lt;br /&gt;
Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of working ability for the appropriate arm if shattered.&lt;br /&gt;
&lt;br /&gt;
====Hand====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
Hands are the containers for fingers, and are required for working. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a power claw salvaged from an incapacitated [[Mechanoid|Scyther]]. The claw is only 90% as effective as a natural hand, but provides increased damage in combat. &lt;br /&gt;
=====Fingers=====&lt;br /&gt;
*Health: 7&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Thumb&lt;br /&gt;
*Right Index Finger&lt;br /&gt;
*Right Middle Finger&lt;br /&gt;
*Right Ring Finger&lt;br /&gt;
*Right Pinky&lt;br /&gt;
*Left Thumb&lt;br /&gt;
*Left Index Finger&lt;br /&gt;
*Left Middle Finger&lt;br /&gt;
*Left Ring Finger&lt;br /&gt;
*Left Pinky&lt;br /&gt;
Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to working (though it's usually so small it's difficult to notice).&lt;br /&gt;
&lt;br /&gt;
Losing a finger will cause the colonist to lose 10% manipulation.&lt;br /&gt;
&lt;br /&gt;
===Leg===&lt;br /&gt;
*Health: 30&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Leg&lt;br /&gt;
*Left Leg&lt;br /&gt;
Every colonist has two legs. A lost or damaged leg can be replaced either with a simple prosthetic or a more expensive bionic leg. Simple versions are only 85% as effective whereas bionic versions are 40% ''more'' efficient than a natural limb. If a prosthetic can't be located, peg legs are also available, but they are only barely functional. Any leg prosthetic will completely replace the entire leg, including the feet and toes. &lt;br /&gt;
&lt;br /&gt;
====Tibia====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Tibia&lt;br /&gt;
*Left Tibia&lt;br /&gt;
Lower leg bone (aka shinbone), required for [[moving]]. When shattered, results in a complete loss of function of the leg containing the bone.&lt;br /&gt;
&lt;br /&gt;
====Femur====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Femur&lt;br /&gt;
*Left Femur&lt;br /&gt;
Upper leg bone between hip and knee, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[moving]] capacity on being shattered.&lt;br /&gt;
&lt;br /&gt;
====Foot====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Foot&lt;br /&gt;
*Left Foot&lt;br /&gt;
Humans have two feet, needed for [[moving]]. There are also the container for the toes.&lt;br /&gt;
&lt;br /&gt;
=====Toes=====&lt;br /&gt;
*Health: 7&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Little Toe&lt;br /&gt;
*Right Fourth Toe&lt;br /&gt;
*Right Middle Toe&lt;br /&gt;
*Right Second Toe&lt;br /&gt;
*Right Big Toe&lt;br /&gt;
*Left Little Toe&lt;br /&gt;
*Left Fourth Toe&lt;br /&gt;
*Left Middle Toe&lt;br /&gt;
*Left Second Toe&lt;br /&gt;
*Left Big Toe&lt;br /&gt;
Probably the most minor injuries a colonist can have would be to the toes. They hurt a colonist's [[moving]] capacity by a small amount.&lt;br /&gt;
&lt;br /&gt;
Losing a toe will cause a colonist to lose 4% of its moving capacity. Even on the rimworlds, stubbing your toe is still as painful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Replacements ==&lt;br /&gt;
As there are many ways to loose or permanently impair body parts, there are also several ways to replace them. The Options vary in difficulty of crating/acquiring, but most importantly in how effective the replacement part will be.&lt;br /&gt;
&lt;br /&gt;
=== Part Efficiency ===&lt;br /&gt;
A un-injured, naturally grown body part has a efficiency of 100%. Replacement options however can have very variable efficiency, going from 60% to above 100%.&lt;br /&gt;
&lt;br /&gt;
Replacement parts come in rough tech levels, which have a part efficiency range. Parts that were available on the previous tech level tend to have higher part efficiency then those that become first available.&lt;br /&gt;
&lt;br /&gt;
=== Wooden Parts ===&lt;br /&gt;
The low tech variant even available for Tribals. It also has the smallest group of available replacement parts, being only rarely an option. Part efficiency varies from 60-80%.&lt;br /&gt;
&lt;br /&gt;
A word of warning: Installing those still counts as a operation that can be botched and requires anesthetics.&lt;br /&gt;
&lt;br /&gt;
=== Prosthetics ===&lt;br /&gt;
Prosthetics roughly equal replacement parts available or very likely is the early 21st century. They only require {{icon|steel}} Steel and {{icon|component}} Components to build. They can be built on a Machining Table after, the Prosthetic research.&lt;br /&gt;
&lt;br /&gt;
Part efficiency varies from 50-85%, depending on part.&lt;br /&gt;
&lt;br /&gt;
=== Harvested Parts ===&lt;br /&gt;
As RimWorld has no concept of body part rejection or the difficulty of the implantation, this is a surprisingly low-tech option. All harvested body parts have 100% efficiency. For most organs, this is the earliest available replacement option. It only requires medicine as anesthetic.&lt;br /&gt;
&lt;br /&gt;
Operations not specifically aimed at harvesting (like Amputation or installing replacements) generally do not yield these body parts - they have to be intentionally harvested. Both the &amp;quot;donor&amp;quot; and the colony as a whole may receive negative [[Mood]] for a harvesting operation. There is no voluntary donation mechanic.&lt;br /&gt;
&lt;br /&gt;
Traders may have body parts not normally available for harvesting (like limbs) and generally sidestep any mood effects for acquiring the body part.&lt;br /&gt;
&lt;br /&gt;
=== Bionics ===&lt;br /&gt;
Bionics are the cybernetics as they are found in Science Fiction. Bionics require {{icon|plasteel}}Plasteel, {{icon|advcomponent}} Advanced Components and Bionics research, as well as generally a Fabrication bench.&lt;br /&gt;
&lt;br /&gt;
They generally have 125% part efficiency, making them straight upgrades for most body parts. If there is no replacement parts between harvested and bionic parts, the organ can not be sensibly replaced (like a brain) or replacements offer no benefit.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Bionics ===&lt;br /&gt;
These bionics tend to be more simple replacements than upgrades. They often improve one ability drastically and in unique ways, but always come with some sort of downside. These downsides include vulnerability to EMP, a below 100% part efficiency (which somewhat lessens the primary bonus), cancer and other side effects.&lt;br /&gt;
&lt;br /&gt;
Many of these are tied to the [[Royalty DLC]], but a few have been available in the base game for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Archotech ===&lt;br /&gt;
At 150% a plain upgrade over Bionics. However they can not be crafted, only acquired via quests.&lt;br /&gt;
&lt;br /&gt;
=== List of body parts ===&lt;br /&gt;
{{nav/body_parts}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Table_of_Human_Body_Parts&amp;diff=75295</id>
		<title>Table of Human Body Parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Table_of_Human_Body_Parts&amp;diff=75295"/>
		<updated>2020-09-27T02:23:15Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: Removed erroneous citation - gut worms are curable, and the stomach can be replaced with a bionic stomach to cure them as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This is a table of human body parts.&lt;br /&gt;
&lt;br /&gt;
NOTE: Leading 0's are added to the index to allow you to properly sort the table by that column. The game files don't have leading 0's (i.e. Spine is 4, not 04)&lt;br /&gt;
&lt;br /&gt;
Referenced on:&lt;br /&gt;
*[[Human]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Body Part Name !! Health !! Quantity !! Value !! Coverage (per part)&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.&amp;lt;/ref&amp;gt;  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed !! Part Index &amp;lt;ref&amp;gt;Part Index is Left, Right. Fingers - Pinky, Ring, Middle, Index, Thumb. Toes - Little, Forth, Middle, Second, Big. Ribs - First, Second, Third, Etc.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[#Torso|Torso]]&lt;br /&gt;
| 40 || | 1 || | &amp;amp;nbsp; || | - || | Core Part&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || | Living in general || | Death || | 0&lt;br /&gt;
|-&lt;br /&gt;
![[#Neck|Neck]]&lt;br /&gt;
| 30 || | 1 || | &amp;amp;nbsp; || | 7.5% || |  Part of Torso || | Breathing, eating, talking || | Death || | 12&lt;br /&gt;
|-&lt;br /&gt;
![[#Head|Head]]&lt;br /&gt;
| 30 || | 1 || |   || | 80% || | Part of Neck || | Houses skull, eyes, ears, nose, jaw || | Death || | 13&lt;br /&gt;
|-&lt;br /&gt;
![[#Skull|Skull]]&lt;br /&gt;
| 30 || | 1 || |  &amp;amp;nbsp; || | 12.0% || | Inside Head || | Houses brain || | Death || | 14&lt;br /&gt;
|-&lt;br /&gt;
![[#Brain|Brain]]&lt;br /&gt;
| 10 || | 1 || | &amp;amp;nbsp; || | 80.0% || | Inside Skull || | Consciousness, sight, hearing, moving, manipulation || | Death || | 15&lt;br /&gt;
|-&lt;br /&gt;
![[#Eye|Eye]]&lt;br /&gt;
| 10 || | 2 || | &amp;amp;nbsp; || | 5.0% || | Part of Head || | Sight || | Loss of sight/Blindness, Disfigured social penalty || | 16, 17&lt;br /&gt;
|-&lt;br /&gt;
![[#Ear|Ear]]&lt;br /&gt;
| 10 || | 2 || | &amp;amp;nbsp; || | 5.0% || | Part of Head || | Hearing || | Loss of hearing/Deafness || | 18, 29&lt;br /&gt;
|-&lt;br /&gt;
![[#Nose|Nose]]&lt;br /&gt;
| 10 || | 1 || | &amp;amp;nbsp; || | 8.0% || | Part of Head || | &amp;amp;nbsp; || | Disfigured social penalty || | 20&lt;br /&gt;
|-&lt;br /&gt;
![[#Jaw|Jaw]]&lt;br /&gt;
| 20 || | 1 || | &amp;amp;nbsp; || | 15.0% || | Part of Head || | Eating, talking || | Unable to eat,&amp;lt;ref&amp;gt;A colonist with a missing jaw can still eat (albeit very slowly). A jaw can be replaced by installing a denture. A denture requires no materials other than medicine.&amp;lt;/ref&amp;gt; Unable to talk || | 21&lt;br /&gt;
|-&lt;br /&gt;
![[#Waist|Waist]]&lt;br /&gt;
| 100&amp;lt;ref&amp;gt;This part is indestructible.&amp;lt;/ref&amp;gt; || | 1 || | &amp;amp;nbsp; || | 0% || | Inside Torso || | None &amp;lt;ref&amp;gt;This part serves no function except as a place to wear belts on.&amp;lt;/ref&amp;gt; || | N/A || | 44&lt;br /&gt;
|-&lt;br /&gt;
![[#Spine|Spine]]&lt;br /&gt;
| 20 || | 1 || | &amp;amp;nbsp; || | 2.0% || | Inside Torso || | Moving, manipulation || | Paralysis (Cannot move, cannot work) || | 04&lt;br /&gt;
|-&lt;br /&gt;
![[#Rib|Rib]]&lt;br /&gt;
| 15 || | 12 || | &amp;amp;nbsp; || | 0.1% || | Inside Torso || | &amp;amp;nbsp; || | &amp;amp;nbsp; || | 01&lt;br /&gt;
|-&lt;br /&gt;
![[#Sternum|Sternum]]&lt;br /&gt;
| 25 || | 1 || | &amp;amp;nbsp; || | 0.5% || | Inside Torso || | &amp;amp;nbsp; || | &amp;amp;nbsp; || | 02&lt;br /&gt;
|-&lt;br /&gt;
![[#Heart|Heart]]&lt;br /&gt;
| 20 || | 1 || | $500 || | 1.5% || | Inside Torso || | Blood pumping || | Death || | 06&lt;br /&gt;
|-&lt;br /&gt;
![[#Lung|Lung]]&lt;br /&gt;
| 20 || | 2 || | $400 || | 3.0% || | Inside Torso || | Breathing || | Death (if both lost) || | 07, 8&lt;br /&gt;
|-&lt;br /&gt;
![[#Stomach|Stomach]]&lt;br /&gt;
| 25 || | 1 || | &amp;amp;nbsp; || | 5.0% || | Inside Torso || | Eating || | Death || | 05&lt;br /&gt;
|-&lt;br /&gt;
![[#Liver|Liver]]&lt;br /&gt;
| 20 || | 1 || | $500 || | 1.5% || | Inside Torso || | Metabolism || | Death || | 11&lt;br /&gt;
|-&lt;br /&gt;
![[#Kidney|Kidney]]&lt;br /&gt;
| 20 || | 2 || | $250 || | 3.0% || | Inside Torso || | Blood filtration || | Death (if both lost) || | 09, 10&lt;br /&gt;
|-&lt;br /&gt;
![[#Shoulder|Shoulder]]&lt;br /&gt;
| 30 || | 2 || | &amp;amp;nbsp; || | 10.0% || | Part of Torso || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost) || | 22, 33&lt;br /&gt;
|-&lt;br /&gt;
![[#Arm|Arm]]&lt;br /&gt;
| 30 || | 2 || | &amp;amp;nbsp; || | 95.0% || | Shoulder || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost) || | 24, 35&lt;br /&gt;
|-&lt;br /&gt;
![[#Clavicle|Clavicle]]&lt;br /&gt;
| 25 || | 2 || | &amp;amp;nbsp; || | 0.5% || | Inside Torso || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost) || | 23, 34&lt;br /&gt;
|-&lt;br /&gt;
![[#Humerus|Humerus]]&lt;br /&gt;
| 25 || | 2 || | &amp;amp;nbsp; || | 10.0% || | Inside Arm || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost) || | 25, 36&lt;br /&gt;
|-&lt;br /&gt;
![[#Radius|Radius]]&lt;br /&gt;
| 20 || | 2 || | &amp;amp;nbsp; || | 10.0% || | Inside Arm || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost) || | 26, 37&lt;br /&gt;
|-&lt;br /&gt;
![[#Hand|Hand]]&lt;br /&gt;
| 20 || | 2 || | &amp;amp;nbsp; || | 20.0% || | Arm || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost) || | 27, 38&lt;br /&gt;
|-&lt;br /&gt;
![[#Fingers|Fingers]]&lt;br /&gt;
| 9 || | 10 || | &amp;amp;nbsp; || | 5.0% || | Hand || | Manipulation || | Loss of manipulation ability (minor) || | 28 - 32, 39 - 43&lt;br /&gt;
|-&lt;br /&gt;
![[#Pelvis|Pelvis]]&lt;br /&gt;
| 25 || | 1 || | &amp;amp;nbsp; || | 0.5% || | Inside Torso || | Moving || | Incapacitation (Cannot move) || | 03&lt;br /&gt;
|-&lt;br /&gt;
![[#Leg|Leg]]&lt;br /&gt;
| 30 || | 2 || | &amp;amp;nbsp; || | 10.0% || | Part Torso || | Moving || | Loss of moving ability/Unable to move (if both lost) || | 45, 54&lt;br /&gt;
|-&lt;br /&gt;
![[#Tibia|Tibia]]&lt;br /&gt;
| 25 || | 2 || | &amp;amp;nbsp; || | 10.0% || | Inside Leg || | Moving || | Loss of moving ability/Unable to move (if both lost) || | 47, 56&lt;br /&gt;
|-&lt;br /&gt;
![[#Femur|Femur]]&lt;br /&gt;
| 25 || | 2 || | &amp;amp;nbsp; || | 10.0% || | Inside Leg || | Moving || | Loss of moving ability/Unable to move (if both lost) || | 46, 55&lt;br /&gt;
|-&lt;br /&gt;
![[#Foot|Foot]]&lt;br /&gt;
| 20 || | 2 || | &amp;amp;nbsp; || | 20.0% || | Leg || | Moving || | Loss of moving ability/Unable to move (if both lost) || | 48, 57&lt;br /&gt;
|-&lt;br /&gt;
![[#Toes|Toes]]&lt;br /&gt;
| 9 || | 10 || | &amp;amp;nbsp; || | 5.0% || | Foot || | Moving || | Loss of moving ability (minor) || | 59 - 53, 68 - 72&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;==See also==&lt;br /&gt;
* [[Table of Human Body Part Groups]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Table_of_Human_Body_Parts&amp;diff=75294</id>
		<title>Table of Human Body Parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Table_of_Human_Body_Parts&amp;diff=75294"/>
		<updated>2020-09-27T02:20:36Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: removed reference to cows having two stomachs. this is clever, but cows only have one stomach, which has four chambers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This is a table of human body parts.&lt;br /&gt;
&lt;br /&gt;
NOTE: Leading 0's are added to the index to allow you to properly sort the table by that column. The game files don't have leading 0's (i.e. Spine is 4, not 04)&lt;br /&gt;
&lt;br /&gt;
Referenced on:&lt;br /&gt;
*[[Human]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Body Part Name !! Health !! Quantity !! Value !! Coverage (per part)&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.&amp;lt;/ref&amp;gt;  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed !! Part Index &amp;lt;ref&amp;gt;Part Index is Left, Right. Fingers - Pinky, Ring, Middle, Index, Thumb. Toes - Little, Forth, Middle, Second, Big. Ribs - First, Second, Third, Etc.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[#Torso|Torso]]&lt;br /&gt;
| 40 || | 1 || | &amp;amp;nbsp; || | - || | Core Part&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || | Living in general || | Death || | 0&lt;br /&gt;
|-&lt;br /&gt;
![[#Neck|Neck]]&lt;br /&gt;
| 30 || | 1 || | &amp;amp;nbsp; || | 7.5% || |  Part of Torso || | Breathing, eating, talking || | Death || | 12&lt;br /&gt;
|-&lt;br /&gt;
![[#Head|Head]]&lt;br /&gt;
| 30 || | 1 || |   || | 80% || | Part of Neck || | Houses skull, eyes, ears, nose, jaw || | Death || | 13&lt;br /&gt;
|-&lt;br /&gt;
![[#Skull|Skull]]&lt;br /&gt;
| 30 || | 1 || |  &amp;amp;nbsp; || | 12.0% || | Inside Head || | Houses brain || | Death || | 14&lt;br /&gt;
|-&lt;br /&gt;
![[#Brain|Brain]]&lt;br /&gt;
| 10 || | 1 || | &amp;amp;nbsp; || | 80.0% || | Inside Skull || | Consciousness, sight, hearing, moving, manipulation || | Death || | 15&lt;br /&gt;
|-&lt;br /&gt;
![[#Eye|Eye]]&lt;br /&gt;
| 10 || | 2 || | &amp;amp;nbsp; || | 5.0% || | Part of Head || | Sight || | Loss of sight/Blindness, Disfigured social penalty || | 16, 17&lt;br /&gt;
|-&lt;br /&gt;
![[#Ear|Ear]]&lt;br /&gt;
| 10 || | 2 || | &amp;amp;nbsp; || | 5.0% || | Part of Head || | Hearing || | Loss of hearing/Deafness || | 18, 29&lt;br /&gt;
|-&lt;br /&gt;
![[#Nose|Nose]]&lt;br /&gt;
| 10 || | 1 || | &amp;amp;nbsp; || | 8.0% || | Part of Head || | &amp;amp;nbsp; || | Disfigured social penalty || | 20&lt;br /&gt;
|-&lt;br /&gt;
![[#Jaw|Jaw]]&lt;br /&gt;
| 20 || | 1 || | &amp;amp;nbsp; || | 15.0% || | Part of Head || | Eating, talking || | Unable to eat,&amp;lt;ref&amp;gt;A colonist with a missing jaw can still eat (albeit very slowly). A jaw can be replaced by installing a denture. A denture requires no materials other than medicine.&amp;lt;/ref&amp;gt; Unable to talk || | 21&lt;br /&gt;
|-&lt;br /&gt;
![[#Waist|Waist]]&lt;br /&gt;
| 100&amp;lt;ref&amp;gt;This part is indestructible.&amp;lt;/ref&amp;gt; || | 1 || | &amp;amp;nbsp; || | 0% || | Inside Torso || | None &amp;lt;ref&amp;gt;This part serves no function except as a place to wear belts on.&amp;lt;/ref&amp;gt; || | N/A || | 44&lt;br /&gt;
|-&lt;br /&gt;
![[#Spine|Spine]]&lt;br /&gt;
| 20 || | 1 || | &amp;amp;nbsp; || | 2.0% || | Inside Torso || | Moving, manipulation || | Paralysis (Cannot move, cannot work) || | 04&lt;br /&gt;
|-&lt;br /&gt;
![[#Rib|Rib]]&lt;br /&gt;
| 15 || | 12 || | &amp;amp;nbsp; || | 0.1% || | Inside Torso || | &amp;amp;nbsp; || | &amp;amp;nbsp; || | 01&lt;br /&gt;
|-&lt;br /&gt;
![[#Sternum|Sternum]]&lt;br /&gt;
| 25 || | 1 || | &amp;amp;nbsp; || | 0.5% || | Inside Torso || | &amp;amp;nbsp; || | &amp;amp;nbsp; || | 02&lt;br /&gt;
|-&lt;br /&gt;
![[#Heart|Heart]]&lt;br /&gt;
| 20 || | 1 || | $500 || | 1.5% || | Inside Torso || | Blood pumping || | Death || | 06&lt;br /&gt;
|-&lt;br /&gt;
![[#Lung|Lung]]&lt;br /&gt;
| 20 || | 2 || | $400 || | 3.0% || | Inside Torso || | Breathing || | Death (if both lost) || | 07, 8&lt;br /&gt;
|-&lt;br /&gt;
![[#Stomach|Stomach]]&lt;br /&gt;
| 25 || | 1 || | &amp;amp;nbsp; || | 5.0% || | Inside Torso || | Eating || | Death&amp;lt;ref&amp;gt;This is a permanent affliction. Attempting to amputate or remove a gutworm infected stomach yields nothing but salty tears.&amp;lt;/ref&amp;gt; || | 05&lt;br /&gt;
|-&lt;br /&gt;
![[#Liver|Liver]]&lt;br /&gt;
| 20 || | 1 || | $500 || | 1.5% || | Inside Torso || | Metabolism || | Death || | 11&lt;br /&gt;
|-&lt;br /&gt;
![[#Kidney|Kidney]]&lt;br /&gt;
| 20 || | 2 || | $250 || | 3.0% || | Inside Torso || | Blood filtration || | Death (if both lost) || | 09, 10&lt;br /&gt;
|-&lt;br /&gt;
![[#Shoulder|Shoulder]]&lt;br /&gt;
| 30 || | 2 || | &amp;amp;nbsp; || | 10.0% || | Part of Torso || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost) || | 22, 33&lt;br /&gt;
|-&lt;br /&gt;
![[#Arm|Arm]]&lt;br /&gt;
| 30 || | 2 || | &amp;amp;nbsp; || | 95.0% || | Shoulder || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost) || | 24, 35&lt;br /&gt;
|-&lt;br /&gt;
![[#Clavicle|Clavicle]]&lt;br /&gt;
| 25 || | 2 || | &amp;amp;nbsp; || | 0.5% || | Inside Torso || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost) || | 23, 34&lt;br /&gt;
|-&lt;br /&gt;
![[#Humerus|Humerus]]&lt;br /&gt;
| 25 || | 2 || | &amp;amp;nbsp; || | 10.0% || | Inside Arm || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost) || | 25, 36&lt;br /&gt;
|-&lt;br /&gt;
![[#Radius|Radius]]&lt;br /&gt;
| 20 || | 2 || | &amp;amp;nbsp; || | 10.0% || | Inside Arm || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost) || | 26, 37&lt;br /&gt;
|-&lt;br /&gt;
![[#Hand|Hand]]&lt;br /&gt;
| 20 || | 2 || | &amp;amp;nbsp; || | 20.0% || | Arm || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost) || | 27, 38&lt;br /&gt;
|-&lt;br /&gt;
![[#Fingers|Fingers]]&lt;br /&gt;
| 9 || | 10 || | &amp;amp;nbsp; || | 5.0% || | Hand || | Manipulation || | Loss of manipulation ability (minor) || | 28 - 32, 39 - 43&lt;br /&gt;
|-&lt;br /&gt;
![[#Pelvis|Pelvis]]&lt;br /&gt;
| 25 || | 1 || | &amp;amp;nbsp; || | 0.5% || | Inside Torso || | Moving || | Incapacitation (Cannot move) || | 03&lt;br /&gt;
|-&lt;br /&gt;
![[#Leg|Leg]]&lt;br /&gt;
| 30 || | 2 || | &amp;amp;nbsp; || | 10.0% || | Part Torso || | Moving || | Loss of moving ability/Unable to move (if both lost) || | 45, 54&lt;br /&gt;
|-&lt;br /&gt;
![[#Tibia|Tibia]]&lt;br /&gt;
| 25 || | 2 || | &amp;amp;nbsp; || | 10.0% || | Inside Leg || | Moving || | Loss of moving ability/Unable to move (if both lost) || | 47, 56&lt;br /&gt;
|-&lt;br /&gt;
![[#Femur|Femur]]&lt;br /&gt;
| 25 || | 2 || | &amp;amp;nbsp; || | 10.0% || | Inside Leg || | Moving || | Loss of moving ability/Unable to move (if both lost) || | 46, 55&lt;br /&gt;
|-&lt;br /&gt;
![[#Foot|Foot]]&lt;br /&gt;
| 20 || | 2 || | &amp;amp;nbsp; || | 20.0% || | Leg || | Moving || | Loss of moving ability/Unable to move (if both lost) || | 48, 57&lt;br /&gt;
|-&lt;br /&gt;
![[#Toes|Toes]]&lt;br /&gt;
| 9 || | 10 || | &amp;amp;nbsp; || | 5.0% || | Foot || | Moving || | Loss of moving ability (minor) || | 59 - 53, 68 - 72&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;==See also==&lt;br /&gt;
* [[Table of Human Body Part Groups]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75293</id>
		<title>Mechanoid cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75293"/>
		<updated>2020-09-27T02:08:31Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: reverting... now why can't I upload the image y'all are missing :^)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Added in Royalty was the &amp;quot;Mechanoid Cluster&amp;quot; event - there may be associated with quests, or sometimes drop in place of a raid. During this event a fleet of drop pods will come down, deploying mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant, and eventually be awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Building types ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous buildings ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! [[Mech capsule]]&lt;br /&gt;
| [[File: MechCapsule.png|64px]] || | 180|| | A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened || | Deploys between ? and ? mechanoids when triggered.  || | 2x3 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech assembler]]&lt;br /&gt;
| ? || | 260 || | An automated mechanoid factory. It periodically assembles and deploys new mechanoids. || | Releases 1 mechanoid of a single type periodically. Exact time varies. As of 1.1.2624  shuts down after producing 4 mechanoids. || | 3x3 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech drop beacon]] &lt;br /&gt;
| ? || | 100 || |A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.  || |Calls mechanoid reinforcements in a local area.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Proximity activator]] &lt;br /&gt;
| [[File: ActivatorProximity.png|64px]]  || | 100 || |A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Count-down activator]] &lt;br /&gt;
| [[File: ActivatorCountdown.png|64px]] || | 100 || |A timed mechanoid activation unit. After counting down, it will wake nearby dormant mechanoids and structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Bullet shield]]&lt;br /&gt;
|[[File: ShieldGeneratorBullet.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.   || |Blocks pawn's projectiles from firearms.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mortar shield]]&lt;br /&gt;
| [[File: ShieldGeneratorMortar-0.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.  || |Blocks mortar rounds.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Gloomlight]]&lt;br /&gt;
| ? || | 50 || A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.  || |Emits light  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Unstable power cell]]&lt;br /&gt;
| [[File: Unstablepc.png|64px]]|| | 200 || A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.\n\nSome brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating. || | Provides 400W of power || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effectors ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Psychic droner &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals psychic sensitivity. || | Creates a gender specific Psychic Drone || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Toxic Spewer &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes toxic fallout across the map and a radius of 3 hexes on the world map. || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Smoke Spewer &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Sun Blocker &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Psychic Suppressor&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.   || |Causes a specific gender to be in constant pain, reducing their consciousness and making any psycasts less effective. Affects the worldmap by 10 hexes.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Weather Controller&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomena on the local and world map by 10 hexes. || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! EMI dynamo &lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Defoliator&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Climate adjuster&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to dip by -10 degrees.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Auto mortar &lt;br /&gt;
| ? || | 180 || |A self-powered, self-loading,automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.  || |The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto inferno turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with an [[Inferno cannon (Turret)]]. || | A defensive turret that shoots incendiary shells. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Auto charge blaster turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with a [[light charge blaster]]. || | Defends Mechanoid clusters with a fast firing blaster, making this one of the most dangerous turrets to try to disable. || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Mini-slugger turret&lt;br /&gt;
| ? || | 100 || | A self-powered defense turret mounted with a weak but long-ranged [[mini-slugger]]. May explode when damaged. || | A small common defensive turret used by mechanoid clusters. Fairly harmless but has incredible range. || | 1x1 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Mech Clusters are best dealt with an extreme range, to avoid placing your colonists in unnecessary harm.&lt;br /&gt;
&lt;br /&gt;
=== Colony Weapons ===&lt;br /&gt;
&lt;br /&gt;
==== Mortars ====&lt;br /&gt;
&lt;br /&gt;
For Mech Cluster without a Mortar Shield, mortars are obviously the best way to deal with them as they present many foes that stay in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids before triggering them to attack your colony, where you can take advantage of your base defenses.&lt;br /&gt;
&lt;br /&gt;
For Mech Clusters with Mortar Shields, you can either try to destroy the shields first with snipers or simply overpower the shield. Each mortar shield is temporarily deactivated for a few seconds when they block a mortar shell. As such, a battery of 4-8 mortars timed to all fire at once can easily penetrate the shield with most of its shells. Mixing a few EMP shells in can also help disable the Mortar Shield, allowing successive salvos to ignore and hopefully destroy the shield before it can come back online.&lt;br /&gt;
&lt;br /&gt;
==== Orbital Bombardment/Beam Targeter ====&lt;br /&gt;
&lt;br /&gt;
Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they're found only via quest rewards and ancient dangers. However the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.&lt;br /&gt;
&lt;br /&gt;
==== Sniper Rifles/Rocket Launchers====&lt;br /&gt;
&lt;br /&gt;
The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions (a few walls built near the front for cover), you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range and behind cover.&lt;br /&gt;
&lt;br /&gt;
Depending on the damage you inflict from opening salvos and the mechanoids behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions.&lt;br /&gt;
&lt;br /&gt;
==== IEDs ====&lt;br /&gt;
&lt;br /&gt;
For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.&lt;br /&gt;
&lt;br /&gt;
Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED to prevent the cluster from waking up.&lt;br /&gt;
&lt;br /&gt;
==== Grenades ====&lt;br /&gt;
&lt;br /&gt;
[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with one hit. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.&lt;br /&gt;
&lt;br /&gt;
[[File:MechCluster.jpeg|frame|A mech cluster from Total Timewaster's video. You can see that the mechanoids are asleep.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75292</id>
		<title>Mechanoid cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_cluster&amp;diff=75292"/>
		<updated>2020-09-27T02:07:57Z</updated>

		<summary type="html">&lt;p&gt;Kfsass: testing editing the page itself since I'm not allowed to upload an image yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Added in Royalty was the &amp;quot;Mechanoid Cluster&amp;quot; event - there may be associated with quests, or sometimes drop in place of a raid. During this event a fleet of drop pods will come down, deploying mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant, and eventually be awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Building types ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous buildings ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! [[Mech capsule]]&lt;br /&gt;
| [[File: MechCapsule.png|64px]] || | 180|| | A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened || | Deploys between ? and ? mechanoids when triggered.  || | 2x3 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech assembler]]&lt;br /&gt;
| ? || | 260 || | An automated mechanoid factory. It periodically assembles and deploys new mechanoids. || | Releases 1 mechanoid of a single type periodically. Exact time varies. As of 1.1.2624  shuts down after producing 4 mechanoids. || | 3x3 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mech drop beacon]] &lt;br /&gt;
| ? || | 100 || |A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.  || |Calls mechanoid reinforcements in a local area.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Proximity activator]] &lt;br /&gt;
| [[File: ActivatorProximity.png|64px]]  || | 100 || |A proximity alarm for dormant mechanoids. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Count-down activator]] &lt;br /&gt;
| [[File: ActivatorCountdown.png|64px]] || | 100 || |A timed mechanoid activation unit. After counting down, it will wake nearby dormant mechanoids and structures.  || |Activates any nearby sleeping mechanoids.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Bullet shield]]&lt;br /&gt;
|[[File: ShieldGeneratorBullet.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.   || |Blocks pawn's projectiles from firearms.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Mortar shield]]&lt;br /&gt;
| [[File: ShieldGeneratorMortar-0.png|64px]] || | 200 || |A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.  || |Blocks mortar rounds.  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Gloomlight]]&lt;br /&gt;
| Yes || | 50 || A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.  || |Emits light  || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
! [[Unstable power cell]]&lt;br /&gt;
| [[File: Unstablepc.png|64px]]|| | 200 || A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.\n\nSome brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating. || | Provides 400W of power || | 1x1 || | No || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effectors ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
|-&lt;br /&gt;
! Psychic droner &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals psychic sensitivity. || | Creates a gender specific Psychic Drone || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Toxic Spewer &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes toxic fallout across the map and a radius of 3 hexes on the world map. || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Smoke Spewer &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Sun Blocker &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Psychic Suppressor&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.   || |Causes a specific gender to be in constant pain, reducing their consciousness and making any psycasts less effective. Affects the worldmap by 10 hexes.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Weather Controller&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomena on the local and world map by 10 hexes. || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! EMI dynamo &lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Defoliator&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time.  || | 2x2 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
! Climate adjuster&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to dip by -10 degrees.  || | 6x6 || | Yes || | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster&lt;br /&gt;
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! Auto mortar &lt;br /&gt;
| ? || | 180 || |A self-powered, self-loading,automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.  || |The auto mortar will slowly destroy even the best defended and equipped bases from a distance, making these one of the biggest threats of a mechanoid cluster.  || | 2x2 || | Yes || | &lt;br /&gt;
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! Auto inferno turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with an [[Inferno cannon (Turret)]]. || | A defensive turret that shoots incendiary shells. || | 2x2 || | Yes || | &lt;br /&gt;
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! Auto charge blaster turret&lt;br /&gt;
| ? || | 380 || | A self-powered turret mounted with a [[light charge blaster]]. || | Defends Mechanoid clusters with a fast firing blaster, making this one of the most dangerous turrets to try to disable. || | 2x2 || | Yes || | &lt;br /&gt;
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! Mini-slugger turret&lt;br /&gt;
| ? || | 100 || | A self-powered defense turret mounted with a weak but long-ranged [[mini-slugger]]. May explode when damaged. || | A small common defensive turret used by mechanoid clusters. Fairly harmless but has incredible range. || | 1x1 || | Yes || | &lt;br /&gt;
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== Tactics ==&lt;br /&gt;
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Mech Clusters are best dealt with an extreme range, to avoid placing your colonists in unnecessary harm.&lt;br /&gt;
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=== Colony Weapons ===&lt;br /&gt;
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==== Mortars ====&lt;br /&gt;
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For Mech Cluster without a Mortar Shield, mortars are obviously the best way to deal with them as they present many foes that stay in a small, confined area. Prolonged shelling can easily destroy mech clusters and weaken the mobile mechanoids before triggering them to attack your colony, where you can take advantage of your base defenses.&lt;br /&gt;
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For Mech Clusters with Mortar Shields, you can either try to destroy the shields first with snipers or simply overpower the shield. Each mortar shield is temporarily deactivated for a few seconds when they block a mortar shell. As such, a battery of 4-8 mortars timed to all fire at once can easily penetrate the shield with most of its shells. Mixing a few EMP shells in can also help disable the Mortar Shield, allowing successive salvos to ignore and hopefully destroy the shield before it can come back online.&lt;br /&gt;
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==== Orbital Bombardment/Beam Targeter ====&lt;br /&gt;
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Another easy way to destroy a Mech Cluster is to save your [[Orbital bombardment targeter]] or [[Orbital power beam targeter]] for them. These are quite rare as they're found only via quest rewards and ancient dangers. However the damage they rain down can easily destroy even a double or triple strength mech cluster, leaving only Centipedes as survivors to assault your base.&lt;br /&gt;
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==== Sniper Rifles/Rocket Launchers====&lt;br /&gt;
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The [[Sniper rifle]], [[Triple rocket launcher]], and [[Doomsday rocket launcher]] are all long range weapons. The two rocket launchers also do extra damage vs buildings. Using these three weapons with a coordinated first salvo from prepared forward positions (a few walls built near the front for cover), you can inflict severe damage upon Mech Clusters as soon as they wake up. Opening volleys should focus on taking out any defending long-range mechanoids (Lancers/Pikemen) and the Auto-Inferno Turret. While the Mini-Slugger Turret and Auto Charge Blaster Turret both have high range, the former has weak shots and the latter is wildly inaccurate at range, which means your colonists incur minimum risk from them by attacking from long range and behind cover.&lt;br /&gt;
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Depending on the damage you inflict from opening salvos and the mechanoids behavior, you may have to decide between withdrawing to your base or mounting a shootout from your forward positions.&lt;br /&gt;
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==== IEDs ====&lt;br /&gt;
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For a Mech Cluster without any proximity activators, 1 explosive IED can take out any turret or small building. 1 EMP IED has a bigger area of effect than a EMP mortar shell.  IEDs can be daisy chained to cover a greater area.  The IED can be set off with a targeted attack such as a sniper rifle, a mortar volley, or by waiting for an activation timer to count to 0.&lt;br /&gt;
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Care must be taken to keep colonists 2 squares away from units or buildings while constructing the IED to prevent the cluster from waking up.&lt;br /&gt;
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==== Grenades ====&lt;br /&gt;
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[[EMP grenades]] can disable both mechanoids and mech cluster buildings. Meanwhile [[Frag grenades|Fragmentation grenades]] inflict high damage vs buildings and can destroy any mech cluster turret with one hit. Thus a grenadier team, taking advantage of cover from steel walls that often come down with mech clusters, can inflict significant damage if the mobile mechanoids can be lured away and defeated first.&lt;br /&gt;
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Alternatively, a colonist with the ''Skip'' and ''Invisibility'' [[Psycasts]] can move into a Mech Cluster, use grenades to quickly destroy priority targets, then use ''Skip'' to withdraw as soon as the ''Invisibility'' wears off.&lt;br /&gt;
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[[File:MechCluster.jpeg|frame|A mech cluster from Total Timewaster's video. You can see that the mechanoids are asleep.]]&lt;br /&gt;
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[[Category:Gameplay]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kfsass</name></author>
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